myconid 47 Report post Posted July 2, 2012 (edited) I was wondering whether the terrain mesh is fine enough for things like terrain erosion, so I took this heightmap and did this with it:Conclusion: We need erosion scripts, it looks aweshum!(with apologies if this has already been tried) Edited July 2, 2012 by myconid 1 Quote Share this post Link to post Share on other sites
zoot 74 Report post Posted July 2, 2012 Nice, but I am wondering what was autogenerated and what was authored? The heightmap was generated randomly and then 'flooded' to some height level? To which degree can the layout be controlled? Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 2, 2012 Nice, but I am wondering what was autogenerated and what was authored? The heightmap was generated randomly and then 'flooded' to some height level? To which degree can the layout be controlled?The heightmap is from Google. I just wrote the rmgen script to import it into the game and see what happens. I was curious if terrain erosion looks good with a low-fi mesh. It does, even without proper textures. Quote Share this post Link to post Share on other sites
zoot 74 Report post Posted July 2, 2012 Cool! Quote Share this post Link to post Share on other sites
Spahbod 54 Report post Posted July 2, 2012 You wrote a script to import height maps? That one would be very useful by itself. Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 2, 2012 You wrote a script to import height maps? That one would be very useful by itself.Alas, I cheated. I used GIMP's save-image-as-.h-file option to get the values as a comma-separated list and then used that to initialise an array in the rmgen script. Quote Share this post Link to post Share on other sites
theShadow 3 Report post Posted July 2, 2012 (edited) did you try playing a match on it? it would be interesting to see how that effects gameplay?or just upload it, Iw ant to try to make a fully functional map with it . Edited July 2, 2012 by theShadow Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 2, 2012 did you try playing a match on it? it would be interesting to see how that effects gameplay?or just upload it, Iw ant to try to make a fully functional map with it .Here you go: http://www65.zippyshare.com/v/40373917/file.html Quote Share this post Link to post Share on other sites
Pureon 825 Report post Posted July 2, 2012 Alas, I cheated. I used GIMP's save-image-as-.h-file option to get the values as a comma-separated list and then used that to initialise an array in the rmgen script. Lol. Despite that, you have once again proved your awesomeness Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 2, 2012 (edited) Lol. Despite that, you have once again proved your awesomeness "Nani gigantum humeris insidentes". (or maybe the correct singular form is "nanos".. oh well) Edited July 2, 2012 by myconid Quote Share this post Link to post Share on other sites
Mythos_Ruler 532 Report post Posted July 3, 2012 Looks awesome. The game will definitely need terrain flattening for buildings though! There have been a few fits and false starts over the years on implementing height map importation. Maybe this can be the final (successful) attempt. Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 3, 2012 There have been a few fits and false starts over the years on implementing height map importation. Maybe this can be the final (successful) attempt. The problem is, the game uses Spidermonkey so I don't think there's a way to load files directly from Javascript, but it should be possible to do through Atlas... Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 3, 2012 Ok, it's been implemented. In Atlas, File > Import heightmap, you select an image file and bam. Code: https://github.com/myconid/0ad/tree/importheightmapStill pretty basic, though. Always generates a map of the same size, for example, based on the default map, and ignores the parts of the heightmap that are outside those bounds. Quote Share this post Link to post Share on other sites
Spahbod 54 Report post Posted July 3, 2012 myconid, did you know that you rock? You have offered many new things to the game. I hope they'd be reviewed and committed soon. Quote Share this post Link to post Share on other sites
iap 4 Report post Posted July 3, 2012 Ok, it's been implemented.This is greate! Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 3, 2012 Thanks for the kind words, everyone, though I still think the programming team deserve your praise more than I do! (especially considering this was done in like 50 lines of code) Quote Share this post Link to post Share on other sites
Mythos_Ruler 532 Report post Posted July 3, 2012 I hope they'd be reviewed and committed soon. Quote Share this post Link to post Share on other sites
wrod 4 Report post Posted July 3, 2012 this... must be implemented.... or ill get chuck norris on u peoples... Quote Share this post Link to post Share on other sites
historic_bruno 520 Report post Posted July 3, 2012 How big is the map in the screenshot? It seems there's not much room to build and the scale of buildings to terrain is a bit off. The terrain shape itself looks good though. Quote Share this post Link to post Share on other sites
Mythos_Ruler 532 Report post Posted July 4, 2012 How big is the map in the screenshot? It seems there's not much room to build and the scale of buildings to terrain is a bit off. The terrain shape itself looks good though.Agreed. With shorelines and terrain that detailed, it seems like it should be placed on the largest map size available. Perhaps the importer can size the map based on the resolution of the height map. Quote Share this post Link to post Share on other sites
Potter 5 Report post Posted July 4, 2012 @myconidYou really really rock!!!I have thought that the previous 0 AD already looked wonderful. But you have proved me wrong by making it more and more stunning. I am glad that you are doing this ;-) Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 4, 2012 Agreed. With shorelines and terrain that detailed, it seems like it should be placed on the largest map size available. Perhaps the importer can size the map based on the resolution of the height map.Yeah, the heightmap in the screenshot was for a MUCH larger terrain. I'll need to resize the map to the heightmap size, that's the best solution. Quote Share this post Link to post Share on other sites
Almin 6 Report post Posted July 4, 2012 .. and so I really have to marry him someday... Quote Share this post Link to post Share on other sites
kosmo 4 Report post Posted July 9, 2012 (edited) I played around a bit and finally found a way of converting data of the SRTM into a heightmap.You need:http://earth.google.com/http://www.ambiotek.com/topoviewandhttp://www.micromous...ml#DownloadHelpthe result is a heightmap like this (if i remember correctly, this is near Kalkriese, where the battle of Varus took place)Is this usable ingame? I'm too silly to manage to build the game with the new code^^If yes, I can probably create heightmaps for famous battles that could be used for campaigns etc. Edited July 9, 2012 by kosmo Quote Share this post Link to post Share on other sites
myconid 47 Report post Posted July 9, 2012 Sure. http://i.imgur.com/cGcI7.jpg Quote Share this post Link to post Share on other sites