Jump to content

Terrain erosion


Recommended Posts

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:

NLDF0.jpg

Conclusion: We need erosion scripts, it looks aweshum!

(with apologies if this has already been tried)

Edited by myconid
  • Like 1
Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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. :ph34r:

Link to comment
Share on other sites

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. :ph34r:

Lol. Despite that, you have once again proved your awesomeness (y)

Link to comment
Share on other sites

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...

Link to comment
Share on other sites

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.
Link to comment
Share on other sites

@myconid

You 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 ;-)

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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/topoview

and

http://www.micromous...ml#DownloadHelp

the result is a heightmap like this (if i remember correctly, this is near Kalkriese, where the battle of Varus took place)

vmp82jvhumry.jpg

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 by kosmo
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...