01-15-2009, 05:37 PM
sall good guys. I noticed that WM is now lining up to work with hf2- it's in the drop down list with WM dialogs- not sure if support has been implemented yt. I think Stephen has moved to Mars.
Finally after 3 days of piggiing about started to draw actual terrain in WM. Working on that tonight.
I think we should ask Joe if he'll implement the hf2.
GC should have it at some point too, but things are slow.
Yeh, GM is the muts nuts.
01-15-2009, 09:57 PM
Humble beginnings...this is the first order of ridge networks going in.
01-15-2009, 10:02 PM
01-15-2009, 11:03 PM
Ok so I couldn't wait for tomorrow...
Monks - check this out. This I think is the very first version of MeDem V1.0 coloured up. So it has a few rough edges at this point but these seem like areas which can be fixed easily as opposed to making another ascent through a precipitous frosty crevasse to do it.
Critique it strongly and ill get it all fixed up. For a start there are hardly any trees at this point etc.
Last edited by Redrobes; 01-15-2009 at 11:11 PM.
01-16-2009, 07:27 AM
01-16-2009, 09:02 AM
Fun isn't it. Knackered today - cue bleary eyes etc...
The map is 10x10 tiles and it takes about 5 mins per tile so thats about 5hrs for the map. So checking a change is not too bad but then applying that change globally is a bit harder. Still, by using the makefile you can select which tiles you want to ditch and recalc and it will run through just updating them only thats really really cool when your looking at this much time to recalc.
I think generally there is too much snow and that the temperature needs to be increased. To fade out that snowline I thought that we should increase the solar heating so that you get bare south sides of the mountains which would stagger that snow line much more. I think the Mistys should be dappled with snow not solid right ?
Lets forget the bottom left and concentrate on the Mistys + Mindol areas then and get the bits that matter about right. I am hoping that there will be some mountainous texture on the Mordor border and stuff like that cos its a bit flat right now. Maybe we will submit just Mistys as a map ? Still, all that I think is the problem is that the land towards the sea does not have much definition and its very low. I have the beach settings in the tex compositor so I could hack them down a bit. But the land around that area is just above sea level and very flat so its putting in a big beach. The waves are just 0.25m high and they span quite a distance so it must be really flat indeed. Not to worry tho.
That dark patch is igneous rock instead of normal. I will have to check my settings here as I think that veg should cover most of that up. I will have to blur the igneous mask a lot too I think. Its too sharp.
My main issue is that the whole thing is grass so I have to up the trees and get them in. There should be some forests in there but it didn't grow them for some reason. Maybe its too cold at mo. Will push up the veg param anyway with the temperature then maybe they will come in.
I'll upload a big pic somewhere though I should get you a VDale version as its fun to whiz round it. I ought to get the height map down to about 2K to so I can play with DragonFlight too.
01-16-2009, 09:29 AM
re snow on mistys Yes, if you look at Google Earth Alps from high up, the snow actually adds definition to the ridge patterns. When I was working in WM I got the snow coverage on the tex just right so that it brings out those macro structures- it looks just like the google shots. That's the same latitude so.
Depends on just how much I manage to do here in WM. So that's a yes on entering a separate Mistys- I think the whole map will be not far off that Misty quad.
re: bottom left
yes, I'll tool with that as the last thing on my list, but it's not priority.
01-16-2009, 03:34 PM
Ok, warmed it up a bit so that snow goes to the Northernm ridge line. Added a bit more veg and fixed up the igneous to be under the veg this time (duh!) and improved the river water texture to be more consistent. Lorien, Fangorn and Mirkwood still not coming through so ill look into that next.
Making a few more changes and starting a new full run.
Last edited by Redrobes; 01-16-2009 at 03:53 PM.
01-17-2009, 10:36 AM
New one. Some of the forests have come out this time. Still there are some holes in them. I think this might be due to flooding but I am not sure at this stage. Will have to look and fix that since I zap all the water off the map before rendering it.
Lorien is not coming out still. This could be that its higher in altitude or that its too cold from that too. I will have to check the temperature map to see. I am wondering if I should raise the temperature where there is forests since there are some in the ice fields and they will never come out if its this cold. I am not sure how cold it is up there but on our map its very cold indeed - like about -20 or something like that.
Anyway - I am pleased at how its coming along. Still lots to fix up but anything else that is glaringly obviously wrong to an M.E. eye that I don't have.
Oh yeah, I added a little smoothing to one stage which added about a minute to a tile calc. Thats an extra 2 hours to calc now. Will have to do something about that I think. So its at about 7 or so hrs at mo.
01-17-2009, 11:36 AM