13Likes
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08-21-2011, 07:50 AM
#281
Thanks Steel General!
monks
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08-21-2011, 08:06 PM
#282
My attempt.
Whilst Monks is doing his manual modelling of the mountains by using patches of real world mountains applied, I have been trying to script apply the real world mountains as part of the ongoing automated scripting system dev. The problem is that even tho Mordor is quite a large area and will take a lot of effort to model, its not a large part of the map as a whole so there could be a years worth of mountain patch application if we didn't do some of it as a process.
So I have a couple of test images here showing how those might be added in using a completely automated system.
The mountains are too high in both cases but the ones on the left (Ered Nimrais) are waaay too high and the fall off is a bit too steep but still, the principle is there. The area done is a rectangle that goes to the obvious cut off on the left to just to the left part of the 'D' in "Mt Doom" and not beyond. Beyond is the old style mountains we had but before Monks new ones as displayed in the images from the posts above.
I would be interested in hearing general criticisms.
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08-22-2011, 11:21 AM
#283
This is nice stuff! The blend is especially nice and the interior mountains, while not perfect to the trained eye, are still "good enough", easily. We just have to be careful with the heights. As I said, we can't have everything at Himalaya heights. We're pretty much doubling the consensual heights for the mountains in M-E...I've not got a problem with that, it'll make for a grander experience, and it does actually parallel real world mountains heights.
I don't know how the Mistys will look scaled to that really high altitude, considering they cover way less land mass than the Himalayas- doubling their height- hmmm, no, I think it'll be fine. But at least we're now in a position to see! //wink
monks
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08-22-2011, 11:43 AM
#284
If I get a few hours spare, ill lower the mask height for these mountains and try some on the Mistys and see how they look. Incidentally, do you have some average spot heights for some of these ranges. What would you say those mts at Mordor should have been, and what should the Nimrais and Mistys be as well. Quote what you want me to set them to and ill give it a go and get some 'proper' renders of them to see how they might look in a full run.
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08-22-2011, 09:03 PM
#285
A couple of lower height mask runs. I think something between the two would be perfect. I got some spot heights off of Monks so ill set that up to be accurate to those now which is almost exactly half way between the first and this version. A full map of mountains like this would look cool.
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09-09-2011, 08:33 PM
#286
I have been working more on the mountains of ME. Arandil, a member here and fellow medemmer has found a bunch of real mountain tiles and I have added some code to my GTS to rotate the height or flip it. By writing a script I have randomly picked a tile from his set and randomly rotated and flipped it and built up an array of the 40x40 tiles. By blending these together into one seamless expanse we hope to create a mountain range mask that we can apply to any masked in mountainous regions on the map. Its easier than trying to make the stuff by hand.
So now that I have all 1600 tiles, I thought I would share a 4x4 set of tiles blended together to make a 4096x4096 pixel mountain map. Apologies for the image being JPG but it blew the byte limit in PNG. At least this is better than the 5Gb of mountains I have on my drive now. Also, this is only 8 bit greyscale image instead of the full 16bit were using. But if you either add this to your map or use it as an extra height field in a continental map then it would be useful. Oh and this one is seamless within the 4x4 but not wrap around the edges. Anyway, hope its big enough.
Gotta try this out with the full MeDem map next then we chuck the whole thing at Outerra and see how it looks with real mountains in it.
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09-12-2011, 04:03 PM
#287
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09-13-2011, 07:15 PM
#288
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09-14-2011, 07:50 AM
#289
That is just jaw droppingly amazing, both in terms of beauty and in scale.
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09-14-2011, 10:07 PM
#290
Thanks ravells. We're gonna do a run of the whole map in the next week, I'm looking forward to seeing how it comes out!
monks
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