Errrdit World

Do you need help? Ask here!

Bug reporting belongs here: http://developer.wz2100.net/newticket
maynard
Trained
Trained
Posts: 38
Joined: 08 Jul 2009, 22:50

Errrdit World

Post by maynard »

I spent two days making a height map, load into edit world and texture 0 has a blue line in it. But here is the kicker whatever tile I use edit world thinks it is the one before that. So if I use tile 79 say it show up as 78. However this is only in the 3d veiw in the 2d veiw it shows up as 79 which is the lz tile and problably wont look to good for a cliff tile.
I think this whole thing could be cause by extreme height factor. Where my tiles are streched to double there normal height.
Any suggestions???
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Errrdit World

Post by whippersnapper »

.

May as well set your 32EW height to 1 because the game binary will not render heights over 1.

There are reasons for that. One being that the way Vtol (absolute height) path finding is currently handled creates major problems for heights over 1 so as to make the game, for all intents and purposes, un-playable at heights greater than 1. I imagine that will be addressed sometime in the future but for now the reality is 1 and no greater.

Regards, whip :cool:
.
maynard
Trained
Trained
Posts: 38
Joined: 08 Jul 2009, 22:50

Re: Errrdit World

Post by maynard »

That is what it was set at. Could the height map went beyond the limit?
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Errrdit World

Post by whippersnapper »

maynard wrote:That is what it was set at. Could the height map went beyond the limit?
The only way would be if your HM went from Black to White with no gray scale in between and then your 32EW height set for 2 let's say..
Under those conditions 32EW would stretch the 1 tile to the equivalent of a 2-tile polygon space. That's all I can think of.

Regards, whip :ninja:
.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Errrdit World

Post by lav_coyote25 »

ummmm... hmmmm.... 1 for the height map?? :stare: well... i suppose that would work... i prefer the terrain following of the vtols over flat lands anyday. :3 :3 :3 :3 :3 xD
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: Errrdit World

Post by whippersnapper »

lav_coyote25 wrote:ummmm... hmmmm.... 1 for the height map?? :stare: well... i suppose that would work... i prefer the terrain following of the vtols over flat lands anyday. :3 :3 :3 :3 :3 xD

Yea... It's a PITA I've had to figure how to work with and around in my "War School" map even with a 1 height level...

I should explain those work-arounds & the phenomena better.

When the Vtol flight path is rolling along at sea level and then all of sudden hits a 90 degree sheer cliff face even at a 1 height setting the Vtol orientation can momentarily go from horizonalt to vertical and its velocity "stall". It can happen the other way around as well - that is, the Vtol flight path can be following along at a 1 height altitude and if it hits a sudden 90 degree drop to sea level it can do a "vertical stall" Their are "tricks" to mitigating this phenomenon which all amount to either the obvious terrain elevation gradients (terracing or stair-stepping the topography which is where the gray-scaling of your height map takes on a practical consequence along with aesthetics) or allowing for in your design the 3 second lag it takes for the Vtol to go back to it's normal parallel or horizontal orientation relative to the surface. ALSO - that "stall-lag" can almost be totally eliminated if you use water tiles wherever you have a 90 degree cliff face at a sheer 1 height (as opposed to a graduated 1).

In the source Pumpkin refers to it as - /* primitive 'bang-bang' vtol height controller */ function

Regards, whip :cool:
.