Forged Alliance Forever Forged Alliance Forever Forums 2019-09-28T07:31:14+02:00 /feed.php?f=53&t=17927 2019-09-28T07:31:14+02:00 2019-09-28T07:31:14+02:00 /viewtopic.php?t=17927&p=178605#p178605 <![CDATA[Re: Problem with importing heightmaps]]>
In order to start working in the World Machine (WM) program and in the future to avoid problems with the difference in the WM height map and the FAF Ozonex map editor, you need to make the following changes in the WM settings:
1) Indicate the size of the card, for example. for a 10 × 10 km map for Supreme Commander, in the map editor you need to create a 512 by 512 map. Accordingly, in World Machine it will be 512 x 512 and check the “+1” box so that the game doesn’t have a bug with edges in the game.
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2) Set the maximum height in WM equal to 255 meters (in the game the maximum displayed height is 255), or otherwise there will be a problem with importing height maps. You must also set the unit in kilometers.
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Statistics: Posted by MikZZ — 28 Sep 2019, 07:31


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2019-08-21T16:40:01+02:00 2019-08-21T16:40:01+02:00 /viewtopic.php?t=17927&p=177469#p177469 <![CDATA[Re: Problem with importing heightmaps]]>
Rewilon wrote:
Which tools du you use to make Maps with natural looking terrain?
(I prefer unsymmetrical natural maps, not that symmetrical tournament maps.)


I only use World Machine, Photoshop, and online images (search "heightmap" in Google) to get results.

A word of caution: asymmetrical maps are tough to balance so please use care in how you design. Reference the FAF Map Vault rules here and note #7 where you could see your map set to "not ranked." For fun and aesthetic design, go nuts but just a word of caution!

Rewilon wrote:
Where should these sliders be? (Do I use the wrong version of the editor? ...or did you mean WM?)


Read over each setting here "[Terrain Settings and meanings in the FAF Map Editor Wiki]" and you will see it depends on what you want.

Strange that it does not explain the "Scale Height" setting. I would enter a value there, check the scale, and see what happens. It might be all you need to do to fix your height map import.

When I get home from work tonight, I will investigate.

A word of caution: Black plane bug
In Forged Alliance there is known bug, that lower parts of your map will become black. It happen, when height difference between the lowest and the highest point is bigger than 50.

Do not try to break this rule! Height differences of 50 not only cause this bug, but will certainly create areas for air unit path-finding, and in general messes with the camera/visibility.

Remember that a difference of more than "1 unit" in the editor is enough to make it so units cannot traverse along and need to find another path to access lower/higher areas of the map.

Statistics: Posted by Morax — 21 Aug 2019, 16:40


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2019-08-21T11:50:52+02:00 2019-08-21T11:50:52+02:00 /viewtopic.php?t=17927&p=177461#p177461 <![CDATA[Re: Problem with importing heightmaps]]>
try ticking scale height, i assume 0.5 would mean it will import at half the height it imports at now

Statistics: Posted by biass — 21 Aug 2019, 11:50


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2019-08-20T22:43:55+02:00 2019-08-20T22:43:55+02:00 /viewtopic.php?t=17927&p=177446#p177446 <![CDATA[Re: Problem with importing heightmaps]]> Thank you for your great tutorial. :)
I will check this and try it out.

Which tools du you use to make Maps with natural looking terrain?
(I prefer unsymmetrical natural maps, not that symmetrical tournament maps.)

biass wrote:
there "should" be two sliders around the import button in the editor, that control at what height the black and white of the "image" you're using as a heightmap appear as


Where should these sliders be? (Do I use the wrong version of the editor? ...or did you mean WM?)

Statistics: Posted by Rewilon — 20 Aug 2019, 22:43


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2019-08-19T16:23:55+02:00 2019-08-19T16:23:55+02:00 /viewtopic.php?t=17927&p=177433#p177433 <![CDATA[Re: Problem with importing heightmaps]]>
Honestly, if the heightmap is only as far in progress as the one the OP showed, just start from scratch the proper way, as explained by Morax.

Statistics: Posted by Lionhardt — 19 Aug 2019, 16:23


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2019-08-19T13:59:39+02:00 2019-08-19T13:59:39+02:00 /viewtopic.php?t=17927&p=177432#p177432 <![CDATA[Re: Problem with importing heightmaps]]>
there "should" be two sliders around the import button in the editor, that control at what height the black and white of the "image" you're using as a heightmap appear as

if you make the values closer to one another, the difference in height decreases and thus fixes your problem

that, or you can decrease the contrast in your favorite image editor, they work the same way

Statistics: Posted by biass — 19 Aug 2019, 13:59


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2019-08-19T17:39:45+02:00 2019-08-19T13:15:02+02:00 /viewtopic.php?t=17927&p=177430#p177430 <![CDATA[Re: Problem with importing heightmaps]]>
Eh, I just can't recommend it. As you stated, making a simple height map with the low and high value as a reference is the best practice.

Something changed in the ozone editor where the height values are far different from WM expression. I didn't know how to answer this at first because it resulted in a much closer look when I originally used it.

Now, in WM, it barely looks like any terrain is there and you have to trust something happened : /

I don't like using it anymore for this reason, but with the ozone editor you can make erosion details with the "mountain brushes" quite quickly.

Statistics: Posted by Morax — 19 Aug 2019, 13:15


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2019-08-19T12:16:27+02:00 2019-08-19T12:16:27+02:00 /viewtopic.php?t=17927&p=177429#p177429 <![CDATA[Re: Problem with importing heightmaps]]>
But besides that I think you did not answer his actual question anyway. I think he stared a heightmap in WM and fails to get it into the editor with the correct height scale. Your approach is essentially the same what I told him. Start with the editor then import into WM, then back into the editor.

I still think your post is valuable though. I will try your settings when I get back to mapping at some point and compare them to what I used to do.

Statistics: Posted by Lionhardt — 19 Aug 2019, 12:16


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2019-08-19T03:49:30+02:00 2019-08-19T03:49:30+02:00 /viewtopic.php?t=17927&p=177418#p177418 <![CDATA[Re: Problem with importing heightmaps]]> Statistics: Posted by Morax — 19 Aug 2019, 03:49


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2019-08-19T01:28:49+02:00 2019-08-19T01:28:49+02:00 /viewtopic.php?t=17927&p=177413#p177413 <![CDATA[Re: Problem with importing heightmaps]]>
Edit: Hm, how actually does your first post answer his question? I think you misunderstood what he is asking.

Statistics: Posted by Lionhardt — 19 Aug 2019, 01:28


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2019-08-18T19:42:03+02:00 2019-08-18T19:42:03+02:00 /viewtopic.php?t=17927&p=177405#p177405 <![CDATA[Re: Problem with importing heightmaps]]> Statistics: Posted by Morax — 18 Aug 2019, 19:42


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2019-08-18T19:23:54+02:00 2019-08-18T19:23:54+02:00 /viewtopic.php?t=17927&p=177404#p177404 <![CDATA[Re: Problem with importing heightmaps]]>
There are a lot of pieces of info needed to get going [see entire imgur album here: https://imgur.com/a/DXDv2QG?]

1) Show your original height map in the editor so we can have a look.

Here is my settings and height map for a test.

Settings:

Spoiler: show
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Height Map:

Spoiler: show
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2) Export the height map to your World Machine documents folder:

Spoiler: show
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3) Open the exported .raw / .r16 file in an image editing software package like Photoshop and save as a .PNG [so far this is the best known image file format that works with FA maps / World Machine].

Open the file:

Spoiler: show
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Save it as a PNG (2 parts to this):

Spoiler: show
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Spoiler: show
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4) Set up a "File Input" and "Write Output"

Part 1, select the "File Input" from the Generator tab:

Spoiler: show
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Part 2, fill up the generators, modifiers, natural, etc devices you wish to use [I will explain those in detail in a different post]:

Spoiler: show
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Part 3, add a "Height Output" from output:

Spoiler: show
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5) Load the .PNG file you created from image editing software through the "File Input" device:

Spoiler: show
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Highlighted in blue: Keep "edge blending" very low as this function will cause issues at higher levels

Highlighted in red: Ensure that "altitude scaling" is "Natural (file) elevations" so there is no conversion of height data

Highlighted in black: Ensure that your input dimensions match you map (eg 5x5, 10x10, 20x20, 40x40 km)

Highlighted in green: This is where you load your file, and yes, you must actually click "Load" to get to the next step:

6) Load the file:

Spoiler: show
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7) Check your height map at the device that precedes your "Height Output" one and ensure it looks okay. The World Machine generated height will look a little different, but it translates height with a scale that is not the same as Forged Alliance:

Spoiler: show
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8) Use the "Height Output" device by double-clicking it:

Spoiler: show
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9) Write the output by clicking "Write Output to Disk":

Spoiler: show
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10) Import the height map in the FAF editor:

https://i.imgur.com/ZO9McKs.png

11) When you select import, browse to the World Machine Documents folder [or wherever you selected to save] and find the export .raw / .r16 from World Machine's Height Output:

Spoiler: show
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12) Open the height output file and you will have your World Machine generated height map:

https://i.imgur.com/LWbUrA6.png

Statistics: Posted by Morax — 18 Aug 2019, 19:23


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2019-08-14T13:56:15+02:00 2019-08-14T13:56:15+02:00 /viewtopic.php?t=17927&p=177316#p177316 <![CDATA[Re: Problem with importing heightmaps]]>
If you started from WM I don't know of a way to get the information needed from WM to put the correct height values into the editor when importing. But in principle there should be a way to get that information. Possible start:

1) Query your maximum and minimum height in WM (don't know how)
2) Measure your maximum and minimum gray scale value of the exported heightmap in PS or something.
3) Adjust your heightmap in PS to cap out at either black or white. Meaning, increase the brightness until the pixel with the highest previous value has value 255 or decrease until the darkest pixel reaches 0.
4) Hope that this translation is linear.
5) reimport into WM
6) measure max and min height again
7) import into editor with the same numbers you just measured + an arbitrary constant

No idea, if that works though.

Statistics: Posted by Lionhardt — 14 Aug 2019, 13:56


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2019-08-13T21:09:09+02:00 2019-08-13T21:09:09+02:00 /viewtopic.php?t=17927&p=177310#p177310 <![CDATA[Re: Problem with importing heightmaps]]>
I used the unchanged standard settings in both tools. (As far as I know...)

Statistics: Posted by Rewilon — 13 Aug 2019, 21:09


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2019-08-12T15:54:40+02:00 2019-08-12T15:54:40+02:00 /viewtopic.php?t=17927&p=177297#p177297 <![CDATA[Re: Problem with importing heightmaps]]>
It's quite a process to export, import a height map using these tools, so if you want help files and setup will need to be known.

I recommend also joining the M&M discord where a host of people could offer insight: https://discord.gg/eTEYdqT

Statistics: Posted by Morax — 12 Aug 2019, 15:54


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