Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - VicToMeyeZR

Pages: [1]
1
General Discussion / Re: WM unload Memory as needed
« on: September 04, 2015, 09:06:16 AM »
That all makes sense.  I will try all those recommendations

2
Development News / Re: 3.0.riverpreview2 Released!
« on: September 02, 2015, 09:39:09 AM »
I want this version, but I want the stable release, as it crashes a  lot on Windows 10 x64..  But I don't feel like I should have to pay another $99 to get it, as I already paid $99 to get this version, that's buggy..

3
General Discussion / Re: WM unload Memory as needed
« on: September 01, 2015, 07:34:45 PM »
I am going to guess that it might be a memory leak.  WM will show 20-40% memory usage, while "system" will show the rest to 100%..  I don't know why it would be using a "system" process to use memory.

I will send the project file  (I only use one tiled output at a time.)

4
General Discussion / Re: WM unload Memory as needed
« on: September 01, 2015, 10:42:05 AM »
Nothing huh? No response?  You don't have one, or you just don't WANT to answer?

5
Development News / Re: 3.0.riverpreview2 Released!
« on: September 01, 2015, 10:41:08 AM »
Can I just say, if you don't have a full release by the end of my "yearly" renewal, then you should be charging yearly renewals.  This will be a FULL year without a public release!

6
General Discussion / WM unload Memory as needed
« on: August 20, 2015, 01:53:14 PM »
Is there a reason on a tiled build, that WM needs to keep completed tiles in Memory after its finished with it?  on a 3x3 grid with 4096 HM, my 16GB of ram can't do it, with an over clocked i7?  I don't think its to much that I am trying to do?

7
General Discussion / Re: Tiled export not symmetric
« on: August 17, 2015, 09:18:19 PM »
Can I do a tile output of say 6 x 10

8
General Discussion / Tiled export not symmetric
« on: August 17, 2015, 12:32:15 PM »
Can you make a tiled output that is not symmetric?

9
General Discussion / tiled vs. single
« on: March 20, 2015, 12:25:53 PM »
SO i know WM build process is different with a single HM output vs. a tiled.  What I can't figure out, is wouldn't you want both builds to produce the same over all image?  I can see what the single build will look like, so when I do a tiled build, It would make sense for the tiles to line up and match the single hieghtmap.  They do not??

10
General Discussion / Re: heightmap coorelation to world dimensions
« on: March 20, 2015, 10:30:25 AM »
Ah roger..

That makes sense now.   Thank you

11
General Discussion / heightmap coorelation to world dimensions
« on: March 19, 2015, 09:54:52 AM »
I have a heightmap of 2048x2048  This one map covers though an area in Unity of 65,536 m x 65,536 m for terrain size.  (which will be a 32x32 individual heightmaps).
How to WM world size coorelate to a hieghtmap?  Can I import this map and then scale the size of the terrain?  I cant seem to find how to set a terrain area size for this though.

If you are confused sorry.  I am trying to explain best I can as WM kind of confuses me how it's map size actually coorelates to heightmaps and how a person can set the size of a heightmap for export.

12
Bug Reports and Help / Re: Tiled filed input doesn't work......
« on: May 30, 2014, 05:06:33 PM »
Also, it looks like the axis are flipped in the terrain set: What is labelled X axis actually goes north/south, while Y goes east/west. This will import very poorly into WM since it doesn't match the usual coordinate system convention (X,Y ordered where x comes first in the coordinate pair, and runs east/west). Re-label the tiles appropriately and you should be OK!

Roger. I will try all those.

Thanks

13
maybe^  Thanks for your input.

The problem also is the OUPUT isn't what WM says it is.  so how do I work around that?

This is what WM says it outputs:


but this is what i get.  Once again, nothing close....


You will notice I took the suggestion and used the combiner, but still output isn't right?

14
Maybe you should use the selectors seperatly and combine them as a next step
So 1 time file out to height, one time file out to slope then take a combiner and choose he best combiner method maybe?

Can't get the results I want that way.  tried... I would prefer WM to work like its supposed to

15
Bug Reports and Help / Re: Tiled filed input doesn't work......
« on: May 30, 2014, 12:47:06 PM »
So since Unity only outputs 8Bit RAW heightmaps, and you have a TON of users that use Unity... unless I misunderstood your post

16
It is an 8bit RAW file, but I also get the same result if I take into Photoshop and output a standard height field file, (png, etc..)

17
Bug Reports and Help / Re: Tiled filed input doesn't work......
« on: May 30, 2014, 12:37:28 PM »
they are 8.. 

18
Bug Reports and Help / selectors, filters, and outputs don't work!!
« on: May 30, 2014, 11:09:15 AM »


Notice the little window on the left there and that the pic of the "output"

BUT, a wait, no its not!  and I am using a height then slope selector to pick specific slopes above sea level for rock faces.  yeah that doesn't work either...

This is the picture i get!


19
Bug Reports and Help / Tiled filed input doesn't work......
« on: May 30, 2014, 06:03:51 AM »
YES) If you have multiple input files, and they fit neatly onto a grid, you can use a Tiled File Input device to bring the entire set of heightfields into World Machine in one swoop. They just need a naming structure something like this: mytile_x0_y0, tile_1,4, etc. Where the first and second numbers are X and Y grid coordinates of the heightfield. This works great for sliced terrain datasets, but if you want to have more loosly-defined locations (perhaps with overlap) then you will need to do something else...

SO yeah, this doesn't work. :evil:


Pages: [1]