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Topics - VicToMeyeZR

1
General Discussion / WM unload Memory as needed
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?
2
General Discussion / Tiled export not symmetric
August 17, 2015, 12:32:15 pm
Can you make a tiled output that is not symmetric?
3
General Discussion / tiled vs. single
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??
4
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.
5


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!

6
Quote from: Remnant on March 20, 2013, 02:02:29 pm
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: