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Bug Reports and Help / How To Make A Terrain Smaller in World Machine
« Last post by MarsMiner on September 07, 2018, 10:01:06 AM »
Hi all,

I am new to both the forums and world machine and am having a problem. I have spent quite a lot of time creating a terrain with layout generators and all sorts. I plan to export it in small chunks by moving the world extents along and re exporting a new area each time (I am using the basic edition so I am doing this to get a slightly higher resolution.) However, I have realised my terrain is massive and it will take me a long time to export it a small area at a time. Is there any way I can scale down all my layout generators and everything so it is easier? I know I will get less overall detail but that doesn't matter. I can't just export it and scale it down in my game engine - the entire idea is I need to make it all smaller in World Machine so I can export at a high resolution in small chunks, but I won't need as many chunks.

Is there any way to do this other than start again and design everything smaller?

Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by WFab on September 05, 2018, 07:28:04 AM »
@kris392001: Could you send me the files? The main tmd file, and all input files (heightmap, masks).  I can test it all on my end to see what's wrong, maybe figure out a workaround if necessary.
Geology and Terrain / Big realistic World
« Last post by Oleg_Verhovodov on September 04, 2018, 02:07:07 PM »
Hello everybody.
I want to create an exact copy of the US state of North Dakota, is it possible to do this? And if so, how ?
I tried in many ways, looked at many lessons, but it did not work.
To create a small landscape there are no problems, but what about large areas?
In the future it will be necessary to export such a landscape to UE-4
Maybe there is a video lesson on this topic?

Any help will be appreciated, thank you in advance to everyone who will answer and help with my task. Thank you.
Is this standard for World Machine support? I've had a ticket in for 5 days with no response!
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by kris392001 on September 03, 2018, 01:59:57 AM »
Thank you again for your reply Pratyaksh.

With the terrain drop and guttering I am assuming it's not correct because the demo video performs as I would expect. I understand this is a shape mask but still, I don't see why a bitmap mask should perform differently.

And with the masks, I don't use alpha channels. Raw, tiff, tga and PNG greyscale 16 and 8bit do not work. And I've had no response to a support ticket I left 4 days ago.

Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by WFab on September 02, 2018, 01:38:30 PM »
Okay, so the terrain drop and guttering both may be unrelated to the mask. What terrace device does, is apply a filter shaped like steps to the terrain. Sometimes a peak may be cut off, sometimes terrain may be lowered in places. Since the area is being masked, the area outside the mask isn't being lowered, causing a sharp drop and raise. I think that's what you mean by "guttering".

Also, the best practice is to have a mask with all opaque alpha. Or no alpha channel altogether. Wm works off brightness values of the image, transparency may interfere with that. I still haven't yet checked on my end what transparency does in a mask, just speculating at this point. I always delete alpha channel if I don't need one, so I haven't yet encountered any problem with that.
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by kris392001 on September 02, 2018, 04:47:50 AM »
Hi Pratyakash, thanks for having a look for me.

You make it sound so easy, and it should be, but the only mask format I can get to work so far is a greyscale (8 or 16 bit) PNG  with a transparent background (see image 1) But it produces the gutter. With RGB Alpha, World Machine crashes, with white in place of transparent, it just masks the whole area.

I have tried with greyscale 8 and 16bit raw (see image 2) and that just has no effect. Moving on to other formats to try.

Edit: TIFF and Targa don't work.

This is getting somewhat frustrating.

Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by WFab on September 01, 2018, 10:46:27 AM »
In world machine, all height data, including masks, need to be black and white. RGB is for color data.

Now if I understand correctly, you are using a png alpha channel as mask. That may work with a channel splitter, but better way would be to use a simple grayscale image, preferably with floating point precision (16bits per pixel float values, tiff or png).

You need to input this mask using simple file input, and just set the scale, leaving everything as-is. The gray parts at the edges may cause some problem with terrace or erosion device, but I'm not sure about that one. I'll test on my end and report later.
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by kris392001 on September 01, 2018, 05:33:34 AM »
Just another note - PNG masks cannot be black and white, this applies a mask to the whole image. They need to black through to transparent then they work but they seem to 0 out producing gutters around the mask, certainly when creating terraces (see image).

I'm going to try other formats. Any recommendations for the best mask format would be welcome.
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by kris392001 on September 01, 2018, 02:42:30 AM »
Thank you Pratyaksh, that worked. I'm very happy - had to uncheck AND invert. The area in the forground of the image has terraces, the background not, though this is not the final configuration of the terraces, it proves the principle. It means I can now detail various parts of the height map  per their biome.

The only issue is some guttering at the edge of the mask. It has a hard edge and I'm going to assume I can solve this with a feathered gradient.

Edit: Actually, a gradient didn't help. It obviously takes the edge to be 0, is there any way to only allow modification only to the height range within the mask? A clamp or some such?



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