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Tiling issue.

Started by smoth, April 18, 2009, 03:40:17 pm

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Stephen

As nikita noted, make sure "Blend Across Tiles" is checked in the RGB output device. I believe this may account for the issues you're experiencing.

This defaults to on, as it is usually the desired behavior. However, if you're exporting color-coded maps instead of textures (for example, color #00ff00 means one texture, but color #11ee11 another), you don't want any actual blending of colors happening, which is why it can be disabled.

-- Stephen Schmitt
- Creator of World Machine

smoth

ah

well, I've got it exporting right now. Will not be done till roughly 11pm tonight. So we'll see. I didn't realize the bitmap output over-rode the app settings.
I develop maps for my RTS game gundam RTS. Look it up sometime to see how powerful wm2 can be!

smoth

Excellent! that was the issue! thank you both!
I develop maps for my RTS game gundam RTS. Look it up sometime to see how powerful wm2 can be!

smoth

it isn't the tiled build. it is the erosion generator.

erosion generator produces sharp edges and pyramids in various locations across the terrain. These harsh ridges are responsible for what I thought was tile edges.



It took me a long time to produce a good strong example such as this one. Most other times it would show up as subtle ridges. Initially I felt I was using the wrong settings but I have done this many times over, and even moved to pre-building the heightfield prior to my tiled builds. I have tried many different scenarios and these pyramidal ridges are always added during erosion only. I am not sure what is wrong but I am still willing to believe that it has to be something wrong with my settings. It is erosion doing it though, not tiled build.

http://smoth.net/home/wm/GRTS_DesertValley.7z

I develop maps for my RTS game gundam RTS. Look it up sometime to see how powerful wm2 can be!

smoth

as a note I was kinda half awake when I posted it. I know the earlier seams were tiling issues. However, what I thought was tiling issues afterward was actually caused by these sharp pyramidal forms in the terrain from the erosion.
I develop maps for my RTS game gundam RTS. Look it up sometime to see how powerful wm2 can be!

smoth

so I hate to bump this but the sharp pyramids that keep showing up in erosion are problematic. I guess I should start a separate thread but I figured I would stay in this thread as what I thought was tiling issues is really more to blame the erosion tool.
I develop maps for my RTS game gundam RTS. Look it up sometime to see how powerful wm2 can be!

nikita

I already downloded file when you first posted it but later forgot to actually take a look at it. Sorry for that.

In your file, i suppose the chain at the top is supposed to produce those pyramids? If so, I can't reproduce the error at all. I tried 2.1, 2.15.
To me it looks like the problematic heightfield is being loaded (desertbase2.png) but comes from a different tmd.
"Every time you read or write beyond the end of an array, somewhere a fairy dies."
Richard Buckland

smoth

the pyramids don not exist prior to erosion, they are unwanted. I am using this example as they are the most prominent in it. If I forgot to include part of the project, I might not be able to produce the file as I already tried to work around it to get a less noticeable pyramid glitch. My apologies, I cannot reupload the files tonight and cannot do much about this right now due to persona issues that have arisen in this time.
I develop maps for my RTS game gundam RTS. Look it up sometime to see how powerful wm2 can be!

nikita

Ok...
a last remark on this: Erosion does tend to produce "axis-aligned" features. That is, erosion effects tend to be horizontal or vertical.
For now, I assume that the pyramid is just an extreme example of this. Anyway.. a bit simple displacement after erosion is often a good way to get rid of that effect.
(If you don't want to distort your terrain: Displace before erosion and then again after the erosion, but in the opposite direction)
"Every time you read or write beyond the end of an array, somewhere a fairy dies."
Richard Buckland

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