tiled output

Hello,

I have the following problem:
I am using WM to create a tiled heightmap that I want to use for the terrain in jMonkeyEngine.
I need the tiles to be a power of two plus 1 pixels (e.g. 257, 513, 1025) with the “extra pixel” being the same as the adjacent heightmap. So basically the same data in both overlapping heightmaps.
I cannot figure out how I can achieve this with WM. Re-editing all the tiles with an image manipulator is not a real option, as the total size is going to be 110 by 110 tiles.

So my question is: Does WM support this output? And how do I achieve it?

Thank you,

World Commands > Project World Parameters > Render Extents and Normal Build Resolution > Normal Build Resolution > Resolution > +1

This is valid for “normal” build. I need exactly this function for tiled output. I cannot use the “normal” output, as the world I am creating has 110 by 110 tiles with 256 by 256 pixels (yes, that is 12100 tiles) I cannot run this as a single output file. I no not run a mainframe. :lol:

So the question is: how do I do it for tiled output?

I have this option checked, and still get a 256 by 256 tile output, so this checkbox is being disregarded by the tiled output.

Thanks for the help,

Hi there,

the edge pixels in a tiled build will always be identical as long as “Share edge vertices” is checked in the tiling options box.

To set a custom tile size, click the Custom box in the Tiled Build Options, and enter 257. You should be good to go!

Hi I dunno if I have the same problem here but , Ok When I shift the tile view location by 8 km it seems all fine but then the result is unmatching edges of the island , each tile is 4096 on the overall island to build of 8192 …

Any idea why this is happening with WP outputs?

I have generated manually each tile I want and I dunno how to set up it automated , but the results are anyway borders not matching , how can I fix that?

Hi Naima,

WM Professional has built-in support for creating tiled terrains, including the edge blending needed to fix situations like the below.

If you are doing things manually on a small scale, you can fix mismatched edges by replicating the process of what WM does internally for you in the Professional Edition : render each quadrant larger than it needs to be, then take the four oversized quadrants and blend the overlapping areas together across the seam so that the terrain is seamless.

If you are doing this on any kind of scale, its obviously much better to let WM do all the hard work for you – that’s what the Tiled Output feature was meant for. But on a small scale for personal projects its certainly doable manually.

the problem is that I have tried 16 km height and 8 km height , the weird is that if I set 16 km height I expect to see a larger world map instead I see more detail map , anyway I set to 4 quads the main map that is 8192 and I rendered out each by 4096 , to eventually use this tile option I need to set up a view of the entire island or I can do it stil lhaving in the viewa portion of it ? Couse when I go up and put in the viewport the whole map I loose the detail terrain features I get instead by doing this tile by tile , I mean the result applying the same filters even if on larger resolution is way different than making the same filters on each tile …

I have the option “share edge vertices” checked.

My world is 28160 by 28160 meters large. I have realized this with 110 by 110 tiles.
All the numbers are correct in WM if I choose 256 by 256 tile size. (1 pixel 1 m, 256 times 110 equals 28160.
BUT: This means I do not have overlapping tiles.

If I adjust the tile size to 257 by 257, the pixel size goes to 0.996 meters. So, again I do only scale the whole output, but not overlap the tiles.
jMonkey uses this overlap to ensure no height gaps between the tiles are visible.

I’ll try to visualize it:

1: tile number 1
2: tile number 2
3: tile number 3
4: tile number 4
A: Overlap tile number 1 and 2
B: Overlap tile number 1 and 3
C: Overlap tile number 3 and 4
D: Overlap tile number 2 and 4
E: Overlap tile number 1, 2, 3, 4

[font=courier]1111A2222
1111A2222
1111A2222
1111A2222
BBBBEDDDD
3333C4444
3333C4444
3333C4444
3333C4444[/font]

all tiles are 5 by 5 in this example.

Thanks for the help,