Twisted DIRT Forums

MX vs ATV (and prior MX games) Forum => Track Creators => Topic started by: dklr on March 07, 2005, 04:55:09 AM

Title: height map question
Post by: dklr on March 07, 2005, 04:55:09 AM
how do i get really tall maps to be more smooth?
Title: Re: height map question
Post by: tw0_f0ur_ on March 07, 2005, 04:56:07 AM
dude stop asking stupied questions. check the smooth button in dillo
Title: Re: height map question
Post by: cR on March 07, 2005, 10:11:01 AM
Search and read for tutorials... then if you really don't know, ask.
Title: Re: height map question
Post by: VMX_SKYmx99 on March 07, 2005, 04:12:13 PM
I don't see why that was a stupid question.....

Check the smooth filter button in dillo.  Or use more blur in spots on your map in Photoshop. 
Title: Re: height map question
Post by: DBR_Dodgy on March 07, 2005, 09:46:44 PM
Quote from: tw0_f0ur_ on March 07, 2005, 04:56:07 AM
dude stop asking stupied questions. check the smooth button in dillo

dont use the smooth button in dillo, its better and more accurate to blur the parts of your map manualy in whatever photo proggy you use.

using the filter in dillo kills jump and burm surfaces.  imo.

Ian.
Title: Re: height map question
Post by: mcm2boys on March 08, 2005, 08:13:30 AM
If you're not going to use the smooth option in Dillo then you want to export your DispMap.tga in POV-RAY Tga format, it looks like greeny/red contours when you view it in image processing software. Dillo can read these and creates much smoother 3D terrains than the normal gray TGAs. This is because each pixel in the TGA converts in steps of 1/64000 (* Grid Strength) feet, whereas a gray TGA converts in steps of of 1/256 (* Grid Strength) feet.

You can export these kind of TGAs from 3D programs (terragen, leveller) but they are very difficult (impossible really) to work with in an image processing prog like PS or PSP.


Laurie