Guest pfunkmusik Posted August 17, 2008 Posted August 17, 2008 The last step Gepard mentions...the resizing thing. How do you 'cut out' a square exactly 2000 X 2000 pixels? And, more importantly, does it DO anything? pfunk
Guest pfunkmusik Posted August 17, 2008 Posted August 17, 2008 Never mind. It did fix some distance issues I had, but they're still LONG. pfunk
+Baltika Posted August 17, 2008 Posted August 17, 2008 As I understand it, you only need to do the resizing thang to get a full-scale terrain, as opposed to the 60% or so you get with stock TE. So, your distances will get longer rather than shorter, but that's the idea :yes: For editing the exported .bmp, I use a combination of PAINT.NET and the gimp, as both are free to use and between them cover the functionality of photoshop. Any specific questions, fire away
Guest pfunkmusik Posted August 18, 2008 Posted August 18, 2008 As I understand it, you only need to do the resizing thang to get a full-scale terrain, as opposed to the 60% or so you get with stock TE. So, your distances will get longer rather than shorter, but that's the idea :yes: For editing the exported .bmp, I use a combination of PAINT.NET and the gimp, as both are free to use and between them cover the functionality of photoshop. Any specific questions, fire away Can you take a 2000 X 2000 pixel chunk out of the .bmp you export from the TE just anywhere, or do you just center it as much as possible? pfunk
+Baltika Posted August 18, 2008 Posted August 18, 2008 Just anywhere works for me. So long as the .bmp file you import the heightfield data from is the same size as the one you exported, you should be fine. So, you have your 2000x2000 exported .bmp. You resize it to 3200x3200 or so. Select your 2000x2000 section from your resized .bmp, cut and paste to a new image, then save your new 2000x2000 image overwriting the original. Go back into TE and "import height data from .bmp" selecting your new 2000x2000 image. Retexture, autotexture, save all, et viola! Full scale terrain, courtesy of Gepard's explanation. Worked on Iceland 2015, and a couple of other things I have in the pipeline.
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