klepto2 Posted August 15 Share Posted August 15 If you create a Terrain in the Editor and load a heightmap, the heightfield is generated much to small. It seems, that the imported map is scaled between 0 and 1. Like in Leadwerks i would expect, that if a terrain scale of 100 is set, the imported heightfield should be in the range of 0 to 100. Currently this means, that if you import a heightmap you need to set the scale to 6000 or higher to actually view the heights. When you save those maps and reopen them, the height is correct but the scale is back at 100 again. 1 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted 12 hours ago Share Posted 12 hours ago I am not sure what the right solution here is. In Ultra I used 16-bit half floats for the terrain heightmap pixel format. Raw image files are usually stored in 16-bit unsigned integers, 32-bit unsigned integers, or 32-bit floats. For the unsigned integer formats, I have to know the desired vertical scale of the loaded terrain, and that information is not included in the raw heightmap. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted 3 hours ago Author Share Posted 3 hours ago Maybe for import of heightmaps, ask for the minimum and maximum height in meters. This info comes with most terrain generators and also allows the calculation of "below sea level" (< 0) positions. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
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