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Geek Culture / 2 days 7 hours awake making a damned matrix.......

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Eric T
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Posted: 15th Jul 2003 10:42
hmmmmmmmmmmmm bout time i sleep i was gonna post screens of what tiredness can turn a matrix into but, that'll wait for tommorow, so tune in next time to see one ugly matrix thats supposed to be done tommmorow nite..and now i goto my bed/office chair
Opinions are like a$$holes, Everybody has one.
HZence
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Posted: 15th Jul 2003 10:51
lol. you're funny. here's a cookie.

Van B
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Posted: 15th Jul 2003 12:22
Hehe, matrices can be a pain, they seem to defy logic sometimes.

Now get to sleep before you have an episode.


Van-B

My cats breath smells of cat food.
Puffy
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Posted: 15th Jul 2003 13:08
^_^ If you have questions... just ask puffy... beutiful matrix (even though you guys have seen it... -_- I must post it wherever I can)



EVERYONE LOVES THE PUFF!... =\
Mattman
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Location: East Lansing
Posted: 15th Jul 2003 19:03
how did u make that?

---Mattman
DID YOU KNOW THAT ???
HZence
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Posted: 15th Jul 2003 19:48
how indeed. my question is mattman's

Eric T
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Posted: 17th Jul 2003 05:08
holy crap i made a post about this....hmmm musta been tired and high..lol

Opinions are like a$$holes, Everybody has one.
Puffy
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Posted: 17th Jul 2003 05:48
Quote: "This is a multiple-matrix, with a gosted, and a fixed.

canot use with real games: 2 matrix is too slow to make a playable game, but makes a beautifull..."


Completely wrong... o_O That is 1 matrix... not 2... Its a height map covered in a texture... simple as that... ^_^ If you have any more questions ask... =\

EVERYONE LOVES THE PUFF!... =\
MikeS
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Posted: 17th Jul 2003 05:59
Yea, how do you make heightmaps?

I know what a heightmap is, but how did you go about making it?



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
Mattman
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Posted: 17th Jul 2003 06:01
What is a hightmap?

---Mattman
DID YOU KNOW THAT ???
Eric T
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Posted: 17th Jul 2003 06:03
personally i just make a cheesy height map using dif colors for each elevation, if its of this then use (color) or if its under theni use some color, but they look like sh*t.

Opinions are like a$$holes, Everybody has one.
MikeS
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Posted: 17th Jul 2003 06:04
A heightmap is a painted map that represents a heightfield.The darker colors on the painted map being lower, and the lighter ones being higher.So it's basically a black and white picture, that will make a heightfield.I think I now know where to begin when making a heightmap, but I'd appreciate any help Puffy.



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
TDK
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Posted: 17th Jul 2003 07:36
Yellow:

The heightmap (or bumpmap) is a gradually shaded 'greyscale' image which can be produced with software, or a paint program like Paintshop Pro. The smoother the gradient between high (bright) and low (dark) areas of the image, the smoother the resulting hills on your matrix.

You have to read the raw data from the greyscale bitmap file and get an average of the red, green and blue pixel data. From this you can calculate a height value to apply to the matrix.

It's a little more complicated than that as you have to make the heightmap image data fit the matrix - regardless of the size of both.

As you said, the brighter the shade of grey, the higher the resulting point on the matrix, but another fun aspect is that there's no real way to figure out how high any given shade of grey equates to.

That's why I added a 'greyscale compensation' slider bar to MatEdit Pro, so when you have applied a bumpmap to your matrix, you can use the slider to alter the greyscale threshold - effectively allowing you to increase and decrease the brightness of the bumpmap while watching the matrix raise and lower while you do it.

TDK

MatEdit Pro Progress Reports: http://www.matedit.com
Dave J
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Posted: 17th Jul 2003 11:55
Best way to make a height map is to use Terragen.

"Computers are useless they can only give you answers."
Puffy
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Posted: 17th Jul 2003 13:24
You are completely right Exeat... ^_^ but for more controled textures I use texturemaker... =\ with the noise thingy... set to heightmap moutain... noise thingy = perlin noise... under generator =\ the moutain command without the lil square icon thingys... although its a good way to make your flat points look better... =\ Hrmmm in mine I have a value that represents the heighest point... so pure white would be that point... and everything inbetween is just in respect to the highest point... =\ ok... here lemme give you guys steps... oh yes... and I loved MatEdit back with the original darkbasic TDK...

1) You will need a max matrix height... something to scale the height off of...

2) Something to hold the values for the total Width and Height of the bitmap (100/100... 256/256) etc....

3) Something to tell the heightmap how many pixels of your heightmap represent 1 square... so 100/100 matrix would be a ratio of 1... a ration of 2 would say that you want a 50/50 heightmap... or whatever... if its a 100/50 bitmap... it would be 50/25 matrix... you can also scale this up... so every 1 pixel = 4 squares... etc... except that makes kinda blocky unsmooth stuff if you don't do it correctly...

4) You are going to need a blur factor... this is a classic... if you have a jagged heightmap then this will make it smooth... ...

5) A scale... so if the scale is 30 then your matrix will be 3000 by 3000 in this case... (100/100 square bitmap)...

6) SET THE CURRENT BITMAP TO THE HEIGHTMAP AND LOCK THE PIXELS... VERY IMPORTANT...

7) Make a funtion that scans each pixel of the bitmap... =P gets its values... ... your going to need an array... of course... (remember the point(x,y) command.... =P...

8) Apply your blur factor... =\...

9) Apply the scale factor... and the max height... ^_^

10) Make the matrix... do the whole scale thingy... remember about the tile scale too...

11) Apply the heights to the tiles retrieving info from your array... and then setting the height...

12) Texture... an easy way... (like I use) would be to use Texture Maker... with the multilayer command... it makes excellent textures... Then you just add some depth to it... by applying the Emboss heigh command... I do it three times... best effect... and set the source to the heightmap... then case a shadow using the default with a transparency of about ... 50%... ^_^ Mipmap it... and set the texture to 2... =\ Something about the UV data... it fixes skyboxes too... ^_^ Terragen is good for skyboxes...

EVERYONE LOVES THE PUFF!... =\
Solidz Snake
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Posted: 17th Jul 2003 13:45
Hey Yuusuke, got ur email dude.
Sure thing, we'll discuss about it

Snake? What happened? Snake? Snaaaaaaaaaaaaaaaake!!! - Colonel Roy Campbell

Eric T
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Posted: 17th Jul 2003 19:04
k solidz

Opinions are like a$$holes, Everybody has one.
MikeS
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Posted: 17th Jul 2003 21:00
Wow, thanks for the help everyone.

Really makes me appreciate your heightmap even more Puffy, once I've seen all the steps you go through.



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
Dave J
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Posted: 18th Jul 2003 12:40
Quote: "but for more controled textures I use texturemaker... =\ with the noise thingy... set to heightmap moutain... noise thingy = perlin noise... under generator =\ the moutain command without the lil square icon thingys"

I don't really like Texture Maker, the whole interface looks too complicated and messy plus there aren't any really decent instructions lol. I think I see what you mean though but I don't know how you'd use that as a texture (mine came out as a puffy cloudy looking image) o_O

"Computers are useless they can only give you answers."

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