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DarkBASIC Professional Discussion / Blitzwerks Terrain Demo version - height map flipped

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bruceatk
22
Years of Service
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Joined: 25th Aug 2003
Location: Loudon, NH
Posted: 1st Mar 2011 19:04
I just purchased Blitzwerks Terrain, so I don't have it and I can't confirm if it does this or not.

I have been playing with the Smoothing demo and when I bring in a dispmap (it's an SX track for MX vs ATV Reflex) the terrain is flipped. When looking down at the terrain, the bottom of the SX track dispmap bmp file is at the top and the top is at the bottom. So the Y of the bitmap is inverted when imported into Blitzwerks. It can be fixed sort of my flipping the images, but then they are wrong for everything else they are used for.

The demo images have the same problem, it just wasn't obvious to me until I used my own.

Is there a way to change that behavior?

Thanks,
Bruce
kaedroho
18
Years of Service
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 1st Mar 2011 19:58
Try using BT SetATMode 1 before calling BuildTerrain. This makes BlitzTerrain flip everything the same way Advanced terrain does

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bruceatk
22
Years of Service
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Joined: 25th Aug 2003
Location: Loudon, NH
Posted: 1st Mar 2011 21:06
That fixed it. Thanks for the quick response. Is there any negative to having that turned on?

Great plugin, I'm really impressed with how well it works. I'm planning to use this to create a tool to help people take their 8 bit displacement maps and convert them to a 1024x1024 or 2048x2048 24 bit bmp for input into the MX vs ATV Reflex track compiler we are making. Anybody with older displacement maps for Motocross Madness or MX vs ATV Unleashed will end up with stair steps unless they can get get it converted to 16 or 24 bit, blurred slightly and then saved at the higher resolution.

I want them to still be able to work in 8 bit gray scale to create their terrains, but still have a usable terrain in the game.
kaedroho
18
Years of Service
User Offline
Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 1st Mar 2011 21:29
Thanks for the comment!

Quote: "Is there any negative to having that turned on?"


I found that most terrain editors export the way Blitzwerks Terrain imports it. Blitzwerks Terrain makes point 0,0 go to point 0,0. Advanced Terrain makes the terrain look the same as on the heightmap.

The colour heightmap format is compatible with 8 bit greyscale in most terrain engines. Most terrain engines only read the red value of the heightmap and ignore the rest. The colour heightmapping feature keeps the red channel the same but uses the green channel to add extra accuracy.

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