Author Topic: New map problem...  (Read 2021 times)

Stardog

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New map problem...
« on: July 27, 2011, 06:33:12 am »
Thanks for the previous advice.
When I tried to change the height map from Watermill, and tried to get it to show up on map maker, FeralHeart stopped working, according to Windows, "due to a problem." :P When I change Watermill and try to upload it... it doesn't work! Any suggestions?! Thanks!

Also, why is there no map mask tutorial...

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Re: New map problem...
« Reply #1 on: July 27, 2011, 06:52:41 am »
I don't know what you did previously, but I got a lil confused here.


But aye.

In order to get a heightmap, and if you're new, the easiest way is just to import the heightmap from watermill untill you actually get how it works.


So lets say you want to make a map.

Go into the map map maker, Write in a map name for your map, and then a display name. Example
Mapname: redskingdom
Display name: Reds Kingdom

Then go here
C:\FeralHeart\media\terrains

And you should see a folder named with the same name as you picked earlier, for me that would be "redskingdom" folder.

Go into the watermill folder also laying inside terrains, find the "watermillterrain.png" picture, copy it, and then paste it into YOUR map folder we mentioned above.

Once you have done this, start the game again and enter the map maker.

Go to the world tab, and find the field that says "Terrain Height map:". In this feild you want to write the exact name of the picture you want to use as your height map. And since we took the watermillterrain picture and put in OUR new map folder. We want to add that exact name there.

So in the field we write just that "watermillterrain.png" without the "". then press enter and you should now see a heightmap similar to the one in watermill.

By now you should know how they work.

You can do this to any name, so before you load the picture in the map maker, you could name it to something like "mypicklemap" and then load it by writing "mypicklemap.png". I do suggest you do this if you plan on giving out the map in the future.

Just remember to clear the heightmap field in the map maker before changing the name of the picture, otherwise the game will try to find a picture that doesn't exist and crash n sturf!

If you know how to load and add heightmaps correctly, you can now start editing your own. For this you need programs like Gimp or Photoshop.

In order for the heightmap to work after you edited it, it needs to stay in these formats,

-Saved as a png image
-Using the same size on both sides. A standard is 512x512 or 513x513 pixels. Doesn't matter really.
-It has to be grayscale
-It has to be 1 layer!


If these doesn't apply to the image it will crash.

So what you do, is that you open up the heightmap picture we added to your map folder earlier and start editing it around with bright and dark colours.

Save the picture with the preferences mentioned above.

Since it still uses the same name and location, the map maker will automatically load the changes.

If you did this correctly the map maker should now show your modified heightmap instead of the original watermill one.





The masks works the same way, but only jump on these when you know how the heightmaps work, otherwise it would be useless for you anyway because of a non working map and they actually work rather the same cept it's colours instead of black and white. 1 colours = 1 texture.

Former community manager of FeralHeart

Stardog

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Re: New map problem...
« Reply #2 on: July 27, 2011, 09:06:41 am »
Thank you for the help! I got it to work now :D