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 Terrain For Games - Learnings « View previous topic :: View next topic » 
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bharatnag
PostPosted: Tue Aug 05, 2014 2:02 pm    Post subject: Reply with quote



Joined: 28 Feb 2014
Posts: 24
Location: New Delhi, India



How Can I get rid of these. The flow erosion layer is casing this but can easily be removed by using a mask before the erosion happens. But say I dont want to turn that layer off, Is there still a way to remove these??
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ALicu
PostPosted: Tue Aug 05, 2014 2:04 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

I guess best approach is to create a temporary zone at that border, apply the tool and then delete it.

Kind regards,
Adrian
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bharatnag
PostPosted: Tue Aug 05, 2014 2:06 pm    Post subject: Reply with quote



Joined: 28 Feb 2014
Posts: 24
Location: New Delhi, India



I want the zone to be split up into 9 tiles (3*3) but the zone splitter doesn't allow me to do so. The best I can do is 4 tiles. Is there any way to get 9 tiles out of 1?
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ALicu
PostPosted: Tue Aug 05, 2014 2:09 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

Probably your current number of tiles per zone is not divisible by 3. So maybe you need first to use heightmap Resampler tool, transform resolution to something that divide by 3 first and the use split tool.

Regards,
Adrian
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bharatnag
PostPosted: Tue Aug 05, 2014 2:49 pm    Post subject: Reply with quote



Joined: 28 Feb 2014
Posts: 24
Location: New Delhi, India

Oh Ok ill try that. Thanks
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ALicu
PostPosted: Tue Aug 05, 2014 6:34 pm    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

I think the same rule applies to all layers. So for example material layer masks should be also divisible by 3.

Regards,
Adrian
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bharatnag
PostPosted: Mon Aug 11, 2014 8:42 am    Post subject: Reply with quote



Joined: 28 Feb 2014
Posts: 24
Location: New Delhi, India

Ya that got sorted out. I was wondering if there is a way to create tileable Terrains?? Say for example a procedural tileable zone that can be kept aside another copy of it to run endlessly
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ALicu
PostPosted: Mon Aug 11, 2014 10:29 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

The fractal noise is tile-able. The trick is to match its tile with the terrain zone. I think this is possible with world transform section but the visual result may not be what you want.

Maybe best solution is to just make a zone as you want in Grome (with various procedural tools + manual brushes) without worrying if it is tile-able or not, then export the heightmap (as raw for example), import it in an image processing program (e.g. Photoshop) where you have the tools to copy and mirror the borders so you can make the entire zone tile-able on all directions. The import the zone back into Grome.

Then you can:
- either use clone layers option at Create tool when creating new zones (so you clone the heightmap layer from the existing tile-able zone)
- or use heightmap Stamp tool to copy the entire zone and then replace it it on existing flat terrain but it may be harder to match the copy.

But there is no support for instances of the same zone repeated all over the map since this is a very rare usage case.

Kind Regards,
Adrian
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bharatnag
PostPosted: Thu Aug 14, 2014 10:34 am    Post subject: Reply with quote



Joined: 28 Feb 2014
Posts: 24
Location: New Delhi, India

Ok Thanks ya manual tileable textures and heightmaps are always an option. Thanks again
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bharatnag
PostPosted: Wed Aug 27, 2014 6:46 am    Post subject: Reply with quote



Joined: 28 Feb 2014
Posts: 24
Location: New Delhi, India

Wouldn't it be nice to have a blur intensity slider in mask gen filters and selection filters > blur so that you don't have to press blur again and again when working with large terrains???

Regards.
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ALicu
PostPosted: Wed Aug 27, 2014 6:53 am    Post subject: Reply with quote



Joined: 12 Feb 2007
Posts: 1330

Hi,

That is a good idea. We can add a blur iterations number in the filters tools. The blur is basically a simple bilinear filter blur. A slider can be added, but it would be between 0 and some fixed number of iterations. So maybe better we can add this iterations number.

We work now to optimize and change all the tools for the future version. So this for sure it will be included.

Regards,
Adrian
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bharatnag
PostPosted: Wed Aug 27, 2014 7:08 am    Post subject: Reply with quote



Joined: 28 Feb 2014
Posts: 24
Location: New Delhi, India

Yes thanks Adrian.

Regards.
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