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  1. #1

    Default map_heights.tga

    Does anyone have the map_heights.tga for RTR VII, or a converter? I could not get Aplpaca's old one to work.

    I'm trying to add some land bridges (to help the AI). RTR VII only has the map_heights.hgt file in the base directory.

    Also, will i need to reconvert to an .hgt file? I read somewhere that BI.exe needs this type, and will crash if it doesn't have it.

    THanks!
    This seems to be quite a racist comment. The Guals did a lot more than "wonder around pillaging";
    It's not as if they were a bunch of dirty, stinking, fatherless Huns.

  2. #2
    Maurits's Avatar ЯTR
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    Default Re: map_heights.tga

    I think Muizer didn't use a map_heights.tga file, he constructed the map directly in the other mapping files

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  3. #3

    Default Re: map_heights.tga

    any idea which mapping files, or program? There was one Rome mapping file, but it didn't work for me.

    Thanks!
    This seems to be quite a racist comment. The Guals did a lot more than "wonder around pillaging";
    It's not as if they were a bunch of dirty, stinking, fatherless Huns.

  4. #4
    Maurits's Avatar ЯTR
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    Default Re: map_heights.tga

    You should PM him about it, since I really know nothing at all about mapping

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  5. #5

    Default Re: map_heights.tga

    Muizer says there is a rough map_heights.tga that the team has access to, but that it's up the team whether they share it with modders. Would you be able to contact the team and ask?

    thanks,
    This seems to be quite a racist comment. The Guals did a lot more than "wonder around pillaging";
    It's not as if they were a bunch of dirty, stinking, fatherless Huns.

  6. #6
    Maurits's Avatar ЯTR
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    Default Re: map_heights.tga

    We're discussing it, CC might attempt to cut off some of the rough edges before we do

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  7. #7
    Caligula Caesar's Avatar Horse Lord
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    Default Re: map_heights.tga

    This isn't a 1:1 rendering of the hgt file, but it is pretty good. Some of the coasts seem to have moved, and I assume that the tiles have also changed a bit inland, but I don't think it'll matter greatly. Vizna's and Burdigala's ports are now in the sea, though.
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

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  8. #8
    Muizer's Avatar member 3519
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    Default Re: map_heights.tga

    You will also need to set a new height interval in descr_terrain.txt. Max land height of 5610 and Min sea height of -20 or near those numbers.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  9. #9

    Default Re: map_heights.tga

    Right now, desc_terrain.txt had -30 and 6000. I've never messed with these numbers before. Interesting....

    Thanks for your help, gentlemen!
    This seems to be quite a racist comment. The Guals did a lot more than "wonder around pillaging";
    It's not as if they were a bunch of dirty, stinking, fatherless Huns.

  10. #10
    Caligula Caesar's Avatar Horse Lord
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    Default Re: map_heights.tga

    What do those numbers actually do?
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

  11. #11
    Muizer's Avatar member 3519
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    Default Re: map_heights.tga

    Quote Originally Posted by Caligula Caesar View Post
    What do those numbers actually do?
    By setting the maximum land height in descr_terrain.txt, you're telling the game what actual height in meters cells with a value of 255 on map_heights.tga should have. Analogous for min sea depth (although I think that applies to the minimum value on the tga's blue channel). Values inbetween are spread out over the interval, though apparently not in a linear fashion.

    The game uses map_heigths.tga and descr_terrain to construct a height map with virtually limitless and signed values depicting actual height on one channel. If you can mod this format (map_heights.hgt) directly, that's of course much preferable. Sadly I know only of licensed software that allows users without programming skills to define a custom file format like that of map_heights.hgt for import and export. I know you can import user defined formats in ImageJ, but it does not allow you to define an output format.
    Last edited by Muizer; October 25, 2012 at 04:16 AM.
    "Lay these words to heart, Lucilius, that you may scorn the pleasure which comes from the applause of the majority. Many men praise you; but have you any reason for being pleased with yourself, if you are a person whom the many can understand?" - Lucius Annaeus Seneca -

  12. #12

    Default Re: map_heights.tga

    It loads up, Yeah! You guys have really breathed some new life into an old game. Very, very impressive.

    AB
    This seems to be quite a racist comment. The Guals did a lot more than "wonder around pillaging";
    It's not as if they were a bunch of dirty, stinking, fatherless Huns.

  13. #13

    Default Re: map_heights.tga

    I think Muizer didn't use a map_heights.tga file

  14. #14
    Caligula Caesar's Avatar Horse Lord
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    Default Re: map_heights.tga

    Oh ok, thanks I'll play around with it a bit on FO, some of the battle maps are a bit too hilly for my liking.
    RTR-VII Team Leader and Leader of Fortuna Orbis, an RTR Submod

    "History has only one concern and aim, and that is the useful; which again has one single source, and that is truth." -Lucian of Samosata

    Fortuna Orbis Beta is released!

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