L3DT as a heightmap tool

Post » Thu May 17, 2012 6:57 am

Just one quick Q. I worked on a set of mountains to see how they would turn out. To try a comparison turning up the settings for erosion, fractal etc I did another set of mountains and in a different session painted the new effects on to them. I did not apply to the whole map, just the new area, however when I re-do the heightmap it appears to work over the settings on the old mountain range. Is this true? Or does it only apply what has been added since? Does that make any sense? Its hard to explain.

Switch to a different display in Design map to see what happened to your noise settings:

"View" -> "Display effects" -> "Design map schemes..."

For example, choose FracEdit there so you can inspect how strong Fractial is set on every Design pixel. It shouldn't overwrite the former settings of a different part of the map.
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ANaIs GRelot
 
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Post » Thu May 17, 2012 7:35 am

I worked it out, it does seem only to change the newly painted areas.
The process I am now working on the main map is:

Set entire map to 10
Pick out coastline at -10
Work out where the rivers are and build upland
Fractal the whole land to give it light undulation
Raise mountains and hills
Paint mountains with high fractal etc
Paint hills with varying degrees of fractal to give different types of terrain.

Then keep going back and checking each bit to see how they turn out and improve on them.

Is that the way?
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Judy Lynch
 
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Post » Thu May 17, 2012 5:14 am

Yeah, that's roughly how I work as well.
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Hannah Whitlock
 
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