ORULEX heightmap instructions

Gustav

New member
Joined
May 20, 2008
Messages
1
Reaction score
0
Points
0
I just need some help or directions to reasonable tutorials in creating your own height maps in orulex - or ways to go about it. I found some information through one of the posts here but it was more along the lines of debugging.

Googling seem to bring up very little and the accompanying PDF's are a bit shorthand, not really clarifying on whats going on. If I get clarity on this and get it right I WILL definately create a good solid PDF tutorial.

No spoonfeeding neccasary, just need directions... thanks!
 
I just need some help or directions to reasonable tutorials in creating your own height maps in orulex - or ways to go about it. I found some information through one of the posts here but it was more along the lines of debugging.

Googling seem to bring up very little and the accompanying PDF's are a bit shorthand, not really clarifying on whats going on. If I get clarity on this and get it right I WILL definately create a good solid PDF tutorial.

No spoonfeeding neccasary, just need directions... thanks!

Um, the latter development of Orulex targeted either procedural generation of terrains or real data usage, which means there are no tools available to produce high-quality user-made heightmaps for it.

Right now you can use grayscale bitmaps as 8bit heightmaps, not very high quality approach. To add a bmp file as heightmap, put the heightmap line in the corresponding planet's cfg file, as described in the manual.
If the manual's descriptions is not clear enough on how to do this, please describe the problem, so i could improve it.

The high-quality .hei heightmaps are only generated by World Studio from online data, i was thinking about making a hei converter, but run into a problem of what kind of input to expect.

That raises an actual question - what exactly are you trying to make and what source materials are you using?
I can provide the tools if you describe what to convert from, or if you wish to make your own - the hei format description is quite simply a bitmap of sint16 point samples preceded by 2 uint32 - longitudinal and latitudinal resolution in points.
 
Back
Top