(11-30-2010 12:04 AM)Demi Wrote: I Use L3DT myself. The pipeline is simple since L3DT exports PNG files. The problem is with import of a mosaic the engine does not store a constant number so the heightmap does not align. The work around is simple though, just export a lower resolution and a 8092x8092 is just insanely large.
Very nice! I rather like L3DT myself and can definitely see it being helpful in roughing out an entire game world. I notice this approach is used even for major games, where the designers will sorta "block in" an area to be finished and implemented later. I suppose this is to help with continuity of the world map, etc. For example, in World of Warcraft, for years - until Cataclysm - you couldn't "legally" get to the Mount Hyjal area by normal means. There was a glitch that would allow people to get in there for a time, though, and if you went in, you saw the entire area "roughed-out". It was like this for years before they actually finished it off and officially "released" it.
That said... I do have a question regarding your explanation above. When you say "just export a lower resolution and a 8092x8092 is just insanely large", is that one complete thought, or is it kinda two sentences in one, because I'm not quite clear on what you're explaining.
Were you going to originally export the map in 8092x8092 and found that it caused problems, so reduced it to 4096x4096 or something like that?
Also, where is the actual problem with he mosaics from L3DT occuring? Is it in the exporting process from L3DT, or is it in the game engine not "properly" reading the heightmap info when they're imported?
Thanks