has anyone worked with hieghtmaps?

Results 1 to 6 of 6
  1. #1
    Account Upgraded | Title Enabled! Lugapha is offline
    MemberRank
    Jul 2011 Join Date
    387Posts

    has anyone worked with hieghtmaps?

    ok, so i have been messing with maps some more and still trying to figure out stuff.

    .HTD = .r32 hieghtmap
    .HTDG = collision hieghtmap
    .bmp = stencil layers and vertex color
    .ini is the configuring of the map and its layers
    .shbd = designates the areas you can move in
    .shmb = global lighting/fog ect, nif's to be placed on the map and the locations, spin, size, ect.

    i have found that the .r32 hieghtmap can be made in programs like World Machine.
    the .HTDG file i know is a simple format of the collision like on the nif style #cd layer. I'm looking to see if anyone has worked in this style of maps and might have some idea to what format the .HTDG might be. If no one knows , maybe they know someone who does.
    Any info could help and appreciated

    Thank you


  2. #2
    Valued Member dontknown is offline
    MemberRank
    Mar 2012 Join Date
    128Posts

    Re: has anyone worked with hieghtmaps?

    Quote Originally Posted by Lugapha View Post
    i have found that the .r32 hieghtmap can be made in programs like World Machine.
    After 6 moths, you solved mi problem :O (http://forum.ragezone.com/f592/custo...roblem-832901/) you got a like ^^

    I try to help you hex editing the .HTDG thing

    (...)

    It seems to have most of the bytes turned to 00, and almost the same size as .HTD.
    Are you sure this file is used? Try to make a height map. If you get errors while playing... then, if his size is 513x513, get the .htdg from swamp of dawn/alberstol, if his size is 257, get from uruga.

    Hope I help u

  3. #3
    Account Upgraded | Title Enabled! Lugapha is offline
    MemberRank
    Jul 2011 Join Date
    387Posts

    Re: has anyone worked with hieghtmaps?

    imagine a picture but it shows the hieght of a pixel instead of a color. now imagine you want pepole to walk on only part of the map. You then take the part that you want then to walk on and leave it alone and delete the rest. there is the basic concept of the htdg. its a collision mesh for the ground. but thats about all i have in my therory. open the htdg file in notepad and make the font really small. its kind of like the shbd but with hieght marking instead of the base value

  4. #4
    Proficient Member josh2k7 is offline
    MemberRank
    Jun 2012 Join Date
    181Posts

    Re: has anyone worked with hieghtmaps?

    so luga i did what u said with the notepad thing and i see what u mean its identical to the map layout

  5. #5
    Valued Member dontknown is offline
    MemberRank
    Mar 2012 Join Date
    128Posts

    Re: has anyone worked with hieghtmaps?

    Download today the World Machine, and when I try to load a .r32 (p.e Urg_Alruin.r32), It says "error reading input file"

    Are you sure they are r32?

    tryed too with .ter, .r16, .raw, .bt and all the other file extensions that world machine supports, all says the same error
    Last edited by dontknown; 22-09-12 at 12:11 PM.

  6. #6
    Account Upgraded | Title Enabled! Lugapha is offline
    MemberRank
    Jul 2011 Join Date
    387Posts

    Re: has anyone worked with hieghtmaps?

    if you use the TerreSculptor Pro.exe and import a .htd (rename the .htd to .r32) you can see the mesh view of the map.

    I have tryed all the diferant formats for the htdg and my theory for what is is might be wrong. Still trying to figure it out but more for education than for building maps for fiesta. I'm pretty much done with fiesta atm cause i want to work on other things.



Advertisement