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#8 Getting rid of elevation steps

future
closed
Andrei
None
6
2015-08-16
2014-05-18
Onsemeliot
No

Right now even perfectly smooth elevation maps lead to steps in the actual game. This is fatal especially if the gap between highest and lowest point in the map gets bigger (higher "verticalscale" values in the map XML files). This obviously is not caused by real brightness steps in the greyscale elevation maps but seems to come from the way how the elevation in the actual game is calculated. I guess it derives from rounding floating point elevation results to full integer values or something alike. This causes roads getting very bumpy and limits map design drasticly since often mountain maps would look much better if the mountains wouldn't need to be quite flat in order to define a road through it which is acually driveable.

Attached you can find a schematic image of what I mean by that: We get A where B is layed out in the greyscale image and would be necessary to get a reasonable driveable terrain.

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Discussion

  • Winston

    Winston - 2014-05-22

    Quite Onsemeliot's comment "I guess it derives from rounding floating point elevation results to full integer values or something alike."

    I will find which C++ file performs the elevation in the actual game.

     
  • Onsemeliot

    Onsemeliot - 2015-08-16

    I think the problem is solved now. The discussion and solution was described in the forum.

     
  • Onsemeliot

    Onsemeliot - 2015-08-16
    • status: open --> closed
    • assigned_to: Andrei
     

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