Height tool in FMB
#1

Hey,

What's the trick with using the height tool in FMB? What does peek/fill/blur actually do?

I can't seem to make sense of them Wink

Thanks
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#2

Zoom in to 3d view and use your mouse wheel.
It's not too useful.
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#3

NOt sure what the different is between them.

It's been good for making slight slopes around air bases as I discussed in the Slot thread to make the edge-on, layered forest less of a problem. It's not as good for trying to make large hills though, then tend to look kind of pyramidy.

tater
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#4

yup, from my modest experience nothing beats the Photoshop , blur tool and layer transparency on map_h.tga .... for making nice hills Big Grin


Z
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#5

Yeah, but i's pretty hard to work on the scale of an airbase in PS.

I suppose I could take a screenshot in the FMB map view, then scale the image to the h map and make it transparent in a layer, then use that...
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#6

spud Wrote:Yeah, but i's pretty hard to work on the scale of an airbase in PS.

I suppose I could take a screenshot in the FMB map view, then scale the image to the h map and make it transparent in a layer, then use that...

that is exactly how i did it with Bob-normandy along with scaled ed_map and map_t as layers ( just for orientations ) ... disable them before saving

z
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#7

I've tried saving map_h.tga, but my file sizes are 3x bigger than the one I start with, even at 24 bit, what am i doign wrong?
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#8

Wow, it's hard to line up since so much of where I'm working defaults to sea level. As a result, it's simply all black.
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#9

spud Wrote:I've tried saving map_h.tga, but my file sizes are 3x bigger than the one I start with, even at 24 bit, what am i doign wrong?


....mine was 8bit if i remember it correctly ... if you have my bob see my map_h.tga properties


Z
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#10

The height tool is very useful in making PRECISE corrections, once one already has the draft map created using image program. Especially in steep mountain areas which are not handled well by the game due to the 200 meter resolution. Or creating steeper sea or river shores. Adding little variations here and there to the plains...
Likewise the tile tool, this is priceless because you can accurately personalise the map, mixing textures, for example in a mountain area mixing several rocky textures with grass etcetc. It's adding the salt and pepper, bringing map alive, making it look less generic.
I really love them 8) 8) 8)
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#11

The Slot is turning into one dead sexy map.
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#12

Yes! Very glad seeing how Mesiter's baby is growing Big Grin
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#13

So how does it actually work? How do you tell it whether to move the land up or down when you click?

I've managed to change heights with it but sometimes it moves the land the other way - I was trying to smooth a shoreline and each click made it higher! Smile

Joe
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#14

On peek and fill, one direction drags it up, and the other down. Blur seems to average the values.

I go down to near ground level and watch from there.
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#15

I've seemed to find that peek and fill move it both up or down... :?
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