Crazy textures!
#1

Hey,

I've got these odd textures:

[Image: mental.jpg]

They come and go at different altitudes, and I can't work out why. Map_c and map_t are fine.

Does it matter that they're quite close to the edge of the map? They're not so close that they become a repeating-forever texture, but they're close-ish. It's the only place I've seen it happen.

Cheers

Joe
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#2

Definately weird Confusedhock:

Is there supposed to be sea there?

Black patches are water tile applied to land (easy fix, use land type tile)

Does it happen on any other map you can open in the expanded FMB?

Does it look like that in the standard FMB?

Game graphic settings changes make any difference?


Cheers, Neil Smile
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#3

yer i had that when working on the darwin map but it was sorta like the other map showing through
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#4

canonuk Wrote:Hey,

I've got these odd textures:

They come and go at different altitudes, and I can't work out why. Map_c and map_t are fine.

Does it matter that they're quite close to the edge of the map? They're not so close that they become a repeating-forever texture, but they're close-ish. It's the only place I've seen it happen.

As already replied to asheshouse:
viewtopic.php?t=866&start=660

Quote:I had this same problem too. Check that there are no "land" textures in the sea or at the coast. Only Water0...Water3 textures are allowed. Usually a "land" texture put in water gives no problems, but near the border of the map it looks like it gives this effect... this is at least what worked for me.

Maraz
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#5

Grr! Still driving me crazy - I can't seem to get rid of them!

I've gone into map_t and deleted all land textures anywhere near the coast of the affected area, and it still does it.

It seems to be linked to height you're viewing it at in FMB. When I zoom right in in the coastline is there properly (except black, bt I know why). But as I zoom out a little it goes all blocky.

Help!

Joe
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#6

bump!
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#7

Did you make your map_c as a 1bit gray or an 8bit gray?

[Image: sig2.gif]
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#8

It's an 8-bit

(as long as I'm reading the right bit in Photoshop)

It says it under Image/Mode/8bit per channel
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#9

map_c should be an 8bit grayscale. Looks like you either transformed it with the "dissolve" lighting option, or you saved it to 1bit black and white before disecting it.

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#10

Can you run me through what you mean by 'dissolve' lighting option, and how you remove that?
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#11

In photoshop, in your layers window, you should see the lighting options...Its a drop down menu where you will see "Normal, Dissolve, Multiply, etc..." You may have inadvertently selected dissolve.

I think if you right click on the layer and go in layer properties you should see these options also.

Either that or you used the pencil tool to create your land/water areas and you are getting hard edges.

[Image: sig2.gif]
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#12

No, I've checked and my map_c is fine. I really can't seem to fix this. It only happens down the left side of the map, very close to the edge. When I zoom right in the textures are fine - it's when I zoom out they go all blocky. So, what map controls the view when I'm a bit higher? It's not map_f because I know how my map_f looks and the colours aren't what is shown.

If I can't solve this I might just extend the map to the west and have a 'buffer' between my map and the edge, but I'd rather not..

Thanks
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#13

You have a PM -- On reflection the note may be useful to others so I repeat it here.
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Yes. I struggled with this for a while. The problem was most obvious near to the map edges but didn't exist around the map centre.

Your map_c is probably ok. Consider this to be your source file for everything else.
Edges of land/water on map_c are normally better if softened using Airbrush or Paintbrush tools.
I used airbrush for coast and paintbrush for rivers.

The map_T land area should be based on your map_C but because of the different image size black areas will occur or you get blocky areas as you have illustrated.

Edit the tiles in these in FMB using Object/Tile?Coastsea or coastriver.

This applies RGB 30 or 31 to the tile. Texture of these is determined by the setup in load.ini under the categories water2 and water3.

Working in FMB Map Editor you should see clear coastlines immediately. As you change your view point and zoom you will see the "bad" tiles appearing and disappearing. Once you've worked out where they are just run over the area with the "coast".

Once you've done a bit in FMB you can probably examine the map_T.tga directly and sort out the rest in the image editor, which is quicker.
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I think this problem only applies to maps with land areas running off the map edge, unlike the Slot which has sea boundaries.

A further point which caused me some problems. Ensure you have a 32 pixel boundary at the map edge where water land boundaries run off the map. The last 32 pixels is repeated by the game engine for the off map view.

Ensure that your coastlines run off the map at 90 deg. Otherwise you get odd repeating effects.

Rivers must be stopped before the map edge. If they are at or close to perpendicular to the edge then they can stop one or two pixels in but if they approach the edge at a shallow angle then they must stop 32 pixel back or the last bit will repeat.

Wood and town textures can be stopped one pixel back from the edge. to avoid the appearance of long thin towns stretching to the horizon.
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#14

asheshouse - you've absolutely saved my life!

I didn't think to use 'SeaCoast' tiles ( I was using regular land textures) - it works perfectly.

Last night before I you replied I went ahead and extended the map so that the Isle of Wight was away from the map edge, but it meant empty sea along the entire Western side of Britain. Now I can work it I might as well put a little more of England Big Grin

Thanks!

Joe
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#15

The credit goes to Maraz. It was him who got me on the right track.
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