How I build areas with a good source map

For toolset tutorials as well as question and answers.
MorbidKate
Dungeon Master
Posts: 1627
Joined: Thu Aug 12, 2004 10:45 pm
Location: GMT -5 (EST)

Post by MorbidKate »

Aelred wrote:Hi MK - A bitmap heightmap for a 32x32 area should be 289x289 pixels.

The chart for sizing is here:

http://nwn2yatt.sourceforge.net/

I'm glad to see the forum has helped someone.
Please feel free to post any questions at all that you come up with too.

Aelred
Okay, figured it out. I saw that a 289x289 pixel area filled an entire 32x32 area, including the unworkable area. What I wanted in my test was to create my heightmap entirely within the workable space so a small island or walled area could be fully walkable. To do that I saved my bitmap at 193x193 and then resized the area equally to 32x32. Fits perfect now. :D

I'm sure I'm not the only one making big use of this forum so I'll be offering help to a server team once I know I can be productive. Thanks again.

Kate
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
Thangorn
Haste Bear
Posts: 2081
Joined: Fri Oct 01, 2004 1:00 pm
Location: Queenstown, New Zealand

Post by Thangorn »

did a bit of messing around with this for the moonsea dynamic travel area..
Image

any idea why my colourmap only darkens the slopes?
I wanted the roads and city dots from the map coloured on so I know where to build them.

I'm guessing it is from the 1.0-SLOPE rule. I'm not sure what other rules you can make..
On indefinite real life hiatus

[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
MorbidKate
Dungeon Master
Posts: 1627
Joined: Thu Aug 12, 2004 10:45 pm
Location: GMT -5 (EST)

Post by MorbidKate »

Yeah, I'm having the same problem when I added a road map to YATT. The roads appeared where I wanted them but it also put down black in a lot of space. I just went back into my roadmap bitmap and added the same color to mark building locations and ran it again with YATT. I then placed down temp buildings and depressed the roads a touch and filled the whole area with the grass texture I wanted. I'm sure there's a much much easier way but it woked. I wish there were more tutorials aroud on using YATT.

Kate
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
User avatar
Aelred
Builder
Posts: 316
Joined: Mon Feb 21, 2005 5:38 am
Location: Costa Rica
Contact:

Post by Aelred »

I had no idea you could add color to an area using YATT! Are you just adding color to the greyscale heightmap? Or is it a seperate step?

Remember that any color you add will be laid down on top of existing textures. If your texture is already dark adding color will only make it darker and look like black - even the light colors like yellow will do this.

If this is the case just paint a light colored texture under those blackened areas - try using the gray sand texture at 100%. This should let the color show through.
Locked