Terragen is a great tool for stuff like that. It uses Perlin Noise and some fractal algorithms. I don't have the latest version, but in mine you can only export 8-bit heightmaps, which is quite bad of course, but they are fine if you do some postprocessing on them. I'd rescale them and use some erosion (as done in those pictures).
Scape Maker can make some cool terrains with erosion, but as far as i know it's restricted to exporting BMPs (8-Bit).
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The Terrain on the Picture should be based on the heightmap, but it isn't the Heightmap used in the Screenshot. There has to be an algorithm that creates a nice looking detailed terrain based on the primitive Heightmap.
TerraFormer can do something like this. It is possible there to create a primitive Heightmap, which is then used as a base for a fractal algorithm. This way nice looking terrains can be easily created...
TerraFormer support erosion as well and has some other features, too. It can export the file to various file formats like *.ter and, of course, *.bmp.
TerraFormer2, which is the current release, is programmed in Borland Delphi . It can be downloaded at http://www.terradreams.de.
The terradreams website seems to be frequently accesed. They have a script, which changes the path to the images. If someone (like me ) links to an image of their site, this image will be replaced by another one explaining the user, that traffic means money...
So if you want to see the images, go to the terradreams website and look at them... They are really nice.
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Just for clearance: You need a tool accepting heightmaps, don't you? In this case another question get's raised. What do you need the tool for or rather what do you mean with "realistic terrain based on heightmaps"?
If you want a tool that adds detail to a simple heightmap and exports this detailed Terrain as a heightmap again, Terraformer2 is the tool you are looking for.
Or are you in search of an tool, that loads a simple heightmap, adds detail to it and then finally renders it, so that you can save the resulting image?
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What I recall is that the designer would model the profile of the terrain in the editor, the editor would then save a height map, the height map would be imported in Corel Bryce (or similar program) where it would be rendered several times with different textures, the images would then be opened in Photoshop (as several layers of one image) and artists would delete or masks part of them to create the desired look of the level. This would be exported as a single image and this image would be converted by our tool (grndsec?) that would try to match the original textures to some areas of the ground (as a sort of compression, the resulting image is smaller than using general lossless compression) and create *.gbi file.
Im currently adding Mod support to Original War, but the only real problem so far is creating the image of the terrain. Users can't be expected to have bryce or a product similer to it which costs money.
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