Game Development Community

Real Terrain and Minimap

by Jorge Luis Gandulfo · in RTS Starter Kit · 08/22/2008 (7:18 pm) · 8 replies

I want to make a representation of the Mediterranean for some kind of Grand Strategy Experiment.
For a map like this:

upload.wikimedia.org/wikipedia/commons/thumb/3/3d/Blank_Map_-_Mediterranean_1.svg/800px-Blank_Map_-_Mediterranean_1.svg.png
I face several issues:
-Once i modify the terrain using the Terrain Creator from a BMP heightmap, i always get this Fog covering most of the views including the Minimap.
-I will need 2 Terrains at least to represent the med, and i won't want them to repeat, or at least limit the movement so i only see this 2 terrains.
-How can the Minimap be expanded to this 2 terrains?


I been doing some height map experiments so far, and things look decent, but too big, should i change the squaresize? the default is 5.

Thanks for any tip anybody could give me, i will go on trying to figure things out on my own.

#1
08/22/2008 (11:08 pm)
Fog problem: raise your terrain. The fog shows up when you have terrain heights below 200 so if you add 250 to your reference "sea level" you should be fine.

Terrain questions: you mean "terrains" like in terrainBlocks? Be advised, the current RTS kit dont work with TGEA out of the box, consequently it does not support the TGEA multiple terrains feature (aka MegaTerrains) just yet.

BTW, welcome to the RTS side of things, if you wish to, you can tell us something more about your project in this thread.
#2
08/23/2008 (9:59 am)
Ohh thanks, i was using Lower heights when creating the terrain from Bitmap.
Im aware that the RTS is not supporter on TGEA, i was talking about having 2 different terrains, instead of having only one that duplicates (since the terrain hightmaps have to be 256x256, i cant get all the med represented by it, unless i add all europe and limit the movement to the mission area).

-- Is there a way to modify what is shown in the minimap (i mean the area that it shows, etc).

Edit: I already discovered that editing the mission area changes the minimap, thats a great thing to know.

This is what im getting as results so far..

www.he-labs.com.ar/demo/maptest.jpg
#3
08/23/2008 (11:11 am)
If I remember well, the minimap renders the mission area to a texture during map load. So try by expanding the mission area to the extents of the terrain you wanna render in it.

Edit: very cool
#4
08/24/2008 (1:38 pm)
Is there a way to make a Terrain that is not square? or as i said before using 2 HeightMaps to create a non square area? for example how will you represent a WORLD MAP or a map like the one i posted in the first thread?
#5
08/24/2008 (4:02 pm)
Mhh, if I understand well, again, you have to create your terrain with the proper heightmap, and then define the missionArea, the minimap will render all inside of it.

In the topic of the terrains, Im not following you about the "two heightmaps, two terrains" thing. AFAIK, Torque uses one terrain, and tile it to the infinite, cant figure what you mean when mentioning 2 terrains and heightmaps.
#6
08/24/2008 (5:59 pm)
Hey Jorge, I think I understand what you're asking: You wish to create two height maps to complete your map of the world (right now you're missing the western half).

The answer is no (AFAIK ;) ).

As Novack points out, there is only one terrain (256x256) and you would have to make your single height map fit that area. So your height map would have an area that is blank, then you would use the mission area editor to "hide" that from the minimap, then create a different GUI visual making your minimap rectangular.

I think that's what you're after.

What you have so far looks surprisingly good given the resolution of the TGE tile. Keep experimenting and keep us posted :)
#7
08/25/2008 (8:04 pm)
Well thanks for the tips guys.

Yeah thats what i meant James, so if it can't be done, i might for now try to create a single heightmap wich will have some parts left flat, i will also use the suggestion to use a black texture to paint that parts in black.

The Heightmap i was using was something like this :

www.he-labs.com.ar/demo/test2.jpg
The new heightmap would be something like this:

www.he-labs.com.ar/demo/test1.jpg
The only bad side is that i will loose a lot of definition.
#8
08/26/2008 (7:36 pm)
That is the downside, yes.

Is there no way your game could work in parts? A main gui depicting the map (a graphic: could be a rendered 3d graphic) and allow the player to enter an area or sector?

Regardless - good luck :)