Is it possible to use heightmaps for terrain creation in UT3ed?
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make sure you dont use any alpha's in textures fpr terrain material wilf brim. Using them will cause rainbow craziness once u add a few terrain layers, also stuff like this belongs in the level editing forum here http://utforums.epicgames.com/forumdisplay.php?f=351
GL BTW.....
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This is a from a 2004 site. I just used the import bmp function today to transfer a heightmap from a 2004 map. Create a new terrain, and in the terrain editor you will see an import button. I presume you have to select Import HeightMap Only. I did. The terrain might seem out of proportion to what you are looking for, depending on how you got you BMP. You can adjust the scale of it by altering the Display function in terrain properties.
http://www.lilchips.com/dgunreal/ldr...raindesign.asp
The G16 Heightmap
[shot]http://www.lilchips.com/dgunreal/roost/images/tut-heightmapfile.gif[/shot]
The G16 Heightmap is a special Epic proprietary file that contains a square or rectangular set of altitude data. Each data "sample point" represents an altitude value between 0 and 65535.
The actual G16 source data is a two-dimensional array of 16-bit integers (X by Y, eg. 256 rows by 256 columns of integers). When viewed in UnrealEd the G16 is represented as an 8-bit grayscale bitmap, with black as the lowest altitude and white as the highest altitude.
The G16 file contains similar altitude data to RAW16 heightmaps or DEM (Digital Elevation Model) data used in satellite elevation sets.
Each sample point or "pixel" in the heightmap would be the equivalent of measuring the altitude of a grid area with every measurement spaced a few meters apart.
G16 Heightmaps are created automatically when a TerrainInfo is added to the map by opening the Terrain Editing dialog and clicking on the New button on the Terrains tab.
It is highly recommended to specify the myLevel package and Heightmaps group for the G16
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