Some years ago I was working on Silkroad Map, I figured out how collision work ect.. And 3 days ago I discovered work (Recreating Sro in Unity) and I was like, why not use all my work for import it into Unity, so my tool convert all sro map into .xml and then I created a Unity extension for import those data I get this into Unity: (Region 64ac so 100/172).
After editing:
And ingame:
As you can see final render isn't the same
But when I change it manually I got this:
Which look better than Unity change.
My main question is: Someone know from where it can come ? That there is a part of the texture which get destroy ? It's look like it's from the zone2 of nvm.
And my tool calculate the height map from .m and then convert it to .m and to nvm and it's seem that only the .m got problem with when I move with my char everything is working well.
And sure I'll release everything open souce when it'll be working ! People will be able to load all sro map on unity, change object location + colission. The only thing which I can't do for the moment is the "ground" colission because I don't see how I can make this editable from unity haha, just learn how unity work 2 days ago.
It's hard to pin-point the exact problem from the screenshots, but I'll write down some things you should consider checking.
The NavMesh (.nvm) stores a single heightmap with 97x97 vertices.
The MapMesh (.m) stores 6x6 heightmaps (blocks) with 17x17 vertices
This means the vertices at the edges need to match the vertices at in adjacent heightmaps (both for blocks and regions) to avoid cracks.
You may need to adjust your exporting accordingly.
The texture get's "destroyed" because the difference in height between the adjacent vertex is very high.
In modern games this is often resolved with a technique called . As you can't really implement this into Silkroad, you're left with what Joymax provided.
Gallery 1
You might end up writing your own terrain system like I did, which brings its own problems.
It's hard to pin-point the exact problem from the screenshots, but I'll write down some things you should consider checking.
The NavMesh (.nvm) stores a single heightmap with 97x97 vertices.
The MapMesh (.m) stores 6x6 heightmaps (blocks) with 17x17 vertices
This means the vertices at the edges need to match the vertices at in adjacent heightmaps (both for blocks and regions) to avoid cracks.
You may need to adjust your exporting accordingly.
The texture get's "destroyed" because the difference in height between the adjacent vertex is very high.
In modern games this is often resolved with a technique called . As you can't really implement this into Silkroad, you're left with what Joymax provided.
Gallery 1
You might end up writing your own terrain system like I did, which brings its own problems.
Gallery 2
Thank you for your answer !
Yeah I got it, I made a system which skip always the X(17) last point of each block for the nvm (which it wasn't a good idea, it was only for test the render).
But yeah If I understand well, the texture get destroy because there is not "calcule" with the nearest block ?
So if in a block we set "manually" 15*15 points and the points on edge then should be an average with the "nearest block".
I'll try to do that with my actual system, but I get it now, I understand from where the problem can come ! Thank you very much
Edited:
Thank you very much Daxter !!!
I didn't think about this solution which was so logical ! Like I say I do some calcule, it's not perfect for the moment, had some little free time to work on it, I'll optimise that ! Have to fix problem when 4 blocks touch each other and then everything will be fine ^^ here some preview:
And here some fun with it:
But in theory, when you change 1 region, you've to change all srop map at once and this get harder for my computer to load all sro map haha
Hey, this thread is really old haha, you can check this: on the navmesh tool you can generate random heigh with "random-height" command (Look the third video). You can take a look on src of tool if you want ^^
[Release] CFlyff self-made Height Map für Beast 07/28/2013 - Flyff PServer Guides & Releases - 1 Replies Huhu,
hiermit möchte ich die von mir selber erstellte CFlyff Height Map für den Beast mit euch teilen.
Eigentlich wollte ich irgendwann mal das alles in Angriff nehmen, leider fehlt mir jedoch die Zeit dazu. Vielleicht kann ja auch jemand anderes damit was anfangen.
Height-Map
http://abload.de/thumb/cflyffheightork66.png
Dazu nochmal in farbig zum besseren Vorstellen:
Height Map Bug 09/09/2012 - Metin2 Private Server - 5 Replies Hi guys !!! I have a problem with my height map
look :
http://img.funky-emu.net/uploads/2107040501-13265 4.jpg
http://img.funky-emu.net/uploads/2107040501-13271 5.jpg
When I join 2 square of my map I have this...
How can I do?
Height Map Editor 01/04/2012 - Metin2 PServer Guides & Strategies - 18 Replies Hey found randomly a Metin2 Height Map Editor.
Hme is a 2D program, used for creating, manipulating and viewing height maps.
A height map is a 2D representation of a 3D terrain. Each 'color' represents a height.
Anyway, if you are reading this page, I assume you do have a good idea about what height maps really are, so I won't go in further details explaining it.
Point is, so far, I never seen a GOOD terrain editor. Most of them are 3D editors, and that doesn't give you a feeling of...
Height Map Editor probs! 01/20/2011 - Metin2 Private Server - 0 Replies Heyha, ich habe eine Frage zum height Map Editor (hme)
Also, sicherlich kennt ihr den, ist auch hier veröffentlicht im 'Forum...
Dorf ist ja eine Leiste mit Farben, und daneben stehe die Zahlen.
Wenn man die Height.raw im Photoshop editiert gibt es ja den Graustufen wert 78 oder so, das ist auf der höhe 0 ingame dann.
Und mich interessiert, welcher wert der 0 wert ist bei dem Heightmap Editor??