Terrain Make a terrain height map. Make it powers of 2 – this one is 128x128, shown at 200%.
Convert the mode to grayscale ...
... and save as an 8 bit bmp:
Import to your texture package [deselect mipmaps] ...
Don’t forget to save the texture package as usual. Set up a nice large subtracted space, for example, 8196x8196, etc. with sunlight and all the other basics. You should definitely use a SkyZoneInfo and Sunlight aimed downwards, or this will be tough to light. Add a ZoneInfo
Note – if you want to make the terrain icon bigger, increase the drawscale:
Essential: set bTerrainZone = True
Add TerrainInfo
Rebuild now to register the zoneinfo. The next thing to do is to add our height map in the TerrainInfo properties:
The terrain as affected by our height map will at this time be viewable only in Wireframe mode. As we can see it registered our height map. It is very tall, and we will adjust the height later. Move the terrain icon to the center and up or down as needed to position the terrain. Your terrain might not fill up the space. We will be correcting that when we come to TerrainScale.
Apply a texture to make it visible For the terrain to appear, you must apply a texture [not the image we made, that is for the height map only ... I am using one from the Arboreal Terrain package] ... this is done at Layer [0]:
You can scale and pan the texture like any other texture:
Work with texture scaling, also under layers ...
Terrain Scaling As for the height and size of the actual terrain ... TerrainScale is where the size and height are set ... Z is the height and X and Y fill the space horizontally and in depth.
Adjust terrain size and height ... until you see what you like:
You will have to do some work to position flags, player starts on the map so they are not too high or buried in the terrain.
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