Broxzier Posted February 9, 2017 Author Share Posted February 9, 2017 What about a map like this? 3 Link to comment
SpiffyJack Posted February 10, 2017 Share Posted February 10, 2017 2 hours ago, Broxzier said: What about a map like this? Is there a technique I don't know about? this is SICK! I LOVE IT! the curvature is spot on and not easy. Link to comment
SpiffyJack Posted February 10, 2017 Share Posted February 10, 2017 (edited) - Reduced water - Reduced Sand Area - Added Dune Area - Added scenery at Water Falls - Extended Mountains - Removed Initial Entrance Location - Added Large Trees just for fun I thought about adding rapids track at bottom of falls but I think that would affect ride/attraction count? The OpenRTC2 Landscape 5.03.sc6 Edited February 10, 2017 by SpiffyJack 3 Link to comment
Foxbox Posted February 10, 2017 Share Posted February 10, 2017 (edited) *dynamic timer. refresh page for timer_update(); > In case the dynamic image update wont work in this forum, click on this link < Sorry because of this huge image. messed up the resize function >.< (I'll fix it later). Edited February 10, 2017 by Foxy 1 Link to comment
Broxzier Posted February 10, 2017 Author Share Posted February 10, 2017 (edited) I think the forums also download your image and store it themselves, so it doesn't get updated with your php script anymore. 9 hours ago, SpiffyJack said: Is there a technique I don't know about? this is SICK! I LOVE IT! the curvature is spot on and not easy. I was working on a heightmap loader yesterday. This image inspirit me to do so: On 9-2-2017 at 03:03, Foxy said: Edited February 10, 2017 by Broxzier Link to comment
Foxbox Posted February 10, 2017 Share Posted February 10, 2017 5 minutes ago, Broxzier said: I was working on a heightmap loader yesterday. This image inspirit me to do so: did you also read what i said about the map size i think a 100 ² mile map excced some hardcoded limits This map was (i think) from the UDK-Engine, but it looked very similar to the flow-map i used for my island Link to comment
X7123M3-256 Posted February 10, 2017 Share Posted February 10, 2017 1 hour ago, Broxzier said: I was working on a heightmap loader yesterday. Interesting, how did you approach the problem of choosing the best slope for the tile? I took the approach of minimizing the squared differences between the corner points of the tile and the heightmap. Results were generally good on smooth terrain, but on rougher maps there'd be a few tiles with a poor choice of slope, because my algorithm treats each tile independently. Link to comment
YoloSweggLord Posted February 10, 2017 Share Posted February 10, 2017 15 hours ago, Broxzier said: What about a map like this? Simply stunning. Link to comment
Broxzier Posted February 10, 2017 Author Share Posted February 10, 2017 (edited) 2 hours ago, X7123M3-256 said: Interesting, how did you approach the problem of choosing the best slope for the tile? I took the approach of minimizing the squared differences between the corner points of the tile and the heightmap. Results were generally good on smooth terrain, but on rougher maps there'd be a few tiles with a poor choice of slope, because my algorithm treats each tile independently. This is off-topic, but I'll answer here anyway. What I'm doing now is fairly simple, for each tile it checks the height of its neighbours, and saves the offset in an array, including diagonal ones. If any of the three tiles around a corner have a greater base height, it raises the slope. When 3 of the 4 corners are raised, it checks if the middle corner can be raised more, by checking if the base height of the diagonal tile from that one has a height offset of 4 units or more. I am planning at improving this further, by taking the other tile's slopes into account, but right now it's entirely based on their base height. You can find the relevant code here: https://github.com/Broxzier/OpenRCT2/blob/heightmap/src/openrct2/world/map_helpers.c#L329 Edited February 10, 2017 by Broxzier 2 Link to comment
X7123M3-256 Posted February 10, 2017 Share Posted February 10, 2017 (edited) That's interesting. How does this look on more realistic terrain (fractal noise for example)? Edited February 10, 2017 by X7123M3-256 Link to comment
SpiffyJack Posted February 10, 2017 Share Posted February 10, 2017 Can this off-topic get its own post? I'd like to keep getting input and more out of this topic and obviously don't want to clutter this thread. Link to comment
SpiffyJack Posted February 10, 2017 Share Posted February 10, 2017 I would also like to be added the Park Building Que please. Link to comment
imlegos Posted February 10, 2017 Share Posted February 10, 2017 Ok, now I'm curious, what country spells it as "que", I've always seen it as "queue" Link to comment
SpiffyJack Posted February 10, 2017 Share Posted February 10, 2017 (edited) 40 minutes ago, imlegos said: Ok, now I'm curious, what country spells it as "que", I've always seen it as "queue" Haahaa @imlegos I know right!?! Short hand I guess... every time (all the time) I type 'queue' ... it auto changes to 'Que' ... so I at this point, the heck with it! btw.. America here.. maybe that's why lol Edited February 10, 2017 by SpiffyJack Link to comment
YoloSweggLord Posted February 10, 2017 Share Posted February 10, 2017 I'm american and I all it queue. I think a lot of people don't know exactly how it's spelled. Not saying SpiffyJack fits into that category, but he's not the first person to misspell it that way. Link to comment
Foxbox Posted February 10, 2017 Share Posted February 10, 2017 (edited) i have a question: should this forest be a natural mixed woodland or a forest artificially grown by humans (you know... those forests that are more organized by tree types. -> a forest patch with only oaks, another with only another type of tree) right now, its a mixed woodland. There also 2 glades in this forest also changed the desert area and made the gap between grass and sand a bit more blurred the area with all the bushes could be clay. that would prevent the water from flowing down to the desert, causing it to dry out. There is the only way, why there could be a desert in the first place. and the last area im working on is the lake: because i like lakes. free fresh water I used bushes to create a more random looking shore. But to keep this illusion, we need to add a lot more bushes all around the park. At least in the areas without attractions. When there are rides, the area around it, should be bulldozed anyway. But outside of the park, it could look a bit more natural in my opinion. But what do you prefer: "humanized"- forests - or - Natural forstes Edited February 10, 2017 by Foxy Link to comment
Wuis Posted February 10, 2017 Share Posted February 10, 2017 I think a natural forest is more logical, else we would have stumbled on a plot of land with 'humanized' forest or first take years to grow such. Link to comment
imlegos Posted February 10, 2017 Share Posted February 10, 2017 I thought lakes weren't fresh water, considering they're still water. Link to comment
Foxbox Posted February 10, 2017 Share Posted February 10, 2017 (edited) most themenparks are built on farmlands anyway, so it could be the case (At least in germany its the case. because of the fact, that themen parks need to be in a certain distant to cities, because of the noise, its the cheapest way to buy land from farmers). building land on the other hand is expensive farmland located directly at the border of cities 4 minutes ago, imlegos said: I thought lakes weren't fresh water, considering they're still water. Not when its feeded by a underground well and the area is a water protection area. And for a fox, its good enough Im trying to smoothly change the tree color from bright green to dark green right now without making it look badly. Its more difficult than i thought. Edited February 10, 2017 by Foxy Link to comment
imlegos Posted February 10, 2017 Share Posted February 10, 2017 Disneyland was built on orchards. That's why the part of Anaheim it's in is called Orange County if I'm not mistaken. Link to comment
SpiffyJack Posted February 10, 2017 Share Posted February 10, 2017 3 minutes ago, imlegos said: Disneyland was built on orchards. That's why the part of Anaheim it's in is called Orange County if I'm not mistaken. That is correct. Also Orange County Fair Grounds, Pacific Amphitheater... My old stomping grounds Link to comment
X7123M3-256 Posted February 10, 2017 Share Posted February 10, 2017 56 minutes ago, imlegos said: I thought lakes weren't fresh water, considering they're still water. Fresh doesn't mean still, it means it's not salty. Lakes are usually freshwater, because they are continuously replenished by rainfall, but this isn't always the case. Some lakes have no outflow, so they lose water primarily by evaporation. Dissolved salts do not evaporate so they become concentrated in the lake. 3 Link to comment
YoloSweggLord Posted February 10, 2017 Share Posted February 10, 2017 Congrats on 200 rep X7! nevermind that fact that I gave you your 200th Link to comment
Foxbox Posted February 10, 2017 Share Posted February 10, 2017 (edited) I found iron. Wohoo. We can now save some money for our steel rollercoasters \o/ And here the full map right now: starting with fine tuning right now. (terrain painting with small sized brush and smoothing out the edges of the terrain with bushes) Edited February 10, 2017 by Foxy 1 Link to comment
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