BlazingEmpireHD Posted June 12, 2017 Share Posted June 12, 2017 I might be blind, but where do I get that at? Link to comment
Broxzier Posted June 12, 2017 Author Share Posted June 12, 2017 If you mean the launcher, it's right here at the bottom of the download page: https://openrct2.org/downloads 2 Link to comment
BlazingEmpireHD Posted June 12, 2017 Share Posted June 12, 2017 Thanks again! I'll try to get this all working again. Link to comment
SpiffyJack Posted June 13, 2017 Share Posted June 13, 2017 I updated Devils Tower. 150x150 Height 142 Scenario file format so you can make it your own If your interested Devils Tower 150x150.sc6 1 Link to comment
jensj12 Posted June 17, 2017 Share Posted June 17, 2017 17 hours ago, SpiffyJack said: Thoughts? Where's the giant screenshot function? Looks cool btw. Link to comment
SpiffyJack Posted June 17, 2017 Share Posted June 17, 2017 (edited) 1 hour ago, jensj12 said: Where's the giant screenshot function? Looks cool btw. better? Edited June 17, 2017 by SpiffyJack Link to comment
Broxzier Posted June 17, 2017 Author Share Posted June 17, 2017 That looks so nice! 2 Link to comment
SpiffyJack Posted June 17, 2017 Share Posted June 17, 2017 38 minutes ago, Broxzier said: That looks so nice! Thanks @Broxzier update: 1 Link to comment
SpiffyJack Posted June 18, 2017 Share Posted June 18, 2017 (edited) I decided to bring the mountain to life. Volcano 200x200 f.sc6 Edited June 18, 2017 by SpiffyJack add file Link to comment
Gareth Posted June 23, 2017 Share Posted June 23, 2017 (edited) I've been eyeing OpenRCT2 for a while but this feature is what made me finally try it out. I think it has a lot of potential to attract new people via small scale real-word geography they know with rides based on places and events. With some imagination Venice could be represented by a Boat Hire, Niagara falls can be a River Rapids, etc. Well I tried my hand at the southern tip of South America. The mountains came out great, but the lowlands are all flooded because the pixels are too dark and too similar to the ocean. (yellow lines are roughly the actual coastlines) I'll try later to use some image editor to make everything lighter except the sea. Anyway, this gave me an idea for a feature in the map generation process: "paint by height". You know how you can set the tiles as grass/sand/rock/etc? It would be useful to be able to change the ground type en masse depending on it's height. So for example if I wanted snow capped mountains I could turn to snow all tiles with altitude 45 to 50, and rock from 30 to 45. The game would do the bulk of the work and then the user does the finishing touches. It would come handy not just for height maps, but for anyone creating any map. I made a mock-up for the interface: Edited June 23, 2017 by Gareth fixed images 3 Link to comment
SpiffyJack Posted June 23, 2017 Share Posted June 23, 2017 @Gareth ... Cool that your using HeightMap and your paint idea is good. Although I personally would never use the paint option and here's why. I typically have multiple height ranges on a map and for the most part, the different heights represent different textures as well, so an all encompassing paint tool would literally have me painting over areas that I do not want to paint over. As far as using the option for general slam dunk maps, it would be quick and easy. But again the time it takes to paint areas (and at the same time, become more familiar with the map) is not worth the time to find out I painted areas I did not want too. I'll say again, good idea. On a lighter subject of HeightMaps, I am getting close to releasing the official grey scale spectrum (to the members of this forum only) that literally carves the maps perfectly. Each grey has a specific cut height and depending how the highs and lows are valued you get better than great representation. ATM it consists of a 64 grey pallet with each shade contouring a 2 step height value. I will also provide my opinion as to the editor that works the best with least amount of mumbo jumbo. First tip: Always edit in pixels Second tip: Keep it simple, the more shades you allow to shape, the less you map will represent. Third tip: Do all the map editing in the grey scale image, then import. If you need the further edit you map, try to edit the image first and re import. Remember, It takes minutes to edit your image and import compared to hours of shaping and then you realize it was a waist of time... Lots of trials and errors... that's all 1 Link to comment
Wuis Posted June 23, 2017 Share Posted June 23, 2017 (edited) Are there supposed to be images here? Edited June 23, 2017 by Wuis Link to comment
Broxzier Posted June 23, 2017 Author Share Posted June 23, 2017 @Gareth Great to hear you're enjoying it! You can try setting the lowest base height to an odd number, which is just below water level. Then any non-black pixel has a much higher chance to get on or above sea level. While I do like your surface paint tool idea, I think this is best implemented as an optional plug-in (not supported yet), instead of being in-game for everyone, since only a small portion of the players will be using it. @Wuis Here's the direct links: 2 Link to comment
Gareth Posted June 23, 2017 Share Posted June 23, 2017 Yeah the embed feature had messed up my images, thanks for re-linking I agree that the idea is on the plug-in territory. Once this game has a scripting engine/API it will really open up a bunch of possibilities and would make it easier to contribute to the project for us plebs who know some code but find the C ecosystem a little too complex. 1 Link to comment
saxman1089 Posted October 12, 2017 Share Posted October 12, 2017 (edited) Sorry to bump an old thread.... but this is super cool looking. Anybody ever try taking out realistic landforms from this website: https://terrain.party/ Meant for Cities:Skylines, but looks like it could be super fun! EDIT: On second thought, this seems like it takes huge areas as opposed to what is needed for OpenRCT2. I wonder if there's a way to pull data off of topo maps. Edited October 12, 2017 by saxman1089 Link to comment
giraty Posted March 4, 2018 Share Posted March 4, 2018 Simple one, it might look like a round mountain but it's more of a highland lake. Credit to someone who post it in internet. I'm currently working on this height map, this is the early stages of the park. Link to comment
Broxzier Posted March 4, 2018 Author Share Posted March 4, 2018 I don't see how that hightmap would give the landscape you're building on. Did you cut out a part that you're using or something? Link to comment
giraty Posted March 4, 2018 Share Posted March 4, 2018 Yeah I cut another 14 pixels from it and the gap between "Low" and "High" in settings is more than 110. Link to comment
RollerBoaster Posted December 10, 2019 Share Posted December 10, 2019 (edited) Teaser (the greyscale would give it away as it's from a map and has the names on!) It lost a bit of the river (top left/ middle left) and I'm slowly adding the water manually- making water features is sloooow as you have to shape the banks (in this case the ones the height map missed) then add the water, then fix any messy hills and cutaways you've made in the process- the mountain tool's not much help- if anyone has any timesavers for rivers/lakes I'd love to know! Something I'm working on based on a real location.... Edited December 10, 2019 by RollerBoaster Link to comment
JoshuaJacobs Posted November 15, 2023 Share Posted November 15, 2023 (edited) Maybe one day the "surface texture" can be set by the hue of a hightmap pixel while maintaining value as height. Until then i wanted to link an older Post i made about the pipeline i use for height maps and real parks: Enjoy! Also super interested in hearing your thoughts. Edited March 30 by JoshuaJacobs Spelling Link to comment
JoshuaJacobs Posted November 16, 2023 Share Posted November 16, 2023 On 15/11/2023 at 04:01, JoshuaJacobs said: Mabey one day the "surface texture" can be set by the hue of a hightmap pixel while maintaining value as height. I allowed myself to request this as a feature on github 😅 Link to comment
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