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		<title><![CDATA[First Strike Forums — Heightmaps and memory]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=6380</link>
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		<description><![CDATA[The most recent posts in Heightmaps and memory.]]></description>
		<lastBuildDate>Thu, 01 Nov 2007 19:09:16 +0000</lastBuildDate>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87552#p87552</link>
			<description><![CDATA[<p>Catbox is pretty a cool guy too. I played a few rounds of FS with him a week or two ago. </p><p>Do you know how hard it is to be a mapping noobie and not ask a single mapping question in VoIP when Catbox is in your squad? <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Mega_Death)]]></author>
			<pubDate>Thu, 01 Nov 2007 19:09:16 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87552#p87552</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87548#p87548</link>
			<description><![CDATA[<div class="quotebox"><cite>Catbox wrote:</cite><blockquote><p>You can also adjust the tiling in the editor... to help with the steep terrain<br />take a look at the terrain.con of kubra dam or fushe</p></blockquote></div><p>Thanks, I&#039;ll check that out!&nbsp; Your posts over at BFeditor have really helped get me started mapping.&nbsp; Appreciate what you&#039;re doing.</p>]]></description>
			<author><![CDATA[null@example.com (Zyth)]]></author>
			<pubDate>Thu, 01 Nov 2007 17:53:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87548#p87548</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87492#p87492</link>
			<description><![CDATA[<p>That canyon is nifty.</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Thu, 01 Nov 2007 07:02:44 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87492#p87492</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87491#p87491</link>
			<description><![CDATA[<p>You can also adjust the tiling in the editor... to help with the steep terrain<br />take a look at the terrain.con of kubra dam or fushe</p>]]></description>
			<author><![CDATA[null@example.com (Catbox)]]></author>
			<pubDate>Thu, 01 Nov 2007 06:29:05 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87491#p87491</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87450#p87450</link>
			<description><![CDATA[<p>There shouldn&#039;t be a problem with that</p>]]></description>
			<author><![CDATA[null@example.com (Leky[IRL])]]></author>
			<pubDate>Wed, 31 Oct 2007 23:34:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87450#p87450</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87022#p87022</link>
			<description><![CDATA[<p>doesn&#039;t&nbsp; look too bad for my liking</p>]]></description>
			<author><![CDATA[null@example.com (Omen)]]></author>
			<pubDate>Sun, 28 Oct 2007 18:36:13 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87022#p87022</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87013#p87013</link>
			<description><![CDATA[<p>Here are the screenshots.&nbsp; The last one shows the actual color texture mapped onto the cliff wall whereas the rest only show the detail texture.</p><p><span class="postimg"><img src="http://i222.photobucket.com/albums/dd203/Lydok/pic01.jpg" alt="http://i222.photobucket.com/albums/dd203/Lydok/pic01.jpg" /></span><br /><span class="postimg"><img src="http://i222.photobucket.com/albums/dd203/Lydok/pic02.jpg" alt="http://i222.photobucket.com/albums/dd203/Lydok/pic02.jpg" /></span><br /><span class="postimg"><img src="http://i222.photobucket.com/albums/dd203/Lydok/pic03.jpg" alt="http://i222.photobucket.com/albums/dd203/Lydok/pic03.jpg" /></span><br /><span class="postimg"><img src="http://i222.photobucket.com/albums/dd203/Lydok/colortexture.jpg" alt="http://i222.photobucket.com/albums/dd203/Lydok/colortexture.jpg" /></span></p>]]></description>
			<author><![CDATA[null@example.com (Zyth)]]></author>
			<pubDate>Sun, 28 Oct 2007 18:03:16 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87013#p87013</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=87012#p87012</link>
			<description><![CDATA[<div class="quotebox"><cite>Bloedig_Vader wrote:</cite><blockquote><p>The big issue you may have is the cliff walls will look a bit goofy if you don&#039;t play with the settings for the texture your using.</p></blockquote></div><p>I&#039;m not sure I understand.&nbsp; Do you mean in-game video settings (low, medium, high, custom)?&nbsp; As it is there is some strange morphing of terrain as you get closer.&nbsp; It only happens in certain areas where the shift from vertical to horizontal is most extreme.</p><div class="quotebox"><cite>Bloedig_vader wrote:</cite><blockquote><p>You do realize your talking about a HUGE difference between black and white areas on the hightmap, right?</p></blockquote></div><p>Yes, will that be a problem?</p><div class="quotebox"><cite>DS_Imperial wrote:</cite><blockquote><p>You&#039;re not rendering a new vertical plane.&nbsp; You&#039;re rendering terrain that is always there, just in a different position.&nbsp; It wont make a difference, but I can&#039;t imagine it will look good, especially with the textures stretched out across it.</p></blockquote></div><p>Yeah, I worried about the streching also but it seems to look alright for the most part.&nbsp; I&#039;m not a big stickler on graphics though.&nbsp; Maybe someone with a more discerning eye would be more critical?&nbsp; I do have the video settings on high so that may help.&nbsp; It looks bad on the lowest settings but thats to be expected?&nbsp; Haven&#039;t tried any settings in between.</p><p>Anyway, I&#039;ll post some follow-up screenshots so you guys can check it out.&nbsp; Thanks for the help.</p>]]></description>
			<author><![CDATA[null@example.com (Zyth)]]></author>
			<pubDate>Sun, 28 Oct 2007 17:58:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=87012#p87012</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86918#p86918</link>
			<description><![CDATA[<p>I don&#039;t think you should have any problems,unless your doing something different to what I think you are.</p><p>Post a screenshot so I know what you mean.;)</p>]]></description>
			<author><![CDATA[null@example.com (Leky[IRL])]]></author>
			<pubDate>Sat, 27 Oct 2007 22:14:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86918#p86918</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86914#p86914</link>
			<description><![CDATA[<div class="quotebox"><cite>Zyth wrote:</cite><blockquote><p>My title is misleading, sorry.&nbsp; My concern isn&#039;t the heightmap itself.&nbsp; It is that by lifting and lowering the terrain in this manner creates a whole new (vertical) plain.&nbsp; With the cliff walls running the length of the map along with the walls of the river I was thinking that there might be problems processing and rendering all this extra real estate.</p><p>But if the terrain appearance won&#039;t impact performance I should be alright.</p></blockquote></div><p>You&#039;re not rendering a new vertical plane.&nbsp; You&#039;re rendering terrain that is always there, just in a different position.&nbsp; It wont make a difference, but I can&#039;t imagine it will look good, especially with the textures stretched out across it.</p>]]></description>
			<author><![CDATA[null@example.com (Imperial)]]></author>
			<pubDate>Sat, 27 Oct 2007 19:57:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86914#p86914</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86898#p86898</link>
			<description><![CDATA[<p>The big issue you may have is the cliff walls will look a bit goofy if you don&#039;t play with the settings for the texture your using.&nbsp; Sometimes it can look stretched too much, so watch that.&nbsp; &nbsp;You do realize your talking about a HUGE difference between black and white areas on the hightmap, right?&nbsp; &nbsp;Try it with the default setting of 163 meters (I think that&#039;s the default) and then try lowering that number and see what you get.&nbsp; It may look impressive to have it at full value, but gameplay may suffer with it too.&nbsp; That&#039;s half the fun of mapping, is trying all these things out to see what you can get.</p>]]></description>
			<author><![CDATA[null@example.com (Bloedig_Vader)]]></author>
			<pubDate>Sat, 27 Oct 2007 16:44:32 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86898#p86898</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86863#p86863</link>
			<description><![CDATA[<div class="quotebox"><cite>DS_Imperial wrote:</cite><blockquote><p>It should be able to handle it all right, however realize by default the difference between highest and lowest point is huge, a lot more than you could possibly need to use.&nbsp; You may want to bring them a bit closer together and just raise the water level.</p></blockquote></div><p>Yes the difference is huge indeed <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" />.&nbsp; Makes for some pretty cool vantage points.&nbsp; The map started out as a gimmick for me to fly my a-wing through the canyon pass and has been evolving since.</p><p>The idea would be to work your way up from a beach landing to the main imperial base on the plateau through a succession of CPs and increasingly elevated terrain.&nbsp; The gamemode would be like the Endor Strike Team map.&nbsp; Linked CPs that cannot be recaptured.&nbsp; Some CPs can only be accessed by crossing the river canyon using bridges, crazy speeder-bike drivers or air troop transport (if/when they are added).</p><div class="quotebox"><cite>FSDev| General Un-Co wrote:</cite><blockquote><p>The heightmap is simply a black and white image, The terrain apperance shouldn&#039;t effect lag in anyway.</p></blockquote></div><p>My title is misleading, sorry.&nbsp; My concern isn&#039;t the heightmap itself.&nbsp; It is that by lifting and lowering the terrain in this manner creates a whole new (vertical) plain.&nbsp; With the cliff walls running the length of the map along with the walls of the river I was thinking that there might be problems processing and rendering all this extra real estate.</p><p>But if the terrain appearance won&#039;t impact performance I should be alright.</p>]]></description>
			<author><![CDATA[null@example.com (Zyth)]]></author>
			<pubDate>Sat, 27 Oct 2007 12:19:11 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86863#p86863</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86851#p86851</link>
			<description><![CDATA[<p>The heightmap is simply a black and white image, The terrain apperance shouldn&#039;t effect lag in anyway.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| General Un-Co)]]></author>
			<pubDate>Sat, 27 Oct 2007 07:45:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86851#p86851</guid>
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			<title><![CDATA[Re: Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86841#p86841</link>
			<description><![CDATA[<p>It should be able to handle it all right, however realize by default the difference between highest and lowest point is huge, a lot more than you could possibly need to use.&nbsp; You may want to bring them a bit closer together and just raise the water level.</p>]]></description>
			<author><![CDATA[null@example.com (Imperial)]]></author>
			<pubDate>Sat, 27 Oct 2007 02:03:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86841#p86841</guid>
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			<title><![CDATA[Heightmaps and memory]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86832#p86832</link>
			<description><![CDATA[<p>I&#039;ve been playing around with an idea I had for a map with very high cliff walls.&nbsp; </p><p>Basically, on a 1024 scale 2 sized map, I raised one half of the terrain (highland) and lowered the other half (ocean) as much as the editor would allow.&nbsp; I then cut a river system into the highland that empties out into the ocean.&nbsp; However, I began to wonder if this kind of extreme terrain would cause problems down the road.&nbsp; </p><p>So before I continues... Will I run into memory limitations or any other kind of problems?&nbsp; Can the BF2142 engine handle this?</p>]]></description>
			<author><![CDATA[null@example.com (Zyth)]]></author>
			<pubDate>Sat, 27 Oct 2007 00:07:50 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86832#p86832</guid>
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