I should clarify; The heightmap is from NASA (yes @Occam's Razer it's the SRTM data, I didn't know about higher res alternatives) and the texture is from Google's data. The texture is now no longer used; I got what I needed out of it in placeholding terms. --- Post updated --- Unless you find me some real data (and start spelling Britain correctly) like a website or map, I know this place doesn't exist. --- Post updated --- @RobertGracie , is this true?
Have you ever tried using terrain.party? It'll give you a few different heightmaps using different data or whatever. It has two versions of SRTM, some other one, and one called ASTER. The ASTER one is as detailed as one of the SRTM's (30 metres if that means anything to you) but for the entire planet from what I know.
Unless you find me some real data (and start spelling Britain correctly) like a website or map, I know this place doesn't exist. I'll ask a brit: @RobertGracie No but I learned about it shortly after I kicked off this project. I'm many hours into the project now so I'm not starting over. The data I have is good enough for me and doesn't harm the map's quality. I'll keep it in mind for future projects.
Well this could be a good bit of fun here. I wish you luck. Will definitely try this out when it becomes available. Feel free to use any of the road textures from my maps for your map, if it makes thing easier. It's very rewarding to make something that's based on a real town or street layout, as I've done that with an unreleased map I've had on the back burner for a few months (Tennessee, USA terrain). The Beamng.drive East Coast map's trees and flora/fauna misc stuff will work nicely with this map setting.
Terrain.party offers 10m data on most of the US. Torque doesn't like the native height maps it puts out so a third party program (L3TD, World Machine), is needed but definitely worth it. EDIT: Sorry, I'm not trying to muddy the waters.
Your thinking of USGS Ned, 10m data - that's what I used for my So-Cal Interstate and (unreleased) Tennessee maps. it is the last of 5 files it gives you for terrain heights, usually. It goes something like this: It'll say something like 'the terrain goes from XXX meters to YYY meters in height' Subtract the low value from the high value, and you'll find your terrain 'height' to get a realistic gauge on the slopes/mountain height. It is really nice to use L3DT for this stuff, as it can expand the graphic to give you better resolution/finer detail on your game-map. Stretching the distance of the square size too high on low-res terrain can wreak havoc on roadways built into slopes @ difference angles, causing magnified wash-board effects. Just beware of using smooth-heightmap in the editor, as you'll lose all your road beds (they get blended into the terrain).
You don't spell it like "Britain", That makes it sound like "Brit-Ayn" its spelled like "Britan" So it sound like this "Britan", Try to spell correctly (You get me fam) --- Post updated --- Anyways, the british spell Britain like Britan, and I'm british so, don't Argue with me, Or ill have ya C:
Weird, it turns up on my Google saying its Britan instead of Britain --- Post updated --- Anyways, thanks for saving me from "Down-Cyndrum" Google
Oh, not at all! Hey, I'm still learning this gig, suggestions are welcome. Just for this project I'm not changing the height data. --- Post updated --- Photos of current progress: Adding forest around the lake; this will take a while to do the whole map. There's so many trees around here!
Photos of current progress: Adding forest around the lake; this will take a while to do the whole map. There's so many trees around here! Think so? lol, I feel like I only just started
Not fill the entire map inch by inch with them; only the areas with roads/in visible range. Also, keep in mind. Lots of trees will be gotten rid of for finer details like houses and rock walls. I plan on adding trees now and getting rid of a few later. I find this to be easier.
Rock walls and concrete keyed block wall I've added to my maps texture roster some time back. I made custom textures, so if you find something you like there, feel free again to use them. Same for the road textures as before. I made the stuff for everyone to encourage others to build highways - 'cause they're fun.
That is very generous of you, thanks! As of now, I don't have plans to use your assets. I have a pretty good stockpile from 2 years of modding so I'm good for now. I will definitely keep this in mind however!
No problem, but just letting you know they are there. Some people are super-selfish with the stuff they make, so as to be the best. I am the opposite, my theory is: If I release all my stuff for everyone to use, like free-beer type, then it might make everyone's stuff better (those who use it anyways, there obviously times when it's not applicable). There wasn't much in the way of highway texture for this game (or much anywhere to be honest, sans a few commercial games) so I didn't have much to work with, but most of them should match decently. I should have some 3-lane concrete textures coming up one of these days (they are in, but the lane spacing doesn't match perfectly with the other pavement). The two laned concrete texture is currently broken due to overbrightness with the reflection map being too light. Other than that all should work. Ouerbacker made the runway dirt texture and the trail texture/decals, and the 'newmaterial2' 'newmaterial3' textures in my maps, so when you make the map, if you use the textures, i'll let you know if you got any of his (he's pretty cool about things like that). You can use the specular maps from the 2lane dark paved (new) road on all the other two-lane roads, as long as they're the same size (otherwise you'll crash the texture browser in the editor when you go to look for it), if you need specular maps on things. They'll be in eventually I just never put it on high priority. If you're doing mesh roads for highway, there's a texture you can set the mesh to like 30~34 width and use, it'll let you lay both sides at once with a nice wide shoulder and a wide paved median you can plop your barrier right on, this works super-easy on hills. I created it for my TN, USA map that never saw release (it might one day). It's used in the E side of nevada interstate for the highway. There's also a transparent AI guide texture for simple-AI-routing when using many decal overlays to make up an intersection for example. Please, oh please, do not use the default 3 for 'break angle' on a highway mesh [no offense meant] unless you're deliberately trying to get folks airborne, or running a nearby suspension & tire repair shop That's all I ask. That having been said, you did a great job on the decal roads that were in your older version of Desert Highway (version 6.2 i think, I played the heck out of the old version). If you repeat that here, this should be extremely fun! Try sometime taking the square 'level land' tool and stepping one set of vertices each time clicking once, and work down the road. As long as your road runs with the terrain N S E W direction, you should have a nice time with it. I obviously know your not a noob, so I totally look forward to this map. If you need some beta testers, give a holler, I am sure I could find some time to test things out. I've been game modding for over 20~21 years now since the pre-pentium MS-DOS Doom 1 days... I will always provide plenty of feedback and some constructive criticisms to help you without being nasty and mean.