Unsolved How would i go about making a map larger, like west coast or italy map?

Discussion in 'World Editor' started by JamesM3E36, Oct 16, 2021.

  1. JamesM3E36

    JamesM3E36
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    Dec 11, 2019
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    i want to make some addon for one of these maps but i have not been able to make any of these maps larger, and they are too small to add anything to them so if someone knows how i can make them larger would be greatly appreciated. also combining maps would help also.
     
  2. geobeck

    geobeck
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    May 1, 2014
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    The only way I can think of is to re-create the map. You'd get a new terrain, but you'd have to replace all of the content. If that's the way you want to roll, use the World Editor (F11) to export the terrain (in the Terrain Tools toolbar). In your user folder under /levels there will be a subfolder for the original terrain that only contains an /export folder. (unless you've modified the terrain, in which case you'll see your modifications here). In the /export folder you'll see a heightmap and various other maps to use in your new terrain.

    Resample the heightmap (and whichever other ones you're going to use). Use a good resampling filter to avoid blockiness. Then re-import the terrain and go through the fun of replacing every object and decal.

    If you want the map to keep its existing size, but to add more usable terrain around it, export the heightmap, then add it offset from the middle of a new raster image four times larger. (Pasting it in as a layer in GIMP works well.) Try to paint the inner boundaries of the new heightmap as close as possible to the edges of the existing map, but avoid changing the height of the existing map.

    To visualize this, you're pasting the X map below as a new layer in the middle of the larger O heightmap you've created. Paint O where it's next to X to match the height, but don't change X.

    OOOO
    OXOO
    OOOO
    OOOO

    Once you have it close enough, save it as a PNG in the level folder (the one in your user folder).

    Open the existing map and open the World Editor. Select the theTerrain in the main panel. In the inspector panel on the right, take note of the offset coordinates. If the old terrain was 2048x2048, its X-Y offset was probably -1024, -1024. It may also have a Y offset. Delete theTerrain. Import the new terrain, and adjust its position (using the coordinates in the inspector panel) so the old section of the new terrain is in the right position to line up with all of the floating level objects. It should be some combination of -8192 and -4096, depending on which corner of the original part of the new map is closest to the origin.

    It's probably best to try this with a 1024 map (or smaller) first. The example above gives you a 16384x16384 map, which is huge, and can gobble up all of your resources if you add a lot of content. Your heightmap has to be 1024, 2048, 4096, or another power of 2 in size, so you're restricted to making it 2x, 4x, 8x (etc.) as big, rather than putting it in the center of a 3x3 grid, which would be simpler and smaller.

    The alternative is to increase the meters-per-pixel value of the existing terrain, but that will mess up how all of the objects are placed, and will reduce the precision of terrain modifications.

    I'm currently working on something similar to this, but with a background mesh instead an enlarged map. We'll see how that goes...
     
  3. Stefan190506

    Stefan190506
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    Jan 23, 2022
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    Landscape and textures are transferred from map to map, just like objects?
     
  4. el_ferrito

    el_ferrito
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    Someone did once say you can add a second terrain in. If so this would be the easiest way, but I've not got it to work, and I don't know how you would get the base terrain texture to work.

    I'll have another play.

    Otherwise it's more or less like geobeck says.

    I'd export the map you want to expand, add that heightmap into a bigger heightmap and base textures (all of the pbr ones). Then import that as a new terrain, making sure to match the height range and meters per pixel, and offset so that it stays in the same place. Should all be doable with maths, but a little fiddly. Then go about populating your expanded regions with forest, roads and objects.
     
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