Well, been gone a while and got a bug in me to get back to work on making the ICE Middle Earth modules in NWN2 form. Bought a copy of L3DT and I use YATT to import the heightfields.
But, one problem - my maps seem flat. I'm guessing that it's because of the settings in YATT where one specifies the height minimum and maximum.
Does anyone know what units these fields are? Are they meters? Feet? Tiles?
I could futz around with the settings until it looks right, but that's grating on my senses. I like exactitude and would prefer to know just what a Minimum height of -5 is.
Anyway, any help would be appreciated.
Question on YATT
Erstellt von
ckirmser
, Jun 12 2011 05:28
#1
Geschrieben 12 Juni 2011 - 05:28
#2
Geschrieben 16 Juni 2011 - 11:57
I think it's meters or feet. One of the two, can't recall which but that should be a meaningless distinction for what you're attempting.
#3
Geschrieben 22 Juni 2011 - 08:58
I've always presumed they're exactly the height you get when you use the flatten tool.
So if you put maximum height field at 30, it's the same height you'd get for raising ground to 30 with the flatten tool.
So if you put maximum height field at 30, it's the same height you'd get for raising ground to 30 with the flatten tool.
#4
Geschrieben 26 Juni 2011 - 01:48
ç i p h é r wrote...
I think it's meters or feet. One of the two, can't recall which but that should be a meaningless distinction for what you're attempting.
I'm guessing that it's meters, since that appears to be the standard unit in the game, but it has importance when it is necessary to have, say, a cliff face to a certain height so that a cave mouth fits correctly.
Or, if I'm modeling Bag End, meters or feet become a distinct issue to get the proper heights for the terrain and added features.
#5
Geschrieben 01 Juli 2011 - 11:03
Hi, I wrote YATT many moons ago, glad to see someone still finds it useful
Unfortunately I haven't played with it for a long time, so I pulled out the source code and didn't come to any definitive conclusions. I seem to remember that the game engine is based in meters but there are some oddities in how it all fits together. I would suggest you just import a heightmap with a black on one half and white on the other. and select min\\max at 0/2. That should give you a "cliff" in the middle of the map. Then load it up with a human male and confirm they're about the same height.
Unfortunately I haven't played with it for a long time, so I pulled out the source code and didn't come to any definitive conclusions. I seem to remember that the game engine is based in meters but there are some oddities in how it all fits together. I would suggest you just import a heightmap with a black on one half and white on the other. and select min\\max at 0/2. That should give you a "cliff" in the middle of the map. Then load it up with a human male and confirm they're about the same height.
#6
Geschrieben 30 Oktober 2011 - 11:20
Meters is what L3DT uses and that is what I use in YATT. I use certain settings in L3DT to make the import through YATT easier.
And, yes, I would say YATT is useful.
Incidentally, sidefx79, good to see you around. Any chance of YATT getting upgraded to import water information to contruct the water mesh?
And, yes, I would say YATT is useful.
Incidentally, sidefx79, good to see you around. Any chance of YATT getting upgraded to import water information to contruct the water mesh?





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