Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My point was only ever that whatever the source, 8-bit greyscale is inadequate to represent final terrain inside Transport Fever, which your mod demonstrates perfectly as it *is* 16-bit and clearly wasn't down-sampled to 8-bit during processing.
Look, it's clear you're annoyed. I presume you don't appreciate this discussion thread spilling over the comments section of your own mod.
When all said and done, I was only attempting to offer some clear advice to someone who asked, advice that didn't implicate you in any bad practice, given your mod follows that advice.
It was you who chose to openly disagree with my advice, to take offense where none was intended when I disagreed in turn, and to then continue to fight me on it.
At this point, the user asking the initial question has surely read the answer, so I'm happy to delete my comments from your page if you would prefer me to.
Nothing of the sort, I was just trying to give advice to jo3do88y below, and suggest that you may be giving incorrect information yourself.
I just checked your own map... the heightmap.png included is a 16-bit integer greyscale image, and it contains values from ~2100 to ~34000... so it's employing around 32000 unique shades.
- That's why it looks smooth.
256 shades would be completely inadequate to depict the map you have here... and that is specifically why some other maps appear obviously divided into discrete terraces.
Perhaps check the facts before getting too defensive.
Easy test - try loading one of the png files in Windows Paint (definitely a non-16-bit-aware package), then re-saving without altering anything. The resulting file will be considerably smaller than the original, as it compresses the bit depth down to 8-bit.
256 levels is absolutely inadequate. Transport Fever works with a height range of 1000m or more - which means each height level would be around 4m - ie, half the height of a house! The stepping is very noticable when you use an 8-bit heightmap, especially on any map with significant hills/mountains... it'll end up looking like Machu Picchu.
Out of interest I checked the returned images from terrain.data grim, and most have around 100 grey-scale levels. This will probably be a limitation of the satellite's hardware as it appears to be raw data, can be quite noisy and even obviously blurry as if something hit the satellite at the moment of shutter release, meteor-jog maybe :)
256 levels for terrain would be delicious. USGS images btw I haven't checked but they too are variable, see the Gold Mountains
I thought terrain.party exported 16-bit integer greyscale? It says that's the format that Cities Skylines uses, in the readme.txt included with downloads.
I figured the problem is that a lot of basic/freeware image editing packages will load those files, but only output an 8-bit result, so you end up losing all that detail.
16bit terrain - we wish grim :)
terrain.data's downloads are intrinsically smooth jo, but you must work with the source material unedited to get the best out it. Paint apps tend to operate on the loaded image without being invited
The stepping effect is because you're using maps with 8-bit colour data... which at most gives 256 discrete heights, if it uses the full black-to-white range.
You need to use 16-bit data, which will have up to 65536 height values to work with instead. You have to make sure the source, and any editing steps all work in 16-bit. If at any stage it gets compressed down to 8-bit, you'll lose the smooth detail.