#Heightmap not working

1 messages · Page 1 of 1 (latest)

mighty wasp
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Hello, the algorythm that fills the holes in the map doesn't work

swift holly
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the heightmap error correction is for "smoothing" the areas where rivers / lakes are placed... in this area, there is no water

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you can try the offline heighmap addon, as it has a better resolution and accuracy

mighty wasp
prisma yarrow
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try using a DPT of 1

mighty wasp
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I did

vagrant tendon
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usually fixes it for me

mighty wasp
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Yes, I’ve obviously regenerated the map with the new DPT

mighty wasp
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@swift holly Please fix the program

mighty wasp
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I tried contacting someone for a commision, but they said it’s a earth tiles thing and that I should use an older version of tiles as they do

mighty wasp
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@swift holly Still not giving up, I want to finish my earth map!

mighty wasp
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@swift holly Day 30 of asking for help

swift holly
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I am still not sure what the problem is 😄

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you said that the correction isn't working, but in the image is no water, so nothing that should be corrected

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strictly speaking, the error correction never worked before, or did not solve the problem of river flows going up and down...
since the update with the new algorithm it is finally possible to solve the problem, but it needs extremely much computing time. It can also crash with very large tiles. If you turn off the error correction, Tiles works again as before.

mighty wasp
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The terrain isn't smooth as it was with the older earth tiles versions. All terrain has these blocks missing inside it, so (lets take a circle as an example) instead of having a filled circle we have a circle full of holes like this cheese image

swift holly
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this is indeed not related to the error correction
I am not sure why it should be different on different version of TIles, because it uses the same data-source (heightmap)... I only added a third option for the offline heightmap error

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with the same verticle scale, the map should be the same 🤔

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the only "correction" that is done is a simple blur filter to smooth out rough edges (steep mointains), but this wont affect the smaller "1 block up and down" areas

mighty wasp
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Would you be able to check my enviroment? I see my friend has the same issue on their system

mighty wasp
swift holly
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mh, I will also double check my code... I finally know where to look at

mighty wasp
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Haha sorry for not reporting the issue correctly

swift holly
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no problem, I am also very busy at the moment

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oh, there was indeed a change in the heightmap generation... previously, I loaded the heightmap in QGIS and exported it (like all the other images)... the downside: qgig only supports 8 bit image exports... so now I am exporting a 16 bit image directly from the heightmap source using gdal, instead of using QGIS to load and export the image

as a result, the newer images have way better quality

so it's not really an bug or error that you see, but it is the effect of a better quality

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the question here: is it good the way it currently is... I would say: not really
I can edit the image post processing and try to reduce the noise (up and downs), but this needs some testing

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can you send me your settings and the Tile / location of this image? I will recreate different blur operations to see what will fit in best

mighty wasp
mighty wasp
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How is it going @swift holly

swift holly
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not really, since there is a new bug worldpainter... and I submitted an issue

mighty wasp
mighty wasp
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@swift holly

mighty wasp
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@swift holly

mighty wasp
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@swift holly

swift holly
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I don't have the older version.... if I would save them, every version would be more then 40 GB and I need A LOT of external hard drives just to store the older versions

mighty wasp
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@swift holly

mighty wasp
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Does it even make sense to ping you anymore

swift holly
swift holly
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ok, the bug should be fixed now. Will take a look at it today or tomorrow

swift holly
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no, the worldpainter bug is fixed... I haven't changed anythin on Tiles yet

vagrant tendon
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what i've noticed is that it mostly happens around rivers

vagrant tendon