DispGen: Difference between revisions
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This program will create a Half-Life 2 [[displacement]] map from a | This program will create a [[Half-Life 2]] [[displacement]] map from a {{wiki|heightmap}} image. It can read common image formats along with 16-bit grayscale [[Wikipedia:Tagged Image File Format|TIFF]] and [[Wikipedia:Portable pixmap|PGM]] images. | ||
It uses a bicubic interpolation scaling algorithm. This generates a better image if the size of terrain is significantly different from the size of the texture image. | It uses a {{wiki|bicubic interpolation}} scaling algorithm. This generates a better image if the size of terrain is significantly different from the size of the texture image. | ||
Alpha maps can be generated using images, based on the height of the texture or based on the slope (0 | [[Wikipedia:Alpha compositing|Alpha maps]] can be generated using images, based on the height of the texture or based on the slope (0° to 90°) | ||
DispGen includes an algorithm (jokingly described as 'pat. pending') for fixing texture stretching on the vertical parts of the terrain. | DispGen includes an algorithm (jokingly described as '[[Wikipedia:Patent pending|pat. pending']]) for fixing texture stretching on the vertical parts of the terrain. | ||
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* [http://www.chaosincarnate.net/cannonfodder/cftools.php?program=dispgen DispGen homepage] | * [http://www.chaosincarnate.net/cannonfodder/cftools.php?program=dispgen DispGen homepage] | ||
* [[Digital Elevation Models]] - tutorial on converting publicly available terrain heightmaps of the | * [[Digital Elevation Models]] - tutorial on converting publicly available terrain heightmaps of the {{wiki|United States}} into [[Source]] displacement maps. | ||
[[Category:Third Party Tools]] | [[Category:Third Party Tools]] | ||
[[Category:Level Design]] | [[Category:Level Design]] |
Revision as of 17:07, 22 March 2006
This program will create a Half-Life 2 displacement map from a heightmap image. It can read common image formats along with 16-bit grayscale TIFF and PGM images.
It uses a bicubic interpolation scaling algorithm. This generates a better image if the size of terrain is significantly different from the size of the texture image.
Alpha maps can be generated using images, based on the height of the texture or based on the slope (0° to 90°)
DispGen includes an algorithm (jokingly described as 'pat. pending') for fixing texture stretching on the vertical parts of the terrain.
See Also
- DispGen homepage
- Digital Elevation Models - tutorial on converting publicly available terrain heightmaps of the
United States into Source displacement maps.