Commands used in this guide
Making a heightmap and then rendering it to a high quality texture can be really hard. However with the help of World Machine (WM), and the usage of WM templates from other maps, this process has become 10x less hard. (though still hard) :)
What will you learn
Intro
You will learn the basics of creating a heightmap (or extracting one from an existing (old) Spring map and using that, with the metal map, to render beautiful maps with the help of World Machine (full version is needed)
Needed tools:
1. A Photo-editor like Photoshop or Gimp
2. Mapping Software: World Machine
List of tools and useful links
- Spring Map Compiler: Github.com/Beherith
- Example map-file of: Crescent_Bay_Clean_v3.tmd World Machine tips
- Advanced mapping guide and World Machine tips: Advanced SpringRTS Mapping Guide by Beherith
- Important map style/design document: BAR Mapping Design Philosophy
1. Heightmap
Here we will explain how to make a new heightmap. There are many possible ways, this is covering the basics.
1.1 Heightmap format & dimensions
A heightmap should be a 16-bit grayscale file, exported to an 16-bit PNG.
1.2 Building a heightmap
Soon more intel...
1.3 Optimizing a heightmap
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2. Metalmap
Here we will explain how to make a new heightmap. There are many possible ways, this is covering the basics.
2.1 Metalmap format & dimensions
A heightmap should be a 16-bit grayscale file, exported to an 16-bit PNG.
2.2 Painting metalspots
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2.3 What about a (full) metalmap
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3. Extracting maps
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4. Rendering
Here we will explain how to render in World Machine, based on a template file.
4.1 Using a template
Beherith, Nikuksis, Moose, Phalange and many other are all using awesome World Machine files, that you can easily reuse. Most of these are even included in the map SD7 file.
4.2 Setup of WM
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4.3 Importing heightmap
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4.4 Config of render/export
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4.5 Rendering
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5. Your first files
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