Stitch all the maps together to make one big world

A single berserk reached us yesterday, after having come all the way over the mountains from the city of Willow, fourteen hundred miles away. He delivered to Alric a single package the size of a man's fist, wrapped in rags, and refuses to talk with anyone about events in the West.
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Edulus
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Stitch all the maps together to make one big world

Post by Edulus »

I want to stitch all the Myth maps / plugins together at their edges and make one big world, like Minecraft but with Myth things. Please tell me how I can do this.
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BIG KROK V8 SS
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Re: Stitch all the maps together to make one big world

Post by BIG KROK V8 SS »

How do you only have 11 posts? I feel like you submit a post in every other thread.
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Edulus
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Re: Stitch all the maps together to make one big world

Post by Edulus »

You have 675+ posts.

How to stitch together all the maps to make one big Myth world?
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vigor
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Re: Stitch all the maps together to make one big world

Post by vigor »

Extract the color maps and terrain maps from all maps and paste them into one large image each, then make a map from that?
Pyro
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Re: Stitch all the maps together to make one big world

Post by Pyro »

Make sure you have the 1.8 version of the Myth tools that are installable from the update. Open Loathing and then load the map you want. Then in the top menu bar go to Maps > Color Maps > Export. It will then let you export a BMP of the map. Do that to all the maps you want.
Pogue
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Re: Stitch all the maps together to make one big world

Post by Pogue »

Do u just want to make one big map so no one can find you camping while you send one ghol around to puss people? Fuck off down syndrome clown.
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Edulus
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Re: Stitch all the maps together to make one big world

Post by Edulus »

My ghols usually have no puss when they do that.
Silent
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Re: Stitch all the maps together to make one big world

Post by Silent »

When is someone going to make a Wights Only map? This is a need that isn't being met. The secret cabal of mapmakers that controls our worlds has forced them to mix with the lesser units for far too long.
#WightPride
#WightPower
Renwood
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Re: Stitch all the maps together to make one big world

Post by Renwood »

The problem is myth colormaps can only use a max of 256 colors. So if you include snow maps, desert, grassy maps and so on and so forth, it will lower the amount of colors on all maps and make they look like colorbanded indexed garbage.
Only adding the 32 bit color depth collections to support Cmaps as well will change this. If you could have 32 bit Colormaps, you wouldn't even really need Dtexing to make the maps look great.
punkUser
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Re: Stitch all the maps together to make one big world

Post by punkUser »

Renwood wrote:If you could have 32 bit Colormaps, you wouldn't even really need Dtexing to make the maps look great.
Not really true. You can still think of dtex as a sort of "compression" scheme - i.e. multi-layer/resolution decomposition. Lots of games still do it today for the same reason. While quality-wise you can "flatten" all the layers into one big texture at the highest resolution (i.e. the dtex resolution in world space), it would be a huge waste of memory and processing resources.

To some extent techniques like id's megatexture (and sparse virtual texturing in general) plus a different offline compression scheme can recover some of this loss, the majority of folks are still using source data in multi-layer/resolution formats. With large numbers of layers they sometimes bake down the necessary textures at run-time into a tile pool to save on texture reads in the shader, but this doesn't change anything about the asset pipeline. In Myth's case it isn't super-important either as the majority of the screen typically only uses 2-3 textures per pixel.

But yes, the original point about there being limited ability to make huge, varied maps due to indexed color maps is obviously true.
shadow
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Re: Stitch all the maps together to make one big world

Post by shadow »

Renwood wrote:The problem is myth colormaps can only use a max of 256 colors. So if you include snow maps, desert, grassy maps and so on and so forth, it will lower the amount of colors on all maps and make they look like colorbanded indexed garbage.
Only adding the 32 bit color depth collections to support Cmaps as well will change this. If you could have 32 bit Colormaps, you wouldn't even really need Dtexing to make the maps look great.
u fucking piece of derptard
in era of almost ulimited compute power and cheap, derp-friendly, powerful techologies u waste time and money on a 15 years old engine with dinosaurs era problems.
U DOESNT TRY TO MAKE NEW MYTH. NOT EVEN VISUALLY REFRESHED.
Hate you.
SO MUCH.
Professional Killer
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Re: Stitch all the maps together to make one big world

Post by Professional Killer »

shadow wrote:
Renwood wrote:The problem is myth colormaps can only use a max of 256 colors. So if you include snow maps, desert, grassy maps and so on and so forth, it will lower the amount of colors on all maps and make they look like colorbanded indexed garbage.
Only adding the 32 bit color depth collections to support Cmaps as well will change this. If you could have 32 bit Colormaps, you wouldn't even really need Dtexing to make the maps look great.
u fucking piece of derptard
in era of almost ulimited compute power and cheap, derp-friendly, powerful techologies u waste time and money on a 15 years old engine with dinosaurs era problems.
U DOESNT TRY TO MAKE NEW MYTH. NOT EVEN VISUALLY REFRESHED.
Hate you.
SO MUCH.
Im convinced you use drugs
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