Stitch all the maps together to make one big world
Stitch all the maps together to make one big world
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.
- BIG KROK V8 SS
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Re: Stitch all the maps together to make one big world
How do you only have 11 posts? I feel like you submit a post in every other thread.
Re: Stitch all the maps together to make one big world
You have 675+ posts.
How to stitch together all the maps to make one big Myth world?
How to stitch together all the maps to make one big Myth world?
Re: Stitch all the maps together to make one big world
Extract the color maps and terrain maps from all maps and paste them into one large image each, then make a map from that?
Re: Stitch all the maps together to make one big world
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.
Re: Stitch all the maps together to make one big world
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.
Re: Stitch all the maps together to make one big world
My ghols usually have no puss when they do that.
Re: Stitch all the maps together to make one big world
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
#WightPride
#WightPower
Re: Stitch all the maps together to make one big world
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.
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.
Re: Stitch all the maps together to make one big world
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.Renwood wrote:If you could have 32 bit Colormaps, you wouldn't even really need Dtexing to make the maps look great.
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.
Re: Stitch all the maps together to make one big world
u fucking piece of derptardRenwood 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.
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.
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Re: Stitch all the maps together to make one big world
Im convinced you use drugsshadow wrote:u fucking piece of derptardRenwood 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.
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.