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I've attempted to generate heightmaps for CS Terrain Shadows, but I'm having issues with shadows around trees looking strange. I'm not sure if this is to be expected or not since I can't find any info on this topic anywhere (besides the how to generate heightmaps) or examples from other users to reference. I believe I did everything correctly, firstly I ran LODGen with heightmaps enabled, enabled LODGen output then ran DynDOLOD with DoTerrainHeightMap=1 and DoObjectHeightMap=1 but here are the results. Using the heightmap generated from only LODGen look fine, but of course are lacking shadows from objects and trees, am I doing something wrong?
 rE8JwTH.jpeg

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15 hours ago, smacked said:

I've attempted to generate heightmaps for CS Terrain Shadows, but I'm having issues with shadows around trees looking strange. I'm not sure if this is to be expected or not since I can't find any info on this topic anywhere (besides the how to generate heightmaps) or examples from other users to reference. I believe I did everything correctly, firstly I ran LODGen with heightmaps enabled, enabled LODGen output then ran DynDOLOD with DoTerrainHeightMap=1 and DoObjectHeightMap=1 but here are the results. Using the heightmap generated from only LODGen look fine, but of course are lacking shadows from objects and trees, am I doing something wrong?
 rE8JwTH.jpeg

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts.

You seem to be asking how a post processing feature of a third party mod is supposed to look in the game. You will have to ask their creator(s) or check on their comments, forum or discord with other users.

https://dyndolod.info/Mods/Community-Shaders#Terrain-Shadows
... (see Terrain-Heightmap-Readme.txt included in its download archive) ...

Terrain-Heightmap-Readme.txt
The texture is a direct 1:1 export of the plugin(s) landscape vertex height data for a cell:
A cell has 32 x 32 height data points. For example a worldspace that is -64 to +63 = 128 cells wide, results in 32 x 128 = 4096 pixels.

The resolution of 32x32 data points (pixels) per cells does not increase when adding object LOD height to the terrain height map. The heightmap has very, very low resolution compared to other things.
You can use tb in console to show cell borders. Then mentally divide the space between the yellow by 32 to get an idea.

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