RE: Heightmap to brick converter?
2019-06-19, 6:04 (This post was last modified: 2019-06-19, 6:08 by Michael Horvath.)
2019-06-19, 6:04 (This post was last modified: 2019-06-19, 6:08 by Michael Horvath.)
I have also worked with mesh-based terrain where each pixel of the heightfield represents a 640x640 unit area (i.e. a normal baseplate).
Two problems:
1. There are many many steps to get to the final product, using several different software (some I wrote myself).
2. You can't easily edit the mesh inside MLCad, LDCad, etc. Rendering the mesh happens fast if it is a single object. Rendering is very very slow if you load all the triangles as individual sub-parts. If you want to raise or lower a vertex, you have to manually modify every triangle that meets at that vertex.
Here are some instructions:
https://sourceforge.net/p/datsville/wiki...ldMachine/
https://sourceforge.net/p/datsville/wiki...ldsWilbur/
Here are some pictures as well as a download link to the terrain files:
https://forums.ldraw.org/thread-17107.html
This process is not streamlined at all!
Two problems:
1. There are many many steps to get to the final product, using several different software (some I wrote myself).
2. You can't easily edit the mesh inside MLCad, LDCad, etc. Rendering the mesh happens fast if it is a single object. Rendering is very very slow if you load all the triangles as individual sub-parts. If you want to raise or lower a vertex, you have to manually modify every triangle that meets at that vertex.
Here are some instructions:
https://sourceforge.net/p/datsville/wiki...ldMachine/
https://sourceforge.net/p/datsville/wiki...ldsWilbur/
Here are some pictures as well as a download link to the terrain files:
https://forums.ldraw.org/thread-17107.html
This process is not streamlined at all!