@Forces I usually manually rescale the .dds to either 1024x1024 or 4096x4096 in photoshop right after I create the initial heightmap in the editor. I use the NVIDIA plugin for CS6 and I set the output to the GR 32 bpp : floating point preset using the 16.16f, 2D Texture, Flipped Vertically options-
I haven't been having any tearing issues using that in conjunction with the 4G modded editor.
Blackwater, i've seen that happen to my height fields when i use the modded editor for a bit, then either accidentally load the unmodded editor, or have the modded editor break. First, i'd recommend keeping daily/weekly backups of your _mods folder with your maps in it. When you have a good height field, save a copy as a PSD file just in case the editor flips it to an 8 bit file (which happens sometimes and adds really bad stair steps to your whole map). Finally, try opening you .dds file in photoshop and look for black spots next to areas that are pure white. Sometimes the editor doesnt know how to handle areas of maps that are 100% white (or max height). Try going to those spots on your map and knocking down the height a bit. I'd be happy to look at your .dds file if you want to send me a google drive link. Hope that helps
@RoughRider - I agree its going to push some people's machines a bit. I'm trying to be smart about how I paint in vegetation and rocks. I guess if nothing else this will be a good test for me to see how far I can go with things. It wont be for everyone, but hopefully it will be worth it for people who can run it.
Just a heads up. It seems like maps larger than 64x64 are NOT playable for people WITHOUT the modloader. Last night, some people testing my map verified this by having a couple people in their lobby without the modloader and one with it. Once the mulitplayer game started, the one with the modloader was able to drive around while those without it were locked down and unable to move. I'm a little conflicted now.. This map is really coming along nicely but I know i'm going to catch a bunch of crap from people who don't know what the modloader is or are unwilling to install it due to fear of viruses and such...
I don't think this used to be an issue on previous releases of the game and feel like this just became a problem with the latest game patch. I just wanted to let you all know before you got too invested in creating a large map. I'm going to continue development on the map and maybe just switch it to private if it becomes a problem.
I can respect that @RoughRider. I could go back to normal maps if the editor was broke indefinitely but it would be hard for me. I was able to push the limits of the standard boundaries with my original Badlands but even that map wouldn't compile with the vanilla editor due to how steep I tend to make some of my paths. The standard editor just cannot resolve those without corrupting my terrains. I think i'd have to just start making massive swamps.
@rufus - I'm dead without the modded editor. Making maps is my favorite part of this game. I think i'm just going to go back and revisit some of my old vanilla maps and spice them up. I'm thinking of doing a "Original Badlands Revisited" map where I add in new features and rocks and spice it up a bit. Kinda like a Badlands v1.5. That may hold me over until I can start working on my larger maps again.
@Berylz - Alex just posted beta 5 but it still hasn't fixed the editor issues. I was so hopeful when i saw it up there. I think we are waiting for an updated directx9 dll. The current one is still dated 1/19. I think we are going to need something after 1/23.
Its been updated and released now.
@bigboyzback - It looks like he is still active on this. Looking at the build number he is probably working through bugs and making sure everything works before releasing it as any good dev would. I'm just as anxious to get back to work on my map as anyone else but i'd rather wait and have something that works than to get a rushed build that is unstable.