Some necro-posting, but, what the heck...
machf wrote:
OK, I made a GIMP .xcf file with the various heightmaps as separate layers, and the PH texture in two different positions, all overlayed on Zandor's map scaled up to match. You can download it here, it's ~11MB:
http://rapidshare.com/files/334194737/SornaMap-XCF.rarThere's also a Photoshop .psd version for those who prefer it, it's ~15MB:
http://rapidshare.com/files/334216658/SornaMap-PSD.rarThe scale is 1pixel = 2 metres, with Trespasser's internal units being equal to 1 metre.
As I said, the PH texture is in two different positions, one corresponding to the images I've posted previously, and the other displaced 256 pixels so that the coastline matches beter Zandor's map. This introduces a few changes, the most significant being that IJ now doesn't match the end of the riverbed in PH but instead it connects with a brown blotch a little before the end of the riverbed which may be a fork...
Time to publish updated versions...
https://www.dropbox.com/s/mecjwz42zyaou ... F.zip?dl=0 (10.03MB)
https://www.dropbox.com/s/h6lsivm0khfu1 ... D.zip?dl=0 (20.34MB)
I've added a few things since the first version, including a heightmap of Cocos Island from actual SRTM data, the terrain from the early versions of the Town and Jungle Road, and now, the terrain from the levels included inthe PC Gamer alpha... and all the positions have been verified against the coordinates in the old MAXscripts found with the source code.
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