Slug, I think this interview business is your area Better get crackin (Note that Mickey did start a thread for dev questions - don't think he followed up on them, but might wanna ask 'im)
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
Whoa whoa.. Whoa whoa whoa. How the hell are you doing that? The top layer has transparency dependent on the darkness of the lower layers?! WTF
Anyways. I---Errrm.. What.. I am trying to use the erase tool with soft-brush, and it ends up as a gradual pencil-type eraser even though it's clearly set to brush-type. I don't understand what's going on with this PSD I was going to do some erases here and there to blend the heights together, but I can't seem to work with this properly..
"Well, as long as you're under there, you can check the breakers," Thorne said. ... "There's a box right behind the front bumper. Over on the left."
"I see it." [said Sarah]
...
"The box is in backward. Flip all the switches the other way. Are you dry?"
"No, Doc. I'm soaking wet, lying in the damn mud."
~Michael Crichton
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:
The 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...
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.