![]() ![]() ![]() Just something about 15 hours long.Ģ) What tools/pipeline should I use to fill in the map? ![]() But I'm also not looking to make a AAA title here. So the player will be really fast, Doom-guy fast, which will let the player zip around fairly fast. Ultimately I'm looking to have an open world game that plays like Doom, but with a fantasy setting and with dungeons to crawl like stages. I believe that's a little over the size of Horizon's map which is about 24. It's looking rather pretty if I do say so myself.ġ) Do you think that 25 square kilometers is a good size? I made sure to grow the distance after crossing the threshold and I made sure no two chunks will load at the same time. So far I've made a land mass that's 5x5km with 100 terrains each 500x500 meters and placed into their own scenes that load as the player approaches, then unload when they walk away. PDN definitely stomps The GIMP in UI friendliness, but The GIMP has been in production since 1995, so it's a deal more feature-complete, and it's an incredibly powerful piece of kit once you get a feel for it.So this weekend I decided that I'd go ahead and make an open world map. It does not natively support the DDS filetype, but like PDN, there is a vast plugin repository, such as this DDS filetype plugin I found via Google search. and it even has the two-way eraser function you mention (set the opacity slider in the tool options box, then Left Click to lower by that amount and +Left Click to raise by that amount). It has individual channel editing capability (all four RGBA channels), direct Alpha Mask editing, anti-aliased selections, soft brushes. As long as you don't let the first impression the UI gives put you off, you'll find a very powerful, legally free photo editing app waiting for you. I'd suggest giving The GIMP a shot - I'm a professional web designer, and it's what I've been using to do my day-job for years, so it too comes highly recommended. PDN just doesn't have the individual channel editing features you need at this time, and the workarounds are anything but intuitive. I hate to do this, but seriously, I think you should try a different program. I'm sure there's probably something stupidly obvious, but I'm not seeing it. The game uses the alpha layer as its own greyscale image (i.e., it's using RGB to make a 24-bit image and alpha to make a separate 8-bit image), so it's easier to work with if I can see just the alpha layer, instead of trying to guesstimate what it looks like based on how transparent the image is. Any ideas on how to edit the alpha layer without saving as a file-type that doesn't have transparency to make it opaque then manually using the eraser and hoping I don't make a mistake? Copying the original RGB information seems to also copy the original alpha information, over-writing any changes I made using the alpha plugin. I found the Alpha Map plugin that lets me convert the alpha channel to greyscale, but when converting the greyscale back to alpha I'm left with no RGB information. Next, it would be tremendously easier if I could separate the different color channels (specifically alpha) into either different greyscale images or different layers, work on them individually, then recombine them into a single image. In fact, I'm not even sure how to just make the image completely opaque so I can start from scratch. However, I don't see any such option with PDN. This way you could easily get the transparency just right. Anyhow, when you used the eraser tool, left-clicking raised the transparency by whatever settings the tool was set, and right-clicking lowered the transparency. I can't remember what image editing software I used before, but it belonged to my workplace, so I couldn't keep it. I've been able to use the eraser tool to some extent to create transparent portions of a layer when combining multiple layers, but it seems to be missing some functionality, plus I need to be able to edit the alpha layer separately from the other channels. I'm working on some texture files for the game Fallout 3, and was pointed to PDN, since it has support for the DDS files used by the game. ![]()
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