So Far I have been using Photoshop to get my heightmap into DE, but I forked out for Leveller on an impulse wave. Although I don't really regret it.
I've done quite alot of heightmap work before so learning how to work with them wasn't too bad. There were some points when learning that I simply couldn't find certain information that I wanted so as Im finding things out I feel are worth sharing I will !
-A Tablet is a great tool for varying your track width in a natural way. By using pressure you can add some flare to your corners and give a more realistic feel.
-Gaussian Blur actually degraded alot of my maps , it might seem logical but by spreading out the gradient you can get more "stepping" when you import into DE at your desired scale.
-Alot of heightmaps I have seen have not used the full range of black to white, if you are not using it you are wasting scale = wasting detail
-Using layers and opacity is great, but sometimes you need to paint what you need to. By having 100 layers of white gradients you track becomes almost uneditable.
I'm by no means an expert but I have learnt alot from forums and I guess its time to give back what techniques I have learnt.
Here you can see alot of mappers worse enemy which is the limitations of the game. But with techniques that Jamie T has shared and other people I am hoping to create a community compound that includes Hill Climbs, flat track, enduro, motorcross (part of the enduro loop), fast sandy berms and some technical rock sections. An Indoor SX track will also be an option, with the possibility of featuring another mappers track ( Perhaps even on a rotation?!?!)
Anyway I hope this takes off and we all have something huge to send some gnarly whips a over a sweet landscape that is filled with people shredding!


You can even see the google map road symbol at the top !
I've done quite alot of heightmap work before so learning how to work with them wasn't too bad. There were some points when learning that I simply couldn't find certain information that I wanted so as Im finding things out I feel are worth sharing I will !
-A Tablet is a great tool for varying your track width in a natural way. By using pressure you can add some flare to your corners and give a more realistic feel.
-Gaussian Blur actually degraded alot of my maps , it might seem logical but by spreading out the gradient you can get more "stepping" when you import into DE at your desired scale.
-Alot of heightmaps I have seen have not used the full range of black to white, if you are not using it you are wasting scale = wasting detail
-Using layers and opacity is great, but sometimes you need to paint what you need to. By having 100 layers of white gradients you track becomes almost uneditable.
I'm by no means an expert but I have learnt alot from forums and I guess its time to give back what techniques I have learnt.
Here you can see alot of mappers worse enemy which is the limitations of the game. But with techniques that Jamie T has shared and other people I am hoping to create a community compound that includes Hill Climbs, flat track, enduro, motorcross (part of the enduro loop), fast sandy berms and some technical rock sections. An Indoor SX track will also be an option, with the possibility of featuring another mappers track ( Perhaps even on a rotation?!?!)
Anyway I hope this takes off and we all have something huge to send some gnarly whips a over a sweet landscape that is filled with people shredding!



You can even see the google map road symbol at the top !

