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Request Height maps for N3ME?


jwreaper
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Hello everyone, i'm currently working on N3ME and since public version only allows to create maps from scratch and it doesn't have client format support yet, i decided to create my own.

However, i recently found a heightmap for Eslant, which allowed me to replicate all eslant terrain and saved a lot of time.

I have also made one for Old Moradon map, but it's not as precise as it should be.

If there's anyone willing to share more heightmaps for other zones, i'll appreciate it.

PS: Eslant is for 1024 size and Moradon is for 512 size, use them wisely.

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1 hour ago, Gilad said:

Hi @jwreaper, is there a reason you're collecting height maps textures instead of loading the GTD file directly with 

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 function?

i'm not a programmer, i focus on graphics development only so i'm not familiar with the function you mention or how to use it

anyway i'll appreciate any guidance

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32 minutes ago, jwreaper said:

i'm not a programmer, i focus on graphics development only so i'm not familiar with the function you mention or how to use it

anyway i'll appreciate any guidance

Got it, I had assumed you were working with the codebase based on your posts. Since you're not extending the N3ME implementation, what specific guidance are you looking for?

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35 minutes ago, Gilad said:

Got it, I had assumed you were working with the codebase based on your posts. Since you're not extending the N3ME implementation, what specific guidance are you looking for?

I need many things actually, but i'm specifically working with n3me now, i'm interested on getting heightmaps since current N3ME cannot open existing maps, i wanna modify maps and add my own ideas

I messaged you on Discord a while ago asking for something basic, i think it would be better to communicate via PM.

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5 hours ago, jwreaper said:

i'm interested on getting heightmaps since current N3ME cannot open existing maps, i wanna modify maps and add my own ideas

I could probably generate them for you automatically if you really need them, but I’m not sure how just having heightmap BMP files would help with modifying maps. What about tiles, color map, rivers, ponds, objects, and their corresponding collisions—arguably the most crucial parts of the map? Manually handling all of that seems impractical, which is why I wouldn’t recommend that approach.

What you really need is an editor that can handle all of this properly. Your best options are either hiring someone to develop or modify an editor for you or diving into the code yourself. If you decide to go that route and have follow-up questions, the community (myself included) would likely be happy to help.

5 hours ago, jwreaper said:

I messaged you on Discord a while ago asking for something basic, i think it would be better to communicate via PM.

I tried Discord a couple of years ago and didn’t really like it, so you may have messaged someone else instead. When it comes to KO technical discussions, I prefer to keep them public so others can refer to them later. It also helps keep the conversation engaging and the forum active, rather than moving discussions to private messages.

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20 hours ago, Gilad said:

I could probably generate them for you automatically if you really need them, but I’m not sure how just having heightmap BMP files would help with modifying maps. What about tiles, color map, rivers, ponds, objects, and their corresponding collisions—arguably the most crucial parts of the map? Manually handling all of that seems impractical, which is why I wouldn’t recommend that approach.

I've just made my own version of old moradon from the heightmap i shared above, it's useful as i said, you don't get tiles or everything but having all terrain detailed helps a lot, finished just today, it's for a project we are about to finish
 

Spoiler

1dbb97ae-8f40-4a6e-ab91-a36d66651102.thumb.jpg.e944624543a246f9acff75e43aed5a40.jpg


I'm currently working with N3ME posted on srmeier repository, DX9 upgrade works well to me. I could also go deep and learn some extra functions.

What i need is:
-Heightmaps from whatever, colony zone would be nice to have.
-Learning how to use Event function, which i guess would enable mining, fishing or pk/safe zones.
-Character selection map heightmap or N3ME files from 21xx (i work on 23xx), there's some map already out but of course, i don't wanna steal someone else's job.
-Hardest thing: Turkish guy from map tutorial said we can "reverse" maps from game format to N3ME format, i PMed him a while ago and no reply, seems impossible. 

By the way, here's New Moradon heightmap

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I think modeling from heightmaps is somehow faster than regular method.

20 hours ago, Gilad said:

When it comes to KO technical discussions, I prefer to keep them public so others can refer to them later. It also helps keep the conversation engaging and the forum active, rather than moving discussions to private messages.

That's fine to me, stuff i'm requesting and sharing are useful to anyone. Thank you in advance


 

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2 hours ago, jwreaper said:

I've just made my own version of old moradon from the heightmap i shared above, it's useful as i said, you don't get tiles or everything but having all terrain detailed helps a lot, finished just today, it's for a project we are about to finish
 

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1dbb97ae-8f40-4a6e-ab91-a36d66651102.thumb.jpg.e944624543a246f9acff75e43aed5a40.jpg

 

From what I can see, you're effectively reconstructing the map while maintaining the original terrain heights from the official Moradon map. The result looks great! I’ve seen some well-crafted custom maps built entirely from scratch using N3ME. For a smaller map like Old Moradon (256x256), replicating it this way makes sense, but for larger maps like Colony Zone, manually recreating the terrain and details would be a significantly more time-consuming process.

2 hours ago, jwreaper said:

I'm currently working with N3ME posted on srmeier repository, DX9 upgrade works well to me. I could also go deep and learn some extra functions.

The N3ME from the

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also runs on DX9, and in terms of functionality, there’s no noticeable difference for the end-user compared to the older DX8 version.

2 hours ago, jwreaper said:

What i need is:
-Heightmaps from whatever, colony zone would be nice to have.
-Learning how to use Event function, which i guess would enable mining, fishing or pk/safe zones.
-Character selection map heightmap or N3ME files from 21xx (i work on 23xx), there's some map already out but of course, i don't wanna steal someone else's job.

If the BMP heightmaps help streamline your work, then I’m glad to hear it! Hopefully, the ones I generated will be useful and inspire you to create more. The ZIP file includes heightmaps from various client versions (1298, 1453, 1886, and 23xx), covering:

  • elmo2004_1298.bmp
  • elmorad_intro_1298.bmp
  • elmorad_intro_23xx.bmp
  • eslant_1298.bmp
  • freezone_b_1298.bmp
  • freezone_b_1453.bmp
  • freezone_b_1886.bmp
  • karus2004_1298.bmp
  • karus_intro_1298.bmp
  • karus_intro_23xx.bmp
  • moradon_1453.bmp
  • moradon_1886.bmp
  • moradon_23xx.bmp
  • war_a_1298.bmp
2 hours ago, jwreaper said:

-Learning how to use Event function, which i guess would enable mining, fishing or pk/safe zones.

Regarding this, I honestly don’t recall exactly how the Event function works in N3ME, as it’s been a while since I last used it. You might need to experiment a bit to figure things out.

2 hours ago, jwreaper said:

-Hardest thing: Turkish guy from map tutorial said we can "reverse" maps from game format to N3ME format, i PMed him a while ago and no reply, seems impossible. 

As I mentioned before, you can use existing implementations from CN3Terrain and CN3ShapeMgr to load maps from the game format. It just requires someone with some familiarity in C++ to refactor, for example, CLyTerrain, to properly map the loaded data into its own layout. It’s definitely possible, but it would take some work to adapt everything for N3ME compatibility.

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