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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Mapdev%3Aheight</id>
	<title>Mapdev:height - Revision history</title>
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	<updated>2026-04-21T06:05:08Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://www.fightorder.net/wiki/index.php?title=Mapdev:height&amp;diff=1192&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2026-02-24T05:54:44Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:54, 23 February 2026&lt;/td&gt;
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		<author><name>Qrow</name></author>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Mapdev:height&amp;diff=1191&amp;oldid=prev</id>
		<title>mapdevinter&gt;Flozi: 1cat</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Mapdev:height&amp;diff=1191&amp;oldid=prev"/>
		<updated>2013-03-20T20:13:23Z</updated>

		<summary type="html">&lt;p&gt;1cat&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Height =&lt;br /&gt;
The height of the terrain is generally defined with a greyscale displacement map with black representing the lowest point on the terrain and white the highest. The height of the terrain can also be modified in game via lua scripting. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Example&lt;br /&gt;
| [[File:Mapdev-height.png|256px]] || [[File:Mapdev-height-example.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Example Height Map !! Ingame Result&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
= Specification =&lt;br /&gt;
== mapinfo.lua ==&lt;br /&gt;
* [[Mapdev:mapinfo.lua]]&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;local mapinfo = {&lt;br /&gt;
   ...&lt;br /&gt;
   smf = {&lt;br /&gt;
      minHeight = 1000,&lt;br /&gt;
      maxHeight = -300,&lt;br /&gt;
      ...&lt;br /&gt;
   },&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
=== minHeight and maxHeight ===&lt;br /&gt;
Any values below zero are underwater, see [[Mapdev:water]]&lt;br /&gt;
&lt;br /&gt;
== Image File ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | File Location&lt;br /&gt;
| The height map is an intermediary file compiled into the SMF/SMT files using [[MapConv]] or [[MapConvNG]].&lt;br /&gt;
|-&lt;br /&gt;
! File Format&lt;br /&gt;
| Any that the Mapconv programs support&lt;br /&gt;
|-&lt;br /&gt;
! Colour Depth&lt;br /&gt;
| 16bpp recommended, however 8bpp will work.&lt;br /&gt;
|-&lt;br /&gt;
! Channels&lt;br /&gt;
| Greyscale&lt;br /&gt;
|-&lt;br /&gt;
! Resolution&lt;br /&gt;
|&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Spring Map Size&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
! pixels = Spring Map Size * 64 + 1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 129&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 257&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 385&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| ...&lt;br /&gt;
|-&lt;br /&gt;
| 32&lt;br /&gt;
| 2049&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left;font-style:italic&amp;quot; colspan=2 | &amp;amp;#42; must be multiples of 2&lt;br /&gt;
|}&amp;lt;/center&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 8 vs 16 bpp ===&lt;br /&gt;
These two images show the differences in prescision that the bit depth of the image makes. The effect has been exaggerated here for clarity.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
| [[File:8bpp.png|256px]]&lt;br /&gt;
|[[File:16bpp.png|256px]]&lt;br /&gt;
|-&lt;br /&gt;
! 8bpp&lt;br /&gt;
! 16bpp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== +1 pixel ===&lt;br /&gt;
When each pixel represents a vertex you need one extra pixel than the number of quads you are attempting to represent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Representation&lt;br /&gt;
|[[File:Height_texture_map_vertex_example.png|384px|Example]]&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
== ROAM terrain engine ==&lt;br /&gt;
* Official ROAM [http://www.cognigraph.com/ROAM_homepage/ page]&lt;br /&gt;
* Gamasutra has a nice [http://www.gamasutra.com/view/feature/3188/realtime_dynamic_level_of_detail_.php article] on ROAM&lt;br /&gt;
* various other [http://vterrain.org/LOD/Implementations/ implementations] of LOD terrain&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Dev]]&lt;/div&gt;</summary>
		<author><name>mapdevinter&gt;Flozi</name></author>
	</entry>
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