Transport Fever 2

Transport Fever 2

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MKH1020 Jan 26, 2020 @ 9:44am
Map size in pixels?
Does anyone know what should be the size of the greyscale images imported into the map editor? Because when you import an unconventional map size into the editor it stretches/shrinks the image to fit into the map.
Originally posted by SBGaming:
No idea, the terrain.party downloads images that are 1081x1081 pixels, and so importing them into the Map editor is going to inevitably stretch them, requiring some level of patience in the use of the terrain tools to smooth things out. With that said, in terrain.party, I was increasing the coverage area to the maximum (60km), so heightmap data was a bit more compressed, just because I didn't want to go through the process of splicing maps together.

Step 1 was simply importing it into the editor, and finding the right range to make the terrain fit the size of the map. In the case of Tiny Map sizes, a 1:1 Tiny map is 1025x1025 dimensions so the terrain got even more compressed in the Tiny Town map.

Trial and Error. Tweaking the settings to find something that works is my best advice.
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SBGaming Jan 26, 2020 @ 9:54am 
If you go into the map editor, create a blank map of whatever size/aspect ratio you want, you can export that as a .png file, and just check the dimensions on it.

For example, a 1:1 Mega map when I exported it, turned out to be 6145x6145 pixels in size.

A Small 1:1 map is 2049x2049 pixels. A Very Large 1:1 map is 4097x4097
MKH1020 Jan 26, 2020 @ 10:05am 
Thanks, do you know how to scale it correctly? (As to not create valleys too wide or slopes too steep :steamhappy: )?
Last edited by MKH1020; Jan 26, 2020 @ 10:05am
SBGaming Jan 26, 2020 @ 10:14am 
You'll have to play around with the Range values which default to -100 and 500 to get the slopes to look right. As to creating valleys too wide, well, that all depends on the heightmap you use.

If those settings create slopes too steep, you can decrease the upper value to 300 or 400 depending on the size of a map.

On my Tiny Town Challenge Map I used a map downloaded from Terrain.party, and had to drop the upper value to around 200 or so, when 500 was plenty fine on the Mega map I downloaded.

One thing I'll say is that map making in this game is a fraction of the work required in Transport Fever, so count yourself lucky ;)

https://steamcommunity.com/sharedfiles/filedetails/?id=1966833472
MKH1020 Jan 26, 2020 @ 10:31am 
What height ratio did you use when you imported it from Terrain.party? I used 1 meter in image to 1 meter in game, It didn't look well...
The author of this thread has indicated that this post answers the original topic.
SBGaming Jan 26, 2020 @ 10:46am 
No idea, the terrain.party downloads images that are 1081x1081 pixels, and so importing them into the Map editor is going to inevitably stretch them, requiring some level of patience in the use of the terrain tools to smooth things out. With that said, in terrain.party, I was increasing the coverage area to the maximum (60km), so heightmap data was a bit more compressed, just because I didn't want to go through the process of splicing maps together.

Step 1 was simply importing it into the editor, and finding the right range to make the terrain fit the size of the map. In the case of Tiny Map sizes, a 1:1 Tiny map is 1025x1025 dimensions so the terrain got even more compressed in the Tiny Town map.

Trial and Error. Tweaking the settings to find something that works is my best advice.
Rod Jan 26, 2020 @ 10:57am 
Originally posted by SBGaming:
Tiny Town Challenge Map

https://steamcommunity.com/sharedfiles/filedetails/?id=1966833472
This is a cool idea. I just subscribed and will give this a shot later.
Vimpster Jan 26, 2020 @ 1:33pm 
I been using tangrams.github.iso/heightmapper for greyscale images rather than terrain.party. It allows larger exports and gives some nice info such as displaying the lowest and highest elevations in a given area so that you know how to scale it in-game to be the right proportions. The downside is you have to figure out the distance measurements yourself and you have to crop the image to conform with the ratios used in the game to avoid any stretching or squishing of the image on one of it's axis. Generally it will stretch a conventional monitor dimension on the north/south axis if you use a 1:1 ratio in-game.

Originally posted by MKH1020:
Thanks, do you know how to scale it correctly? (As to not create valleys too wide or slopes too steep :steamhappy: )?
If you were to use the tangrams site than what I do to ensure the scaling is correct is I find out how much more the distance is than the distance of the map I'll be using in the game and then divide the elevation by that same amount. So for instance I made a map of Mt Rainier. The area covered was roughly about 118 km per edge and I was going to import it into a mega size map in the game which is 24 km. So that is roughly 5x the distance. So that means to maintain the proper proportions for the elevation I have to divide the elevation by 5x. Since the area covered had a low point of 0 meters and a high point of about 4300 meters, I had to divide the elevation by 5 making it 860 meters. So 860 is what I used in the game and the scaling seems to be bang on.
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Date Posted: Jan 26, 2020 @ 9:44am
Posts: 7