Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You are free to make your own maps with the heightmap! Might be useful in building Very Large slices of the US for example.
https://www.dropbox.com/s/47q8yai3i93f4y6/usamegaheight.png?dl=0
That will get you the highest level of detail as it is unedited. However the edits I made were essential to having a good experience in the game:
1) I used the Curves tool to increase the midrange, because the Rockies were obscenely tall at their peaks; it was as though the heights were exponential not linear. The Appalachians are still shorter than I'd like and I think this exponential problem is related.
2) I had to transition from 8bpp to 16bpp, and so I applied a slight blur before and after curving, which provided more intermediate steps in the new, more detailed range. The original is from 8bpp source so it's going to look like topological steps when imported, and lead to more breaks in the LoD.
https://www.dropbox.com/s/f52z0gwol9lohi4/usa-curved.png?dl=0
That's a 4225x8449, 16-bit grayscale PNG, so to edit it as an image you'll need an editor like GIMP (free) that can handle it. The built-in Windows editor falls apart loading it. Note the US is rotated 90 degrees clockwise to meet the vertical format required by TF2 for rectangular map shapes.
That grayscale PNG was ultimate imported with -76 as the bottom and 224 as the top, and a water level of 0, to get things to import just right - though I still had to make the adjustments described in the comments, like lifting south Florida.
It appears the imported map caused a lot of breaks in this LoD, where the detailed map is one set of heights and next level of zoom out is quite different. I wish the game had a built-in feature to fix these. I'm going to spot-fix it with the Smooth tool for v1.0, being careful not to lose a lot of the detail the imported real-world map included.
Since the game doesn't support varied water levels, and Death Valley truly is below sea level, but is behind so much desert, the ocean doesn't flood in, I had to raise Death Valley to keep it from being a weird California Lake. I also raised southern Florida.
And because sea levels are flat, and freshwater rivers by definition are above sea level, I had to lower the Great Lakes, the Mississippi, and the river at the bottom of the Grand Canyon.
Making this map was harder than anticipated. First, most heightmap tools don't want to give you something as large as the United States, so I had to stitch together many smaller heightmaps. I thought this hyperaccurate map would be enough. Nope.