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Regarding Weytahn, the heightmap has some issues with bordering, though I personally don't consider that too much of a deal breaker. The real issue I am having at the moment relates to atmospheric horizons - one some worlds, including both Andor and Weytahn, the horizon appears too high above...
I wasn't trying to be rude there, I was simply asking what the staff were up to. As Xyon stated in a previous post, the ability to upload files on this site apparently depends on some custom code that the staff haven't attended to in a while, and I and other users are currently unable to upload...
I'm using a version of Photoshop Elements 6 that dates to around 2007, which only has limited support for 16-bit image files.
On a related note, I've successfully managed to create the elevation tiles for Ferenginar. The question is, how do I package them, since using texpack.exe doesn't seem...
I did just that, and yet I still keep getting that error. What exactly am I doing wrong?
For the record, here's a link to the actual heightmap. The intended EMIN and EMAX values are 0 and 800, respectively.
It's in greyscale, but I have no idea how to set it specifically to 16-bit using Photoshop. The only options I'm given are it either being interlaced or not, whatever that means.
While we're still on the subject of custom heightmaps, I found some specialized Photoshop brushes available for download that should make the whole process a lot easier: https://www.dropbox.com/scl/fi/srd4nfnn5n9uxtcld4xia/Jebleez-Terrain-Brushes.abr?rlkey=k21jxzxyc3d5yyf33nx34ayfh&e=1&dl=0
I...
In that case, is there anyone here who does know how to produce heightmaps from existing images? Specifically, I'm hoping someone can produce some for Andor and Weytahn from the original bitmaps for said planets.
I'm aiming for level 5 or 6 here, as anything higher would likely take up too much...
Actually, I've now figured out how to do it. There's an add-on called Tune Your Planet that can extract the textures from the .tex files.
Now that that's out of the way, do you know how to produce heightmaps from an existing image?
Does anyone here know how to convert old-style planetary textures to the quadtree format? I ask because I no longer have the original bitmaps for many of my STPSP worlds, meaning that their texture files will need to be converted if I am to produce heightmaps for said worlds. I know such a...
In the meantime, here's the completed Millennium Gate, mentioned in the ST: Voyager episode "11:59" and located somewhere in present-day Monroe County, Indiana:
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