Heightmaps - OpenTTD Tutorial E28

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[Music] hello there Master hellish here and welcome to an open TTD tutorial about hyp Maps if you want to know more about me it's master.net and if you want to know more about Open TD there is a link to the tutorial playlist in the video description now what are hype Maps well let's jump into the game and I will show you so here we are in the main menu and you can see there's this play hypem button but we're actually going to leave that for later first we're going to jump into the scenario editor now what the hype map is is a image representation of the land within your game so let's load up a scenario we'll use the recent charity live stream map now if you want to know more about this map I did make a separate video about it on my channel where you can go and find out about that and it's actually in there I mentioned hype Maps so you can see here we've got a open TTD World we've got water we've got land and we've got building builds and and and cities and so forth now the height map is all about just the land so if I go um save as height map so we're going to save what we've currently got as a height map then we're going to come in here and let's see hyp map yep and we're going to do a test test save there and what we can do is now open that external to the game so how do you open it well the file itself will be in the height map folder which is in your scenario folder which is in your open TTD folder now where your open TTD folder is depends on how you've installed it and configured it and what system you're running on but if you're running on a modern version of Windows your open tdd folder is in your my documents folder by default so it would be my documents open TTD scenario and then height map and how do you open it well you open it with any image program so for example paint.net or any of your favorite image manipulation programs now here for this demo I'm going to be using it's my personal favorite it's got lots of features and it's legitimately free so I'm going to open up what we just saved here we go and there we are so what you can see is you can see that we have a black and white or grayscale representation of the land from that game and it is in here that we can make changes or even create brand new hype Maps which I'll show you later to be able to then modify and have it in an open TTD so let's say just for example we want one of these shapes gone well we can modify that here and then import it back into the game so I'm going to just turn off Feathering edges of my select tool and I'm just going to select one of these shapes so I'm using the tool to go around the area that I want to get rid of now you can see that I'm going around the black bit and the black bit in these files is is the lowest point of the map and the white bit is the highest point of the map so in this game the black bit is the water so if I delete that hat there and then export that back out again so we're going to put that in as our test which has been modified and we will replace that uh modified file there we go we'll jump back into the game and have a look at what that looks like so now if we go into the save options and go to load height map we can get that test file and load it and it gives us some options for the land generation because it it's just a kind of a definition of what the land should be generated like in what shape you can still have it in the different climates and you can still modify different things like the date and so forth so let's generate this now and you can see that we have our Christmas tree and bell and our snowflake but the Hat has gone and you can also see all the cities and stuff have gone as well there's no trees there's no cities and that's because the these maps are just the height so when you're planning on using a height map to create a scenario it's the first part of the process okay you need to get all of the land correct and then put your cities and industries and stuff on it afterwards okay so that is a demo of what a height map is you can export from open TTD make changes and import or you can create them and just import them out right so let's have a look at the process of making one and then we'll bring it into open TTD and then and I'll show you how to play it now we're back in because we're going to create an image like in our previous example now why are we doing outside of open TTD why aren't we just using the land tools well you can actually do some really clever stuff in a graphic IM uh you know program like this that would take you forever to do in the game so for example I can actually make a map that had text in it and I could do that very easily so we could say sub to hellish okay and we could get that and we could change the color of it remember we're supposed to be using gray scale so I will say maximum land height for subish let's make it really big across the screen there we go and then let's also just draw something as well bear in mind that I'm just I'm not demonstrating how to use the graphical program I'm demonstrating how that then interprets into open TTD so uh we can put some stars in I think as well so then we can have two uh of that gray which apparently is not as as white I'm not sure uh and then we'll do some that are darker like this and then uh one that's very dark yeah a couple that are very dark down here there we go so you can see how using the tools in the image program we've put text and shapes in and what we can do is now save that and then import it into open TTD so when you save save your image save it as a PNG I know that works it might work with other formats but I know PNG works and you can see I've got it here sub to helish We can load that and choose our different settings and generate our world and you can see now that we've got some fantastic shaped land with the text subish in this I kind of isometric format and here's our Stars we've got some here that are that if we look at the Land There we've got a few like four out of the ocean that one's much higher out the ocean because it was a lighter color and then some on some down here that are only just out of the ocean altogether and that is how we can make an interesting map there you go and you can see how it translates to being in the game you can see it kind of goes around a partial turn because we design it square but then it's an isometric so it kind of goes through this conversion process now that conversion process you can decide which way it goes so if we load this again but load it so it goes clockwise rather than counterclockwise you can see the sub to hellish is this way so you can choose whether it's that way or that way but it only goes through one rotation right so that is a bit of a silly example let's do a better example so we're going to modify this layer here and put some things on it and make it look better we're going to also talk about some more Advanced Techniques but you are really only limited by your skills within this particular program that you're using so what we're going to do is we're going to start off by just drawing some land so I'm going to have a nice uh a nice brush make it quite big and I'm going to decide that I want uh a big piece of land mass something like this and then I want a smaller land mass over here and then an even smaller land mass there now when you're designing these you need to think about how it would work in like real life in a real game are you blocking off waterways so that ships won't be able to get through or are you leaving too much of this and that so you need to kind of you need to think about these things as you're working on them and you need to use the tools available to make something that would actually be playable in the game you can do some really weird things too okay so I've got some blobs here but it's not very interesting just having three blobs let's add some noise to them to try to get some hills going up and down so we're going to go to uh filters and we're going to add a noise filter so we're going to go uh let's see render where's render gone there it is and we're going to add some noise now you can add different sorts of noise like plasmas and solid noise and all that so sort of thing uh we're going to go with uh solid noise on this case and you can see here it's gone absolutely crazy and added some noise all over it but um you can use different blending options so this is a replace option multiply there we are multiply could be a good option so then you can see that um you are then you can do different height amounts like you say you can have lots of low variation or you can have high variation just by changing the size of the noise that are that's in the game which that's quite good actually we'll have that now a good tip when you're doing these things is to use the um Satur sorry the brightness and contrast okay so if you increase the contrast you're going to have steeper Hills and if you decrease the contrast you're going to have shallower Hills also you can brighten the whole image which means everything goes up in height and you can darken the image which means everything goes down in height too now I'm going to just darken it a little bit and I'm going to set a tiny bit more contrast there we go and also what I'm going to do is I'm going to make it so that the edges of my land are a bit more slopey so what I'm going to do is I'm going to use the magic wand to select all that dark area around around there okay so let's fether feather the edges by 40 and reselect and then do a and do a grow and delete so let's just grow that by 40 and then delete you can see that the edges there are getting softer so hopefully it shouldn't be too bad let's see what this kind of spudgy noisy sort of thing looks like in the game and here we are we are now in our scenario and you can see it's generated my splodges it's popped at the rivers in and you can see that we have a variation with Hills and Lakes they've got a couple of little lakes in there with some Hill Peaks and around the edge we've got this little bit of Coastline that is a little bit softer and in some areas it's a big bit of Coastline in in other areas it's a little bit softer as well but there are various different tools and techniques that you can use to create these images and make changes but you can see how you can make some really interesting land within the game just with your images now you can play around with some of the extra settings here when importing your map for example I've just changed the highest peak down to well let's change it down to eight in this particular load of exactly the same thing and watch the background here about how much the hills change look at that that's exactly the same height map but all I've done is changed the maximum height of the world and it's made it a much softer one actually I quite like this this would be quite a good one to actually generate up as a game maybe we'll do it for one of our called subscriber games but there we go you can see how you can change some of the settings and what we'll do is we'll load it one more time the three splodges and we'll also load it as uh let's load it as a desert map oh okay let's go for that and we go so we've got the same map loaded as a desert map nice so we have our scenario here and we want to play it well we can do that one of two ways we can either add stuff to it for example add all many random towns and industries save it as a scenario and then you can then load it from the main screen and play it just like you can with any other scenario so play scenario or you can go to that play height map option I talked about at the beginning of the video where you can choose your height map load it up with all the stuff that you've got selected in here and then generate and play it and it will use your standard G game settings to place in the rest of the stuff as well it's quite a good map I think I'm going to have a game of open TTD now so there we go if you don't have your very own wizard Brandon like I do who made my recent hype maps you can make your own just remember to think about how it's going to translate into gameplay once people are actually playing on your map remember you can export from open TTD make your changes in your favorite image program and then import them back again remember to SA your files as pngs and also you think about incorporating stuff from other places you can take images from the Internet or you could even use large language models to generate them for you I've had somewhat mixed success with that in the past just make sure that they are in grayscale so kind of the white to black scale of things with no color and get them saved and have a go if you've got any questions about this pop them down in the comments and I will try and answer them all but that is all from me for now remember all stuff about TT and other games on my channel so get subscribed if you're not already and I'll see you soon thanks for watching and for now [Music] goodbye
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Channel: Master Hellish - Gaming
Views: 1,474
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Length: 13min 57sec (837 seconds)
Published: Sun Feb 04 2024
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