Espees BIG heightmaps - Mountains, rivers and rough terrain!

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Espee
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Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Espee »

Greetings from a old school gamer who started with Sid Meyer's Railroad Tycoon back when CPUs had quaint numbers like 386, 486, etc. and spent a good deal of his non-computer recreational time lugging his trusty Nikon 35mm film cameras around the American west, documenting big-time freight railroading on the pre-merger Union Pacific, Southern Pacific, Burlington Northern, and Santa Fe. While the original game was a pleasant diversion at home, my discovery of OpenTTD with the ability to play LARGE maps and the NARS railset added a whole new dimension to the game. Those tenderless steamers dragging stubby boxes around a 256*256 map just didn't light a fire under me the way watching a trio of SD45s pulling a 30-car coal train around a loop of track winding around a mountain ridge with a fourth SD45 cut in behind the caboose. :bow: However, even with the considerable improvements in the terrain generator (and those who put in the work certainly deserve a round of applause for their efforts), I have never been able to get the effect I really wanted, which was that of natural looking, prototypical terrain offering a realistic challenge for challenging long distance freight operation suitable for North American style railroading.

Some time ago, I started playing around with an old version of an inexpensive graphics utility, Paint Shop Pro V5.02. My goal was not so much as to try to emulate a particular prototypical location (i.e. a map of a given area) but to adopt the model railroader idea of "selective compression" to include a realistic LOOKING map that emulated the type of geographic features one would find in western North America: high mountain passes, glaciated valleys, rugged coastlines, and narrow winding canyons forcing the player to put some thought into routing his (or her) rail lines, not merely terraforming a big ditch at zero elevation across the map. In particular, I wanted to used my chosen utility to emulate the appearance of real geological events.

At first work proceeded quite slow, as hand-drawing mountains, rivers, and shorelines was rather tedious. However, I found that by using various mathematical functions in PSP such as Boolean ADD, SUBTRACT, and averaging tools, as well as gaining more skill with the various brushes and other tools, I was able to build a series of simple maps showing different geological features, then combine and merge several maps to get the appearance of folding, faulting, erosion, and glaciation that one would find in real life. I was content that in my own crude, unsophisticated way I had developed a method to produce heightmaps that are at least "geologically correct" in showing a terrain that exhibits the effects of real geologic processes over millions of years, if not representative of a real-life location.

Over the last year, I have tested a couple dozen of such maps in my own gameplay. Due to my interest in large maps to simulate the wide open spaces of the American/Canadian West, I have concentrated on the larger sizes, from 512*512 up to 2048*2048 (I find that 1024*1024 and 1024*2048 are the best trade-off between desired size and performance of my present gaming system - an HP Duo Core 2 laptop that also doubles as my work system). These maps are quite playable based on my own testing, and a sample map posted in another forum was downloaded with pretty favorable reviews by others, so I would like to post a couple here and get some feedback.

Given that a lot of people have put forth great effort to resurrect a piece of abandonware and develop a "sim game" that stands favorably against the best, I wish to make my small contribution to the efforts. Anyone who can use my heightmaps is welcome to include them and distribute them in their own scenarios along the commonly accepted practice here. I would just ask that I receive the appropriate credit - "Heightmap by Espee" would be fine by me. :)

I will describe and attach heightmaps in following posts...
Last edited by Espee on 04 May 2010 05:32, edited 1 time in total.
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OTTD Heightmap - Diagon (1024*1024) [Re: Espees BIG heightma

Post by Espee »

Here is my first heightmap, portraying the continent of Diagon, a large land mass lying in the middle northern latitudes of my OTTD world. Diagon was formed about 500 million years ago from two smaller protocontinents referred to as Southwestium and Northeastium, which moved with their respective tectonic plates and collided with each other to form the large uplift known as the Great Diagonal Range. Subsequent ice ages have resulted in extensive glaciation and erosion of deep glacial valleys that in many cases extend to the sea.

The central portion of the continent is depicted in the attached heightmap, with a portion of coastline on each corner and waterways extending deep into the interior. However, the Great Diagonal Range cutting from northwest to southeast presents a formidable engineering challenge to the player's rail network. Players who attempt to trench under the landscape will find themselves flooded out by the numerous meandering streams. However, careful examination of the river courses and glacial valleys will provide clues to mountain passes for those building "transcontinental" networks to opposite coasts.
Espee heighmap #117 - "Diagon" (1024*1024)
Espee heighmap #117 - "Diagon" (1024*1024)
Here is a view loaded in the Temperate Climate in the Scenario Editor. The North Coast Sea is visible on the right, with the Great Diagonal range on the left. This map is suitable for any climate, and would be ideal for NARS or the Canadian Set.
Hee-117-temperate2.png
I would recommend the following vehicle settings for any scenario: realistic acceleration, realistic curves, 3x or 4x tonnage multiplier, no 90-degree turns, breakdowns ON (normal or reduced) :twisted: , terraforming costs medium or high. These will require the player to plan adequate power and plan grades accordingly, not just building willy-nilly up one slope and down the next. I also recommend forcing your trains to be serviced on a regular basis, to keep breakdowns from tying up your network. This should provide a bit of a challenge for those of you who are accustomed to playing on billiard-table terrain. :P

I will look forward to feedback from anyone who wishes to try it out. Best of luck... :D
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by SwissFan91 »

First off, I'd like to say I do enjoy playing heightmaps such as these, rather than the in-game land generator - which doesn't create proper valleys. In terms of this heightmap, I have a few pointers:

- A bit too much land at sea level. I think some of the valleys are a bit ruined by a huge gorge to a river that is a sea level. It can prove to be a bit of a pain raise it all back up, and then adding a river on the top.

- A few too many random potholes. By this, I mean places where there is a random gorge in the middle of a mountain range, almost taking the appearance of an inverted pyramid.

Of course, this is my opinion. I do still enjoy playing this map, and it may feature in one of my screenshot threads in the near future :wink:
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Kogut »

That heightmap may pursuade me to try bigger maps!
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Espee »

jake.grimshaw wrote: - A bit too much land at sea level. I think some of the valleys are a bit ruined by a huge gorge to a river that is a sea level. It can prove to be a bit of a pain raise it all back up, and then adding a river on the top.
I assume your objection isn't so much to the water but the fact that many of the larger valleys are at sea level? One of the reasons I am rather generous with the waterways is (as I have said) to keep the gross overkill in terraforming under control. I am aware that there was a "rivers" GRF or patch, but I have to admit I'm not sure how I would implement a river that wasn't at a tile height of 0 in a heightmap, as opposed to a scenario. If there's something you know that I don't, feel free to let me in on what I'm missing here... :?:
jake.grimshaw wrote: - A few too many random potholes. By this, I mean places where there is a random gorge in the middle of a mountain range, almost taking the appearance of an inverted pyramid.
I will concede that I still haven't perfected the technique, and I do have an issue with the "potholes" as you put it. This is a function of me using an airbrush type tool to randomize the features a bit. I am working on another method to eliminate this, and I will try to post a sample heightmap when I get a chance.
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by John_Smith »

Wow, just wow for a good job. Espee, as a person who have done some work in this field of geological features and knowing what there look like in the natural environment I was impressed with this map.

As point out by jake.grimshaw “I think some of the valleys are a bit ruined by a huge gorge to a river that is a sea level…” This effect in my mind could be Fjord where some are found in Scandinavian. This would be great fun, for connecting lots of little town and villages along the coast by ship and train; I would spent a many happy hour working to do that.
However on the other hand if you where looking for a giving a look of a flat valley river mouth like the Nile, Amazon or the Thames. The river should be more sinuous in nature, also 'crows footing' it nearing the coast, and finally flatting the land around it at the mouth would add a real element to the river at the coast.

Yes that ‘potholing effect' looks odd, maybe by blurring or burning the edges of the paintbrush that you use would add a more natural flowing landscape.

Hope this helps, and can not wait to play your first map you make,
JS
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by SwissFan91 »

Just thought I would add that with a bit of tweaking, this heightmap can still make a great scenario. First screenshot is original scenario, second is with my adjustments.
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Coxx »

Oh, how nice! Just like Switzerland. :D

Any way prenventing the trees growing all over the map?
Espee wrote: ...
I assume your objection isn't so much to the water but the fact that many of the larger valleys are at sea level? One of the reasons I am rather generous with the waterways is (as I have said) to keep the gross overkill in terraforming under control. I am aware that there was a "rivers" GRF or patch, but I have to admit I'm not sure how I would implement a river that wasn't at a tile height of 0 in a heightmap, as opposed to a scenario. If there's something you know that I don't, feel free to let me in on what I'm missing here... :?: ...
To discourage the "gross overkill in terraforming" try the Basecost Mod 3.
I place the rivers manually. It look best in the map window, these edges are a bit disappointing.
screenshot#2.png
screenshot#3.png
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Kogut »

jake.grimshaw wrote:Just thought I would add that with a bit of tweaking, this heightmap can still make a great scenario. First screenshot is original scenario, second is with my adjustments.
<image of great map>
<image of even better map>
Can you post improved heightmap?
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by SwissFan91 »

Kogut wrote:
jake.grimshaw wrote:Just thought I would add that with a bit of tweaking, this heightmap can still make a great scenario. First screenshot is original scenario, second is with my adjustments.
<image of great map>
<image of even better map>
Can you post improved heightmap?
Is it possible to post a heightmap of an area that already has cities?
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Espee »

NEW HEIGHTMAP - MORAINE (1024x1024)
Hee122-Moraine-100510.png
Moraine was a penninsula covered with glaciers during the epoch Ice Age. The glaciers melted, leaving wide valleys with meandering rivers interspersed with rugged mountain ranges that in many areas run right to the ocean. This is an attempt to address some of the other issues ("cratering") noted by others by using different brush techniques...
Screenshot-Moraine-1.png
Screenshot of the Great Northern River at the top of the map.
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by jacke »

Very nice work with those heightmaps Espee! :D I would be very interested in a 2048x2048 heightmap if you have.
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by bwong »

is it just me, or are these unavailable for download?
Check out some of my work
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by tvmelissa »

bwong wrote:is it just me, or are these unavailable for download?
It's just you. (Right click, Save Linked Content As...)
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by bwong »

wheres that? i mean the heightmap
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Kogut »

I think that heightmap may be downloaded as picture.
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by kamnet »

The greyscale image is the heightmap. Right click on it and select "Save As..." (or some variation thereof).
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by bwong »

ooh.... right (i'm forgetful...) I did this with the co-op map of some country.....
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Espee »

jacke wrote:Very nice work with those heightmaps Espee! :D I would be very interested in a 2048x2048 heightmap if you have.
Working on a couple, but I'm not sure of the feasibility of uploading one that large. Perhaps in a ZIP file?
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Re: Espees BIG heightmaps - Mountains, rivers and rough terrain!

Post by Espee »

HEIGHTMAP - CUATROS RIOS (1024X1024)

Four river systems cut through a heavily eroded interior. The flat, fertile lands downstream contrast with the canyonlands and rough terrain upstream.
Hee125-CuatrosRios-100515.png
Screenshot in the Scenario Editor using Tropical Terrain.
Screenshot-CuatrosRios-Tropical.png
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