Displacements and Gaussian Blur.

BAMMARS

New member
I attempted to apply Gaussian blur to the built-in Displacements a couple of years ago.Not having any success, I abandoned the attempt.

The recent increase in requests for information re this subject has rekindled my interest but, unfortunately, not my knowledge.

The Displacement files are located in World\Custom\Displacement but I have no idea how to get them to "Open for Edit" in CMP.

I can open them in P.S.P., apply the blur and save them (I think).

My second problem is not being able to import them back into CMP.

I assume, for what it's worth, that the second issue is because of the first.

Any advice on (a) How to get them to "Open for Edit" and
(b) Import them back into CMP.
will be greatly appreciated.

Many thanks for bearing with me.

Regards. Alan.
 
Hello,

Not sure if I'm on to the right thing here or not. I looked at this a very long time ago and found it too tedious to work on but...

the Auran supplied displacement maps are simple BMPs stored in the world/custom/displacements folder. There are created and saved as greyscale only.

I recently saw an explanation for this somewhere (I'm pretty sure it was here in the forums) but can't remember for certain where. Try a search on the forum and in the mean time, I will sift through the materials I have amassed over the years.

Have fun:)

Brian
 
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There is no need to use CMP. Displacement Maps are not stored in TAD. Just edit them and save them back to the world\custom\displacement maps folder, the same as in TRS2004.

William
 
Gaussian blur works best between 10-20.
You do not open for edit or commit Displacement Maps.
When you search use"+displacement +map" that should get you threads.
If it helps, it appears RGB 128,128,128 in grayscale is elevation 0.
 
Brian, William & Eric,

Many thanks for your quick and informative responses.

I have already searched the forum and in a previous reponse to my query, in March 2007, was advised to "Open For Edit" and "Commit".

I will see what progress I can make in my next attempt bearing in mind your advice.

Once again, thank you all.

Regards. Alan.
 
Hi

Displacement maps or files are, or should be ".bmp", which is just a picture file.

They should be 256X256 pixels grey-scaled and as stated above ideally Gaussian blurred.

I have found you can make a displacement map from any picture just cut and resize or just resize, face photos give some nice mountain effects even normal landscape pictures are good just grey-scale them add a touch of Gaussian (Gaussian smooths the edges for better shapes) resize and save anywhere then copy to your game folder (world/custom/displacements folder).
 
Paul. Thanks for your advice. I was just about to come back on to inform Brian, William and Eric that I have had success. I think I was trying to be far too clever for my own good. It turned out to be quite straight forward eventually.

I intend playing around with the RGB to see how it affects the elevation.

Once again , thank you all for your guidance.

Regards. Alan.
 
Displacement maps

I have done some research on displacement maps in TRS06.

The displacement maps are grey scale bit map images (256 shades of black-grey-white) 256x256 pixel in size. They can be used to change the elevation of whole boards, or part thereof.

One unit of grey scale causes a 2.52m variation in elevation at full scale on the displacement sensitivity dial. (TRS2006)
Additionally the value of grey scale behaves like a one byte signed integer, so the values go from -127 to + 127. So a grey scale value of 128 does not change elevation, 129 raises elevation 2.52m and 127 lowers elevation by 2.52m (at full scale of displacement sensitivity). So elevation changes of roughly + or - 320m can be achieved.

Regards,
 
ess 1.

If your request for piccys was meant for me, I'm afraid I am not familiar with the process. In any case, all I have is a baseboard with an untreated displacement on it and, on the same baseboard, the same displacement with Gaussian blur applied. Sorry.

Peter V.

Thanks for your observations. With all the help I've had I am now seeing light at the end of the tunnel.

Regards. Alan.
 
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