IRC logs for #openttd on OFTC at 2017-04-27
            
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09:28:07 <Alberth> moin
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09:59:35 <peter1138> hi
10:07:16 <crem> hi
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10:55:08 <Wolf01> Moin
10:55:30 <__ln__> i wasn't expecting you for another 27 minutes
10:56:29 <Wolf01> Eh salesman of worwerk from hell decided is a good thing to awake the wolf
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11:06:19 <Alberth> o/
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11:24:46 <Wolf01> o/
11:25:55 <crem> \o
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20:26:08 <andythenorth> o/
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23:20:08 <nekomaster> So I have my Canada heightmap done, sorta
23:20:15 <nekomaster> but its at 8192x8192 resolution
23:20:45 <nekomaster> and while at that resolution I have nice shore lines, if I downsize it I loose the shore lines and end up with two tile high cliff's
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23:23:46 <Cubey> You mean if you pick 4096x4096 in game, or if you downscale it in GIMP or whatever?
23:23:49 <Cubey> Or both?
23:24:13 <nekomaster> Yeah, is there some way to downsize in GIMP or some other program and keep the shore lines. I can give you examples of what I mean
23:24:41 <Cubey> I mean, if you think about a heightmap as a 3D surface
23:24:57 <Cubey> Then it makes sense that your coasts become steeper when you shrink the image
23:25:24 <nekomaster> yeah but at 8K I have long coasts which I dont really want either, but at 4K the shores become too steep with no step
23:25:29 <Cubey> Like let's say your map has x, y, and z dimensions, where the brightness of the pixel denotes the z value
23:25:39 <nekomaster> though I could always just turn down the brightness I would like a bit of a shoreline
23:25:43 <Cubey> If you shrink the x and y coordinates by 50%, you also have to shrink the z by 50%
23:26:22 <Cubey> When you generate a game from a heightmap, you have to pick the maximum map height...the default is 16 I think? I'm not sure
23:26:35 <nekomaster> I believe the default is 16
23:26:57 <Cubey> Have you experimented with smoothing the image? For example applying a gaussian blur to the whole thing
23:27:19 <Cubey> If you have weird artifacts on the coasts that you don't like
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23:27:37 <nekomaster> No, but I was using Lanzcos resizing in irfan view
23:28:17 <Cubey> Lanczos might induce ringing artifacts
23:28:41 <nekomaster> ringing?
23:29:02 <Cubey> Sharper filters like lanczos are best for upscaling, because they make a less blurry image
23:29:12 <nekomaster> ahh
23:29:23 <Cubey> But for downscaling that isn't necessarily the case
23:30:13 <Cubey> When you are upscaling, you wish you had more detail in the image than you actually do, so you use a filter that makes more complex decisions to trick the viewer's eye into thinking the upscaled image is still sharp
23:30:23 <Cubey> When you are downscaling you have more detail than you need, and you need to throw away some
23:30:43 <Cubey> But also heightmaps are different from images and they also get mangled by OpenTTD, because it can only depict one type of slope
23:31:00 <nekomaster> btw I can give you a dropbox link to show the map I have, maybe someone with better skills then I do can figure out how to keep some of hte shore line
23:31:06 <nekomaster> https://www.dropbox.com/s/yrf4x45a7zt38uj/CANADA%208192%20x%208192%20GREEN.png?dl=0
23:31:28 <Cubey> Ok let's take a look at this
23:31:41 <nekomaster> Though if its not possible, then I'll just have the map at 1 tile above sea level
23:33:04 <Cubey> What do you mean by "long" coasts?
23:33:05 <nekomaster> Oh and another problem I've had while trying to resize, is that some rivers end up closing up
23:33:27 <Cubey> Yeah, you are probably going to have to manually clean those up
23:33:34 <Cubey> Because of that slope problem I'm talking about
23:33:44 <nekomaster> yeah
23:34:04 <nekomaster> I wonder if its even worth the trouble to make a shoreline
23:35:48 <Cubey> Hey this looks pretty good
23:36:16 <nekomaster> I tried to add most of the major lakes and rivers and put some in area's where water is sparse
23:36:21 <nekomaster> to keep things interesting
23:37:07 <Cubey> The west coast is really messy (because the heightmap is so noisy around there with all the mountains), so some smoothing might help that
23:37:30 <Cubey> And I think you can fix the coastal flats being one step too high by playing with the levels tool or curves tool a little more
23:38:17 <nekomaster> thing is I already set the levels, the brightness goes up by 5 steps from 0 for each tile
23:38:21 <Cubey> Smoothing and leveling will probably close off some of the rivers, but you can prevent that to some extent by making a layer on top of the image of just the water
23:38:26 <Cubey> And leaving the water alone
23:38:34 <nekomaster> Oh yeah, I totally forgot about htat
23:38:55 <nekomaster> just use the color select tool before I smooth out things and then fill the selection with black for the water
23:39:02 <Cubey> Like once you have the water the way you want it, select all the solid black pixels and paste them into a new layer that you don't change anymore
23:39:04 <Cubey> Yeah exactly
23:39:04 <nekomaster> that way it'll keep all of the water ways open
23:39:21 <Cubey> But some of them may still get closed off when the game generates the map, because of the slopes
23:39:25 <nekomaster> yeah
23:39:35 <Cubey> So you will still have to check it and manually dig them out in the scenario editor
23:39:50 <nekomaster> Thing is though theres so many water ways
23:40:28 <Cubey> Surprisingly they all seem to be OK as it is right now, so keeping the water layer static might just work
23:40:45 <Cubey> I can even see little islands in like the hudson river and st lawrence river that are properly surrounded by water
23:41:15 <nekomaster> yeah, I'm not too too worried about loosing tiny islands
23:42:04 <Cubey> I'm just saying that islands would be a place you'd expect to see the waterways closing up when the map generates
23:42:38 <Cubey> Because the transition from sea-level to ground level might be too steep for the openttd grid
23:42:52 <Cubey> But that seems not to be the case here, so that's a good sign
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23:46:55 <nekomaster> if anything though, I wonder what people prefer, having a bit of a shore line/beach, or just having the lowest ground across the map at 1 tile above the sea
23:47:56 <Cubey> The random map generator and most scenarios I've seen tend to have like, coastal plains at height level 1
23:48:07 <nekomaster> ahh
23:48:15 <nekomaster> maybe I should do that to make things simpler for people
23:48:26 <nekomaster> I did say before I wanted this to be fun, not super realistic
23:48:37 <Cubey> I finally got GIMP open and I can see what you mean about the color steps
23:48:52 <Cubey> Like the darkest shade is 5 steps darker than the second darkest
23:49:18 <nekomaster> yeah
23:49:21 <Cubey> It looks like you only have about 13 or 14 shades in use
23:49:54 <Cubey> So you should generate the map with max height 14 I guess. Or maybe someone knows if that is zero indexed or whatever
23:49:59 <ugu> what projection is that?
23:50:50 <nekomaster> its been stretched
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23:51:02 <Cubey> Smoothing will just blend all these distinct shades together, so maybe that will make things worse... I'm gonna mess around with it and see
23:51:20 <nekomaster> alright
23:51:42 <nekomaster> also I would like to make an even smaller version at 2048x2048 while keeping the water ways
23:52:13 <nekomaster> I'd like to make two scenarios, one at 2048x2048 for most peole, and at 4092x4092 for the crazy people that want to try and make a realistic railroad
23:52:19 <Cubey> Putting the waterways in a separate layer will probably help with that
23:57:09 <Cubey> Wait on a closer look I just realized you specifically defined two brightness layers between the plains and the water
23:57:42 <Cubey> Like your 8192x8192 image has coasts two or three pixels wide around the entire landmass
23:57:47 <nekomaster> yeah
23:58:09 <nekomaster> thats what I was talking about but I might scrap that idea
23:58:32 <Cubey> I thought it was like a mystery why that was happening
23:58:51 <nekomaster> For example, I believe each level is 50 meters
23:59:19 <nekomaster> and Toronto, Ontario, is only 76 meters above sea level
23:59:54 <Cubey> Most of the densely populated places on Earth would be at lvl1 in openttd maps