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If I understand it correctly, (sry, I didn't tried it yet) you are relocating the objects down to the new heightmap size of 257x257.
Secondly, if I recall correctly, it was possible to open the old maps, and the heightmap would get down-scaled by the in-game editor. (That would be the step 1 and 2 in your tutorial, right?)
In this old example you can see the heightmaps are downscaled from 513x513 to 257x257, and they are still aligned to each other.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=780053429
So, we have now world-tiles with a 513x513 size and island-maps with a 257x257 size, and the empty space between them.
The reduced heightmap is a real issues for me, quality-wise and because of the gaps between the world-tiles.
A workaround for the reduced heightmap resolution would have been to combine tiles to be able to create nice terrain details, but that possibility has been taken away, by the way they have 'optimized' the maps.
If you ever figure out how to workaround their 'optimization' and find out a way to combine island tiles, that would be really great!
Anyway, I like your project! Keep it up, cheers!
Since I did not work a lot on islands between the first editor and current version, i'm not sur about if there have been intermediate formats
What's clear is that the 257x257 heightmap does not cover the whole area, as shown on this screenshot :
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1137423739
See the "deep sea" areas around the central heightmap (which is 257x257)
I know...
...and it's since v0.17 that way.
And I think these gaps are still no deep sea biomes, they are just bottom less.
Whatever, Beamteam screwed the world map big time for me.
First, i could not open my old maps, i think the version gap was too important, that's why i had to do all that stuff
Well basically, it seems that between the old version (at the time i created my maps) and now, the referential point of origin for objects has changed, so i did not want to move every object by hand, this program allows to translate multiple objects at a time, it does no magic :)
practical answer to "relocating the objects down to the new heightmap size" is "not really" i do not shrink the whole map, but rather just add or remove a value to the x/y/z of the objects. Any other manipulation would be possible but i do not intend to rewrite the whole editor lol
Tx, it was fun to create actually, i had not written code for a long time
but that makes me think, would it be possible to use Fidji to make a HEIGHT.map file larger than 257x257 and see if the heightmap extends to the edges of the area? maybe you have tried that already...