Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

CharlieandtheRed

Members
  • Content Count

    1
  • Joined

  • Last visited

Community Reputation

0 Neutral

About CharlieandtheRed

  • Rank
    On the Coast
  1. CharlieandtheRed

    Q&A with Map Designer Adam Franců

    I'm a hobbiest terrain and landscape creator, so I love the opportunity to pick your brain. I understand height data was used from a real world location to make Chenaraus, but could you elaborate on the entire process on a high level, from the beginning to the end, on this map? Do you do a lot of iteration and sculpting in engine? Do you then run it through a program like World Machine with masks to get proper erosion? One question I've always had is: let's say you screw up a section of the map when sculpting -- how do you "roll back" to a previous version? Do you version control the heightmap or something? If you do do this, how do you keep large asset placement (buildings, rocks, water) consistent on each import? Any insight into the process would be lovely. Thanks so much!
×