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Updated Heightmap template editor (markdown)
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1 changed files with 23 additions and 17 deletions
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@ -17,20 +17,21 @@ There are also options to save or load templates.
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When running a template, the map is cleared first.
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For each instruction, it can have the following values:
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n - the number of times it must occur
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h - the height range, from 1-100 where 1 is deep ocean, and 100 is maximum height. 20 is land at sea level.
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x and y - percentage values (from 1-100) indicating where the change must take place - these are usually ranges.
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x is the horizontal axis, from 1 at the left, to 100 on the right.
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y is the vertical axis, from 1 at the top, to 100 at the bottom.
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* n - the number of times it must occur
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* h - the height range, from 1-100 where 1 is deep ocean, and 100 is maximum height. 20 is land at sea level.
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* x and y - percentage values (from 1-100) indicating where the change must take place - these are usually ranges.
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* x is the horizontal axis, from 1 at the left, to 100 on the right.
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* y is the vertical axis, from 1 at the top, to 100 at the bottom.
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### Hills
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If you go to Custom, it will show an instruction like this:
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Hill n:1 h:90-100 x:65-75 y:47-53.
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* `Hill n:1 h:90-100 x:65-75 y:47-53`
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This says to add 1 hill, of a height between 90-100, somwhere in the center-right of the map. y says more-or-less center 47% to 53%, and x says 65% to 75%.
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This says to add 1 hill, of a height between 90-100, somewhere in the center-right of the map. y says more-or-less center 47% to 53%, and x says 65% to 75%.
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To test it, change the single Hill entry to:
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Hill n:1 h:20 x:50-50 y:50-50
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* `Hill n:1 h:20 x:50-50 y:50-50`
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If you click Run template, it will show a map with just a few cells of land right in the center of the map.
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@ -44,42 +45,46 @@ You will see massive change - this is because the land has been raised by 40 hei
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### Pits
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Now Pit is the opposite of Hill - it will create a "hole".
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To test it, add a Pit so your instructions look like this:
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Hill n:2 h:20 x:50-50 y:50-50
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Pit n:1 h:20 x:50-50 y:50-50
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* `Hill n:2 h:20 x:50-50 y:50-50`
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* `Pit n:1 h:20 x:50-50 y:50-50`
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Run it and you will see a hole - the exact look will vary a bit.
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### Ranges
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Now add a range and disable the Hill and Pit entries.
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You will see it makes a short raised area.
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Range n:1 h:40-50 x:15-85 y:20-80
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* `Range n:1 h:40-50 x:15-85 y:20-80`
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If you change the Range and enable the Hill and Pit, you will see that it combines:
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Hill n:2 h:20 x:50-50 y:50-50
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Pit n:1 h:20 x:50-50 y:50-50
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Range n:1 h:40-50 x:50-60 y:50-50
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* `Hill n:2 h:20 x:50-50 y:50-50`
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* `Pit n:1 h:20 x:50-50 y:50-50`
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* `Range n:1 h:40-50 x:50-60 y:50-50`
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### Troughs
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Trough works exactly like Range, except that it lowers height.
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### Add and Straits
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Delete all the instructions and click on the +
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The + instruction adds height - it can have a negative value to lower height.
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Change the V to 20 so your whole line looks like this:
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Add V:20 to all cells
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* `Add V:20 to all cells`
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Run it and it will change to whole map to land at sea-level - remember that 20 is just above sea-level.
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Add a Strait - it only has 2 values, width and direction:
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w - width
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d - vertical or horizontal
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* w - width
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* d - vertical or horizontal
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Run it and you will see land divided by a river somewhere - note that you cannot control the location.
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@ -89,6 +94,7 @@ Multiply works similar to add, except you have slightly better control to adjust
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will make raise land slightly - smaller changes to low values, and larger changes to high values. You can multiply
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by decimals as well, so multiply by 0.8 will lower everything a bit.
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### Smooth
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The last one is smooth - this should probably be at the end - all cell heights are averaged by their neighbours heights.
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This means land next to a pit will lower, and land next to a hill will rise. Smooth removes any spiky bits near land
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and generally makes performance better on the FMG.
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