diff --git a/Heightmap-template-editor.md b/Heightmap-template-editor.md index 65d0b5e..2790e14 100644 --- a/Heightmap-template-editor.md +++ b/Heightmap-template-editor.md @@ -17,20 +17,21 @@ There are also options to save or load templates. When running a template, the map is cleared first. For each instruction, it can have the following values: -n - the number of times it must occur -h - the height range, from 1-100 where 1 is deep ocean, and 100 is maximum height. 20 is land at sea level. -x and y - percentage values (from 1-100) indicating where the change must take place - these are usually ranges. - x is the horizontal axis, from 1 at the left, to 100 on the right. - y is the vertical axis, from 1 at the top, to 100 at the bottom. +* n - the number of times it must occur +* h - the height range, from 1-100 where 1 is deep ocean, and 100 is maximum height. 20 is land at sea level. +* x and y - percentage values (from 1-100) indicating where the change must take place - these are usually ranges. +* x is the horizontal axis, from 1 at the left, to 100 on the right. +* y is the vertical axis, from 1 at the top, to 100 at the bottom. +### Hills If you go to Custom, it will show an instruction like this: -Hill n:1 h:90-100 x:65-75 y:47-53. +* `Hill n:1 h:90-100 x:65-75 y:47-53` -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%. +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%. To test it, change the single Hill entry to: -Hill n:1 h:20 x:50-50 y:50-50 +* `Hill n:1 h:20 x:50-50 y:50-50` If you click Run template, it will show a map with just a few cells of land right in the center of the map. @@ -44,42 +45,46 @@ You will see massive change - this is because the land has been raised by 40 hei ![Heightmap showing two hills of height 20 at the same place](https://evolvedexperiment.github.io/FMGImages/images/template2.png) +### Pits Now Pit is the opposite of Hill - it will create a "hole". To test it, add a Pit so your instructions look like this: -Hill n:2 h:20 x:50-50 y:50-50 -Pit n:1 h:20 x:50-50 y:50-50 +* `Hill n:2 h:20 x:50-50 y:50-50` +* `Pit n:1 h:20 x:50-50 y:50-50` Run it and you will see a hole - the exact look will vary a bit. ![Heightmap showing two hills and pit at the same place](https://evolvedexperiment.github.io/FMGImages/images/template3.png) +### Ranges Now add a range and disable the Hill and Pit entries. You will see it makes a short raised area. -Range n:1 h:40-50 x:15-85 y:20-80 +* `Range n:1 h:40-50 x:15-85 y:20-80` ![Heightmap showing a single range](https://evolvedexperiment.github.io/FMGImages/images/template4.png) If you change the Range and enable the Hill and Pit, you will see that it combines: -Hill n:2 h:20 x:50-50 y:50-50 -Pit n:1 h:20 x:50-50 y:50-50 -Range n:1 h:40-50 x:50-60 y:50-50 +* `Hill n:2 h:20 x:50-50 y:50-50` +* `Pit n:1 h:20 x:50-50 y:50-50` +* `Range n:1 h:40-50 x:50-60 y:50-50` ![Heightmap showing two hills, a pit, and a range.](https://evolvedexperiment.github.io/FMGImages/images/template5.png) +### Troughs Trough works exactly like Range, except that it lowers height. +### Add and Straits Delete all the instructions and click on the + The + instruction adds height - it can have a negative value to lower height. Change the V to 20 so your whole line looks like this: -Add V:20 to all cells +* `Add V:20 to all cells` Run it and it will change to whole map to land at sea-level - remember that 20 is just above sea-level. Add a Strait - it only has 2 values, width and direction: -w - width -d - vertical or horizontal +* w - width +* d - vertical or horizontal Run it and you will see land divided by a river somewhere - note that you cannot control the location. @@ -89,6 +94,7 @@ Multiply works similar to add, except you have slightly better control to adjust will make raise land slightly - smaller changes to low values, and larger changes to high values. You can multiply by decimals as well, so multiply by 0.8 will lower everything a bit. +### Smooth The last one is smooth - this should probably be at the end - all cell heights are averaged by their neighbours heights. This means land next to a pit will lower, and land next to a hill will rise. Smooth removes any spiky bits near land and generally makes performance better on the FMG.