diff --git a/Heightmap-template-editor.md b/Heightmap-template-editor.md index aca34d3..86daecb 100644 --- a/Heightmap-template-editor.md +++ b/Heightmap-template-editor.md @@ -1,35 +1,35 @@ -The templates indicate what must happen to the heightmap. The template has instructions that take place -one after another, all in a list. Each instruction can do various things: +Template is a set of actions to be applied to get a heightmap. Template can be pretty prescriptive and provide similar-looking heightmaps on each execution, but usually there is significant level of randomness defined by the template creator. -Those things are: -* Add a hill (raises surrounding land) -* Add a pit (lowers surrounding land) -* Add a range (a thin raised section) -* Add a trough (a thin lowered section) -* Add a strait (a vertical or horizontal lowered section) -* Add or subtract from all heights -* Multiply all heights -* Smooth all heights +Possible actions are: +* Add a **hill** (raises surrounding land) +* Add a **pit** (lowers surrounding land) +* Add a **range** (a thin raised section) +* Add a **trough** (a thin lowered section) +* Add a **strait** (a vertical or horizontal lowered section) +* **Mask** heightmap (lower all cells along map edge or in map center) +* **Invert** heightmap (mirror by X, Y or both axes) +* **Add** or subtract from all heights +* **Multiply** all heights +* **Smooth** all heights Once you have given all the instructions, you can then run the template (process all instructions in sequence). -There are also options to save or load templates. +There are also options to download and upload 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. +Step can have the following values: +* `n` - the number of times it must occur, can be a decimal value or range for random selection +* `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 0-100), indicating where the change must take place, provide as a range +* * `x` is the horizontal axis, from 0 at the left, to 100 on the right. +* * `y` is the vertical axis, from 0 at the top, to 100 at the bottom. -### Hills +## Hill If you go to Custom, it will show an instruction like this: * `Hill n:1 h:90-100 x:65-75 y:47-53` 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` @@ -45,7 +45,7 @@ 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 +## Pit Now Pit is the opposite of Hill - it will create a "hole". To test it, add a Pit so your instructions look like this: @@ -56,7 +56,7 @@ 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 +## Range Now add a range and disable the Hill and Pit entries. You will see it makes a short raised area. @@ -71,7 +71,7 @@ If you change the Range and enable the Hill and Pit, you will see that it combin ![Heightmap showing two hills, a pit, and a range.](https://evolvedexperiment.github.io/FMGImages/images/template5.png) -### Troughs +## Trough Trough works exactly like Range, except that it lowers height. ### Add and Straits @@ -90,14 +90,14 @@ Run it and you will see land divided by a river somewhere - note that you cannot ![Heightmap showing a strait](https://evolvedexperiment.github.io/FMGImages/images/template6.png) -### Multiply +## Multiply Multiply works similar to add, except you have slightly better control to adjust small things, so multiplying by 1.1 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. +## Smooth +The last one is smooth - this should probably be at the end - all cell heights are averaged by their neighbors 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. -![Heightmap showing a strait between two hilly areas.](https://evolvedexperiment.github.io/FMGImages/images/template7.png) +![Heightmap showing a strait between two hilly areas.](https://evolvedexperiment.github.io/FMGImages/images/template7.png) \ No newline at end of file