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Updated Heightmap template editor (markdown)
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1 changed files with 27 additions and 27 deletions
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The templates indicate what must happen to the heightmap. The template has instructions that take place
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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.
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one after another, all in a list. Each instruction can do various things:
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Those things are:
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Possible actions are:
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* Add a hill (raises surrounding land)
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* Add a **hill** (raises surrounding land)
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* Add a pit (lowers surrounding land)
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* Add a **pit** (lowers surrounding land)
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* Add a range (a thin raised section)
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* Add a **range** (a thin raised section)
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* Add a trough (a thin lowered section)
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* Add a **trough** (a thin lowered section)
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* Add a strait (a vertical or horizontal lowered section)
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* Add a **strait** (a vertical or horizontal lowered section)
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* Add or subtract from all heights
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* **Mask** heightmap (lower all cells along map edge or in map center)
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* Multiply all heights
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* **Invert** heightmap (mirror by X, Y or both axes)
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* Smooth all heights
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* **Add** or subtract from all heights
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* **Multiply** all heights
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* **Smooth** all heights
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Once you have given all the instructions, you can then run the template (process all instructions in sequence).
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Once you have given all the instructions, you can then run the template (process all instructions in sequence).
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There are also options to save or load templates.
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There are also options to download and upload templates.
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When running a template, the map is cleared first.
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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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Step can have the following values:
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* n - the number of times it must occur
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* `n` - the number of times it must occur, can be a decimal value or range for random selection
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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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* `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` and `y` - percentage values (from 0-100), indicating where the change must take place, provide as a range
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* x is the horizontal axis, from 1 at the left, to 100 on the right.
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* * `x` is the horizontal axis, from 0 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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* * `y` is the vertical axis, from 0 at the top, to 100 at the bottom.
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### Hills
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## Hill
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If you go to Custom, it will show an instruction like this:
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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, 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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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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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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@ -45,7 +45,7 @@ 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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## Pit
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Now Pit is the opposite of Hill - it will create a "hole".
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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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To test it, add a Pit so your instructions look like this:
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@ -56,7 +56,7 @@ Run it and you will see a hole - the exact look will vary a bit.
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### Ranges
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## Range
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Now add a range and disable the Hill and Pit entries.
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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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You will see it makes a short raised area.
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@ -71,7 +71,7 @@ If you change the Range and enable the Hill and Pit, you will see that it combin
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### Troughs
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## Trough
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Trough works exactly like Range, except that it lowers height.
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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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### Add and Straits
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@ -90,14 +90,14 @@ Run it and you will see land divided by a river somewhere - note that you cannot
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### Multiply
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## Multiply
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Multiply works similar to add, except you have slightly better control to adjust small things, so multiplying by 1.1
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Multiply works similar to add, except you have slightly better control to adjust small things, so multiplying by 1.1
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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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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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by decimals as well, so multiply by 0.8 will lower everything a bit.
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### Smooth
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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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The last one is smooth - this should probably be at the end - all cell heights are averaged by their neighbors 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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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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and generally makes performance better on the FMG.
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