Updated Heightmap template editor (markdown)

Azgaar 2022-05-21 23:03:40 +03:00
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The templates indicate what must happen to the heightmap. The template has instructions that take place 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.
one after another, all in a list. Each instruction can do various things:
Those things are: Possible actions are:
* Add a hill (raises surrounding land) * Add a **hill** (raises surrounding land)
* Add a pit (lowers surrounding land) * Add a **pit** (lowers surrounding land)
* Add a range (a thin raised section) * Add a **range** (a thin raised section)
* Add a trough (a thin lowered section) * Add a **trough** (a thin lowered section)
* Add a strait (a vertical or horizontal lowered section) * Add a **strait** (a vertical or horizontal lowered section)
* Add or subtract from all heights * **Mask** heightmap (lower all cells along map edge or in map center)
* Multiply all heights * **Invert** heightmap (mirror by X, Y or both axes)
* Smooth all heights * **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). 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. When running a template, the map is cleared first.
For each instruction, it can have the following values: Step can have the following values:
* n - the number of times it must occur * `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. * `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` and `y` - percentage values (from 0-100), indicating where the change must take place, provide as a range
* x is the horizontal axis, from 1 at the left, to 100 on the right. * * `x` is the horizontal axis, from 0 at the left, to 100 on the right.
* y is the vertical axis, from 1 at the top, to 100 at the bottom. * * `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: 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, somewhere 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: 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`
@ -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) ![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". Now Pit is the opposite of Hill - it will create a "hole".
To test it, add a Pit so your instructions look like this: 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) ![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. Now add a range and disable the Hill and Pit entries.
You will see it makes a short raised area. 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) ![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. Trough works exactly like Range, except that it lowers height.
### Add and Straits ### 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) ![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 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 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. by decimals as well, so multiply by 0.8 will lower everything a bit.
### Smooth ## Smooth
The last one is smooth - this should probably be at the end - all cell heights are averaged by their neighbours heights. 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 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. 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)