Finish Heightmap Editor

BroCrow 2024-05-24 22:44:15 -05:00
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The **heightmap editor** allows you to create and customize the heightmap manually, giving you more control over the world's terrain, unlike random generation.
To access the Heightmap Editor, you can either:
1. Navigate to Tools > Heightmap in the menu. (Look at the image below)
2. Use the hotkey *shift + h*.
<details>
<summary>Show Image</summary>
![Heightmap Editor Menu](https://github.com/ZZWILLIAMXXTrue/FMG-Console-Codes/blob/main/Image/Heightmap%20Selection.png)
</details>
### Modes
The heightmap editor offers three different modes to choose from. Its recommended to save your map beforehand.
1. **Erase**:
- This mode regenerates all data on your map, including cultures, states, biomes, and more.
- It offers the most customization features, such as the image converter and template editor.
2. **Keep**:
- This mode allows you to retain most of the map's existing data.
- However, it does not allow changes to the coastline.
3. **Risk**:
- This mode allows you to keep most of the map's data while also allowing changes to the coastline.
- Note that using this mode can potentially cause some errors.
<details>
<summary>Show Image</summary>
![Modes](https://github.com/ZZWILLIAMXXTrue/FMG-Console-Codes/blob/main/Image/Heightmap%20Selection%202.png)
</details>
### Heightmap Editor Features
The Heightmap Editor includes tools to help you create and customize your map. Below is a detailed list of all available features:
- **Paint Brushes**:
- Automatically opens and allows you to edit the map.
- Use different brushes to draw and modify the height.
- **Template Editor**:
- Edit, load, or create templates for your heightmap.
- **Image Converter**:
- Convert images into heightmaps.
- **Preview**:
- Displays a monochromatic image of the map in the bottom left corner.
- You can click the image to download it.
- **3D Scene**:
- Opens a 3D version of the map in a new window.
- Allows for a more immersive view of the map's shape and features.
- **Enable Ocean Cells**:
- Enable or disable ocean cells on your map.
- Useful for defining water bodies and coastlines.
- **Allow Water Erosion**:
- Simulate water erosion effects on the terrain.
- Adds realism to the map by shaping the landscape according to water flow.
Once you are satisfied with the Heightmap, click on **Exit Customization** in the bottom right.
<details>
<summary>Show Image</summary>
![Features](https://github.com/ZZWILLIAMXXTrue/FMG-Console-Codes/blob/main/Image/Heightmap%20Features.png)
</details>
## Paint brushes
- **Radius (top slider)**: Controls the radius for brushes.
- **Power (bottom slider)**: Controls the intensity of brushes.
- Note: This has no effect on align tool.
- **Raise**: Increases cell height by power value; drag for continuous usage.
- **Elevate**: Drag to gradually increase cell height by power value.
- **Lower**: Decreases cell height by power value; drag for continuous usage.
- **Depress**: Drag to gradually decrease cell height.
- **Align**: Fits cell height to the first tagged cell; drag for continuous usage.
- **Smooth**: Smooths cell height; drag the map for continuous usage.
- **Disrupt**: Randomizes heights slightly; drag for continuous usage.
- **Checkbox “change only land cells”**: Prevents changes to the coastline.
- **Line Tool**: Creates mountains or trenches in lines.
### Footer Buttons
- **Un-do**: Steps back, works only for Heightmap customization.
- **Re-do**: Steps forward, works only for Heightmap customization.
- **Rescaler**: Slider to rescale all cells.
- **Condition**: Conditional height rescaler.
- **Smooth**: Smooths all heights a bit.
- **Disrupt**: Randomizes all heights a bit.
- **Clear**: Sets all heights to 0.
<details>
<summary>Show Image</summary>
![Brushes](https://github.com/BroCrows/FMG-Console-Codes/blob/main/Image/paintbrushes.png)
</details>
## Template Editor
Please see [Template Editor](../wiki/Heightmap-template-editor).
## Image Converter
Once opened, you'll be asked to select an image from your files.
- **Upload Image**:
- Here you can upload a different image youd like to convert into a heightmap.
- Recommended are monochromatic images with black representing the ocean.
- **Auto-Assign Colors Based on Luminosity**:
- This option assigns the colors to heights based on their luminosity.
- Good for monochromatic images.
- **Auto-Assign Colors Based on Hue**:
- This option assigns the colors to heights based on their hue.
- Suitable for maps with differing colors.
- **Auto-Assign Colors Based on Generated Scheme**:
- This option assigns the colors to heights based on Azgaar's bright color scheme.
- Ideal for maps made with the generator.
- **Set Maximum Amount of Colors**:
- Allows you to set the number of colors you can assign.
- Can be any number from 3 to 255.
- **Cancel the Conversion**:
- Cancel the image conversion and revert back to the previous map.
- **Complete the Conversion**:
- Fully loads the map into the Fantasy Map Generator.
- All unassigned colors will default to ocean.
To assign a color by hand, click the color you want to edit and then click the height you want on the set height slider.
<details>
<summary>Show Image</summary>
![Converter](https://github.com/BroCrows/FMG-Console-Codes/blob/main/Image/paintbrushes.png)
</details>

@ -1,129 +0,0 @@
The **heightmap editor** allows you to create and customize the heightmap manually, giving you more control over the world's terrain, unlike random generation.
To access the Heightmap Editor, you can either:
1. Navigate to Tools > Heightmap in the menu. (Look at the image below)
2. Use the hotkey *shift + h*.
<details>
<summary>Show Image</summary>
![Heightmap Editor Menu](https://github.com/ZZWILLIAMXXTrue/FMG-Console-Codes/blob/main/Image/Heightmap%20Selection.png)
</details>
### Modes
The heightmap editor offers three different modes to choose from. Its recommended to save your map beforehand.
1. **Erase**:
- This mode regenerates all data on your map, including cultures, states, biomes, and more.
- It offers the most customization features, such as the image converter and template editor.
2. **Keep**:
- This mode allows you to retain most of the map's existing data.
- However, it does not allow changes to the coastline.
3. **Risk**:
- This mode allows you to keep most of the map's data while also allowing changes to the coastline.
- Note that using this mode can potentially cause some errors.
<details>
<summary>Show Image</summary>
![Modes](https://github.com/ZZWILLIAMXXTrue/FMG-Console-Codes/blob/main/Image/Heightmap%20Selection%202.png)
</details>
### Heightmap Editor Features
The Heightmap Editor includes tools to help you create and customize your map. Below is a detailed list of all available features:
- **Paint Brushes**:
- Automatically opens and allows you to edit the map.
- Use different brushes to draw and modify the height.
- **Template Editor**:
- Edit, load, or create templates for your heightmap.
- **Image Converter**:
- Convert images into heightmaps.
- **Preview**:
- Displays a monochromatic image of the map in the bottom left corner.
- You can click the image to download it.
- **3D Scene**:
- Opens a 3D version of the map in a new window.
- Allows for a more immersive view of the map's shape and features.
- **Enable Ocean Cells**:
- Enable or disable ocean cells on your map.
- Useful for defining water bodies and coastlines.
- **Allow Water Erosion**:
- Simulate water erosion effects on the terrain.
- Adds realism to the map by shaping the landscape according to water flow.
Once you are satisfied with the Heightmap, click on **Exit Customization** in the bottom right.
<details>
<summary>Show Image</summary>
![Features](https://github.com/ZZWILLIAMXXTrue/FMG-Console-Codes/blob/main/Image/Heightmap%20Features.png)
</details>
## Paint brushes
![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/brushes.png)
* Radius (top slider) - slider to control Radius for brushes
* Power (bottom slider) - slider to control the intensity of brushes
* Raise ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/raise.png) - increase cell height by power value, drag for continuous usage
* Elevate ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/elevate.png) - drag to gradually increase cell height by power value
* Lower ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/lower.png) - decrease cell height by power value, drag for continuous usage
* Depress ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/depress.png) - drag to gradually decrease cell height
* Align ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/align.png) - fit cell's height to the first tagged cell, drag for continuous usage
* Smooth ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/smooth.png) - smooth cell height, drag the map for continuous usage
* Disrupt ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/disrupt.png) - randomize heights a bit, drag for continuous usage
* Checkbox “_change only land cells_” - this option allows you to prevent you from changing the coastline
### Footer buttons:
* Un-do ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/undo.png) - step back, works only for a Heightmap customization
* Re-do ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/redo.png) - step forward, works only for a Heightmap customization
* Rescaler ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/rescale.png) - slider to rescale all cells
* Condition ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/if.png) - conditional Height rescaler
* Smooth ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/smooth.png) - smooth all heights a bit
* Disrupt ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/disrupt2.png) - randomize all heights a bit
* Clear ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/clear.png) - set all heights to 0
## Template Editor
Please see [template editor](../wiki/Heightmap-template-editor)
## Image Converter
![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/converter.png)
* ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/upload.png) - Upload image
* Here you can upload the image youd like to convert into a Heightmap.
* You can upload colored or b/w images.
* Recommended are b/w images with black being ocean
* ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/auto.png) - Auto-assign colors based on luminosity
* This option assigns the colors to heights based on their luminosity.
* ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/auto2.png) - Auto-assign colors based on hue
* This option assigns the colors to heights based on their hue.
* ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/reduce.png) - Reduce the number of colors
* Here you can reduce the number of colors of the image.
* This obviously reduces the number of heights to assign.
* The minimal number is 3.
* ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/increase.png) - Increase the number of colors
* Here you can increase the number of colors of the image.
* This also increases the number of heights to assign.
* The maximal number is 256.
* ![](https://github.com/Kamau97/storage/blob/master/Azgaar's/heightmap/complete.png) - Complete the assignment
* This completes the assignment of colors.
* All not assigned colors will be considered an ocean.
You also can assign the colors by hand.
To do so click on a color and then select a height by clicking on the bar above.