mirror of
https://github.com/Azgaar/Fantasy-Map-Generator.git
synced 2025-12-17 09:41:24 +01:00
Based on proofread from https://docs.google.com/document/d/1EIrz0_tg3IAZ3gGwPan4x_6p2JeNZMozkiuv3FZwpnQ
parent
78ac85ca2b
commit
cb6c090571
1 changed files with 48 additions and 39 deletions
|
|
@ -2,127 +2,136 @@
|
||||||
|
|
||||||
_First published in [Bastion Rolero](http://bastionrolero.blogspot.com.by/2018/05/resena-sobre-el-generador-de-mapas-de.html) in Spanish by Roger Trobanoms_
|
_First published in [Bastion Rolero](http://bastionrolero.blogspot.com.by/2018/05/resena-sobre-el-generador-de-mapas-de.html) in Spanish by Roger Trobanoms_
|
||||||
|
|
||||||
When we enter the Fantasy Map Generator, it proposes us a map by default. We can alter the configuration accessing to the menu, in the left top, and afterwards generate a map according to this configuration.
|
When we enter the Fantasy Map Generator, it shows us a random map by default. We can alter the configuration by accessing the menu in the left top, and then generate a map according to this configuration.
|
||||||
|
|
||||||
The menu is divided in different submenus: _Layout_, _Style_, _Options_ and _Customize_. We will explain them, although we will not go in in all the details in this tutorial.
|
The menu is divided in different submenus: _Layout_, _Style_, _Options_, _Customize_ and _About_. We will explain them briefly, although we will not go very in depth in this tutorial.
|
||||||
|
|
||||||
## Layout
|
## Layout
|
||||||
In this menu you can choose the type of layout for the map: Politics, Cultural, Height map or simply the Outline of the continents. Each type has a series of labels or layers that you can turn on or off:
|
In this menu you can choose the type of layout for the map: Politics, Cultural, Height map or simply the Outline of the continents. Each type has a series of labels or layers that you can turn on or off:
|
||||||
* _Ocean_
|
* _Ocean_
|
||||||
* _Landmass_
|
* _Heightmap_ (elevation of each _Cell_, that can be considered as county or lordship)
|
||||||
* _Height_
|
* _Grid_ (borders between _Cells_)
|
||||||
* _Grid_ (consists of _Cells_, that can be considered as counties or lordships)
|
|
||||||
* _Overlay_ (hexagonal or square grid, type can be selected in the _Style_ tab)
|
* _Overlay_ (hexagonal or square grid, type can be selected in the _Style_ tab)
|
||||||
* _Cultures_ (different from countries)
|
* _Cultures_ (different from countries)
|
||||||
* _Routes_ (by earth and sea)
|
* _Routes_ (by earth and sea)
|
||||||
* _Rivers_
|
* _Rivers_
|
||||||
* _Countries_
|
* _Countries_
|
||||||
* _Borders_ (between countries)
|
* _Borders_ (between _Countries_)
|
||||||
* _Relief_ (icons for mountains, hills, forests and marshes)
|
* _Relief_ (icons for mountains, hills, forests and marshes)
|
||||||
* _Labels_ (all types of map text)
|
* _Labels_ (all types of map text)
|
||||||
* _Burgs_ (towns and cities).
|
* _Burgs_ (settlements icons).
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
Each type of presentation has some labels activated and other deactivated by default. We can do the modifications that we want, although I think that the option by default is the optimal one.
|
Each type of presentation has some labels activated and other deactivated by default. We can select which options we want, although usually the default option is the most optimal one.
|
||||||
|
|
||||||
## Style
|
## Style
|
||||||
Those with some sensitivity for the fine arts will see that it is easy to configure. You only have to choose the element that you want to modify in Select element (select element). For each element you can define a colour of the palette, a level of opacity, and a filter, that can be _Blur_ or _Shadow_. Besides, you can apply one of the following filters to the map in general: _Grayscale_, _Sepia_, _Dingy_ and _Tint_.
|
Those with a flair for the fine arts will see that the map’s style easy to configure. You simply choose the element that you want to modify in “Select element”. For each element you can define a colour of the palette, a level of opacity, and a filter. The filters are:
|
||||||
|
|
||||||
|
* _Blur_ with different degree of blurring
|
||||||
|
* _Splotch_ (spotted texture)
|
||||||
|
* _Shadow_ (add drop-shadow)
|
||||||
|
* _Pencil_ (slightly distort layer to resemble handwriting)
|
||||||
|
* _Turbulence_ (heavily distort layer).
|
||||||
|
|
||||||
|
Besides, you can apply one of the following filters to the entire map: _Grayscale_, _Sepia_, _Dingy_ and _Tint_.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
## Options
|
## Options
|
||||||
You can define a lot of options that will allow you to adapt the map to what you want. If you want a parameter to be random, click to make the lock closed.
|
You can define a lot of options that will allow you to adapt the map to what you want. If you don’t want a parameter to be random, click to make the lock closed.
|
||||||
|
|
||||||
The main difference with the others menus is that, in order to see the changes, you have to generate a new map (option 'New Map', at the bottom of the menu), whereas in Layout and Style can do the changes and see them in the same map immediately.
|
The main difference between this menu and the others is that, in order to see the changes made in this menu, you have to generate a new map (the 'New Map' button at the bottom of the menu). In Layout, Style, and Customize, you can make changes and see them in the map immediately.
|
||||||
|
|
||||||
The options that you have in this menu are the following:
|
The options that you have in this menu are the following:
|
||||||
|
|
||||||
* _Map size_: it allows you to indicate the pixels of height and width of the map. By default map tends to fit the screen size
|
* _Map size_: allows you to indicate the height and width (in pixels) of the map. By default the map tries to fit the screen size
|
||||||
|
|
||||||
* Map cell density_: defines underlying graph size. Big sizes allow map to be more detailed, but only default size works well with random maps and has good performance
|
* _Map cell density_: defines underlying graph size. Big sizes will make the map more detailed, but only the default size (1) works well with random maps and has good performance
|
||||||
|
|
||||||
* _Heightmap template_: it allows you to choose the type of heightmap that you want for your map. It can be Volcano, Mountainous Island, Low Island, Continents, Archipelago or Atoll
|
* _Heightmap template_: allows you to choose the type of heightmap that you want for your map. It can be Volcano, High Island, Low Island, Continents, Archipelago or Atoll
|
||||||
|
|
||||||
* _Burgs count_ and _States count_: it allows you to define the number of countries and settlements that you want in the map
|
* _Burgs count_ and _States count_: allows you to define the number of settlements and countries that you want to be generated. The generator will place all if there is enough land space
|
||||||
|
|
||||||
* _States disbalance_: it allows you to establish which is the maximum difference of size between countries (with a low value, all the countries will tend to have the same size)
|
* _States disbalance_: allows you to establish the maximum size difference between countries (with a low value, all the countries will tend to have the same size)
|
||||||
|
|
||||||
* _Neutral distance_: it is the distance between places considered neutral. With a low value there is a lot of neutral space between countries
|
* _Neutral distance_: the distance between places considered neutral. With a low value there will be a lot of neutral space between countries
|
||||||
|
|
||||||
* _Precipitation_: the higher the value, greater the number and size of rivers
|
* _Cultures count_: allows you to define the number of cultures to be generated. Cultures will be randomly selected from the default list of 13 currently available ones
|
||||||
|
|
||||||
* _Swampiness_: the higher the value, greater the number of marshes
|
* _Precipitation_: the higher the value, the greater the number and size of rivers
|
||||||
|
|
||||||
* _Ocean layers_: choosing more layers makes the ocean to have more visual levels of depth. See the [.gif](https://i0.wp.com/azgaar.files.wordpress.com/2018/07/coast_outline_types.gif)
|
* _Swampiness_: the higher the value, the greater the number of marshes
|
||||||
|
|
||||||
The options below works immediately after change and controls general parameters:
|
* _Ocean layers_: choosing more layers makes the ocean have more visual levels of depth. See the [.gif](https://i0.wp.com/azgaar.files.wordpress.com/2018/07/coast_outline_types.gif)
|
||||||
|
|
||||||
* _PNG resolution_: set relative size of the downloaded .png image (screenshot). Big size is very detailed but can be slow on loading and opening
|
The options below work immediately after changing and control general parameters:
|
||||||
|
|
||||||
|
* _PNG resolution_: set relative size of the downloaded .png image (screenshot). Big size is very detailed but can be slow on downloading and opening
|
||||||
|
|
||||||
* _Zoom extent_: map zooming limits, the default minimum zoom is 1, maximum is 20.
|
* _Zoom extent_: map zooming limits, the default minimum zoom is 1, maximum is 20.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
## Customize
|
## Customize
|
||||||
This is, of far, the part where can have more work. It is not that difficult, but requires dedication. In the first part of the menu, under the title _Customize_, there are three submenus: _Heightmap_, _Countries_ and _Scale_.
|
This is, by far, the part that can require more work. It is not that difficult, but requires dedication. In the first part of the menu, under the title _Customize_, there are three submenus: _Heightmap_, _Countries_, and _Scale_.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
### Heightmap
|
### Heightmap
|
||||||
If we open the submenu of _Heightmap_ have the following options:
|
On _Heightmap_ click the customization options are getting displayed:
|
||||||
|
|
||||||
* _Edit_: change the current Heightmap, it has two sub-options: _Clean up_ and _Keep_. Edit mode shows the colour for each cell that marks its altitude above sea level
|
* _Edit_: change the current Heightmap. It has two sub-options: _Clean up_ and _Keep_. Edit mode shows a colour for each cell which indicates its altitude above sea level (so-called heightmap)
|
||||||
|
|
||||||
> General map customization rule is a “Heightmap should come first”. If you started to work with secondary elements like burgs and countries, you can still edit the heightmap selecting Keep option, but with some risk of issues. So the better variant is to select the Clean up option, that will erase all the secondary data and regenerate it on heightmap completion
|
> General map customization rule is that the Heightmap should come first. If you have already started to work with secondary elements like burgs and countries, you can still edit the heightmap by selecting the _Keep_ option, but you risk bugs or other issues appearing. So the better option is to select the _Clean up_ option, which will erase all the secondary data and regenerate it on heightmap completion
|
||||||
|
|
||||||
* _Clear all_: this erases all the heightmap and you will have to draw it from zero. Sincerely, I do not recommend it unless you want to start a map creation from the scratch
|
* _Clear all_: this erases all the heightmap and you will have to draw it from zero. Sincerely, I do not recommend it unless you want to start a map creation from the scratch
|
||||||
|
|
||||||
* _Complete_: when you finish your height configuration, you have to click here.
|
* _Complete_: when you finish your height configuration, you have to click here.
|
||||||
|
|
||||||
Afterwards you have of a series of tools, that add some levels of complexity. We will not describe them one by a because this entrance would turn into a tutorial of 25 pages. As a summary, we will say that when you select the _Edit_, you will see the map in the _Heightmap mode_. Then it will appear a box of tools that allows us to alter the altitude of each one of the cells: give them more or less height respect to the sea level. You can do it one by one, those that cross a line, or by zones, depending on the tool.
|
Afterwards you have a series of tools that add some levels of complexity. We will not describe them one by one because this tutorial would quickly become 25 pages. As a summary, we will say that when you select the _Edit_ button, you will see the map in the Heightmap mode. Then a box of tools will appear that allows us to alter cells altitude, in other words give them more or less height with respect to the sea level.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
Finally, there are three special tools: an _If_ that allows you to change the height establishing conditions; another that softens all height changes, and another that changes randomly all the altitudes.
|
Finally, there are three special tools: an If that allows you to change the height using certain conditions; another that softens all height changes, and another that changes randomly all the cells’ altitudes.
|
||||||
|
|
||||||
For additional info see a [dedicated wiki-page](https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Heightmap-customization).
|
For additional info see a [dedicated wiki-page](https://github.com/Azgaar/Fantasy-Map-Generator/wiki/Heightmap-customization).
|
||||||
|
|
||||||
### Template Editor
|
### Template Editor
|
||||||
Definitively this is a very advanced edition. It allows you to modify the height templates above-mentioned (Volcano, Island, etc.), so that the new map is generated following these instructions. We will not explain that here in this lite tutorial.
|
This is definitely an advanced feature. It allows you to modify the height templates mentioned above (Volcano, Island, etc.), so that the map is generated following these new instructions. We will not explain that here in this quick tutorial.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
The interesting is that, if you configure a template, you can save it and use it in the future. This way you will not lose the work done.
|
The interesting thing is that, if you configure a template, you can save it and use it in the future. This way you will not lose the work you have done.
|
||||||
|
|
||||||
### Image Converter
|
### Image Converter
|
||||||
Another option of advanced edition. It allows to load an image and turn it into a map. Neither we will go in in this but is well know that it is available, in case you have some map drawn and want to digitize it, or want to re-create a well-known fantasy world.
|
Another advanced feature. It allows to load an image and turn it into a map. We won’t go into this either, but it is good to know that it is available, in case you have a map drawn and want to digitize it, or want to re-create a well-known fantasy world.
|
||||||
|
|
||||||
### Perspective View
|
### Perspective View
|
||||||
It does not seem me especially interesting this option since it does not allow, apparently, export the image with some quality. We can see the map in perspective, but as I already have said does not seem very interesting. Consider it as a concept of the planned 3d preview feature.
|
This feature does not seem me especially interesting since it apparently does not allow you to export the image with quality. We can see the map in perspective, but as I already said it doesn’t seem very interesting yet. Consider it a concept of a planned 3d preview feature.
|
||||||
|
|
||||||
### Countries
|
### Countries
|
||||||
When we go in in this submenu a list with all the countries is getting displayed. For each country we have information on its name, capital, number of burgs, number of cells, area and population.
|
When we go into this submenu a list with all the countries is displayed. For each country we have information on its name, capital, number of burgs, number of cells, area and population.
|
||||||
|
|
||||||
Almost every parameter is editable. In the inferior part of the menu we have the controls that allow us do all a series of changes in which we will not go in in detail.
|
Almost every parameter is editable. In the lower part of the menu we have the controls that allow us to do many changes, which are outside of the scope of this tutorial.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
Something to take into account is that we can download a list of all countries and related data as a _.csv_ file. The file can be opened in _MS Excel_ or even _Notepad_, you can edit it and then load to a generator to fetch a data.
|
Something to take into account is that we can download a list of all countries and related data as a _.csv_ file. The file can be opened in MS Excel or even Notepad, and then you can edit it and then load to a generator to fetch data.
|
||||||
|
|
||||||
One more hidden jewel is a Burgs Editor, that is getting opened on clicking on "circled bullet" icon (⦿) for any country. From this screen you can easily edit burg names, re-assign capital, change population and so on.
|
One more hidden jewel is the _Burgs Editor_, that is opened by clicking on the "circled bullet" icon (⦿) for any country. From this screen you can easily edit burg names, re-assign the capital, change population and so on.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
### Scale
|
### Scale
|
||||||
Finally, we can change the unit of measure, the distance by each pixel of the map (2 miles by pixel, for example), the population density and the degree of urbanization of the countries.
|
Finally, we can change the unit of measurement, the distance represented by each pixel of the map (2 miles per pixel, for example), the population density and the degree of urbanization of the countries.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
## Export the map
|
## Export the map
|
||||||
At the bottom of the menu there are the options _New Map_, _Save Map_ and _Load Map_.
|
At the bottom of the menu are the options _New Map_, _Save as_, _Load_ and _Reset Zoom_.
|
||||||
|
|
||||||
You can save the map in the formats _png_ and __svg__. I recommend the last because it weighs less and has a much better quality. It’s a vector format, so it can be losslessly rescaled to any size. To manipulate _svg_ you can use the program _[Inkscape](https://inkscape.org)_, that is completely free.
|
You can save the map in the formats _png_ and __svg__. I recommend the last because it is smaller in size and has a much better quality. It’s a vector format, so it can be losslessly rescaled to any size. To manipulate _svg_ you can use the program _[Inkscape](https://inkscape.org)_, that is completely free.
|
||||||
|
|
||||||

|

|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue