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Author Topic: World editor - elev/rain/temp/drain biome values  (Read 25408 times)

Angry Lawyer

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Re: World editor - elev/rain/temp/drain biome values
« Reply #30 on: July 30, 2008, 06:28:15 pm »

Sorted the maths for larger world sizes, so I bring you:

Using random biome settings, and a UK heightmap...

Spoiler (click to show/hide)

-Angry Lawyer

penguinofhonor

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Re: World editor - elev/rain/temp/drain biome values
« Reply #31 on: July 30, 2008, 06:36:26 pm »

Hm, you need to tweak it a bit so that the elevation is lower. That looks like it's 75% mountainous, which means that nothing can get through and you're probably not going to have any civ contact.

Also, that's incredibly awesome.
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Angry Lawyer

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Re: World editor - elev/rain/temp/drain biome values
« Reply #32 on: July 31, 2008, 02:07:43 am »

It's from the map export, which works at winter - that's snow-covered fields mostly.  But you can tweak heights and stuff using it.

I should have something publicly usable by Sunday.

-Angry Lawyer

penguinofhonor

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Re: World editor - elev/rain/temp/drain biome values
« Reply #33 on: July 31, 2008, 10:34:14 am »

I can't wait to do this. I want to live in... Australia!
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Angry Lawyer

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Re: World editor - elev/rain/temp/drain biome values
« Reply #34 on: July 31, 2008, 11:30:21 am »

All you need to do is mod in hats with corks:

Spoiler (click to show/hide)

-Angry Lawyer

penguinofhonor

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Re: World editor - elev/rain/temp/drain biome values
« Reply #35 on: July 31, 2008, 11:35:05 am »

I just noticed something. Look on the UK map. In the ocean, there's this straight line on part of the map where the ocean changes from evil to neutral.

Now look at the Australia map. About a quarter of the way from the top, there's a strip of colder area with perfectly straight edges.

These are obviously glitches, but are they from DF or from the map maker program? If they're not from the map maker program, then you can probably release it now because it looks ready.
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Angry Lawyer

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Re: World editor - elev/rain/temp/drain biome values
« Reply #36 on: July 31, 2008, 11:37:25 am »

They're from Dwarf Fortress, as far as I know - I think it's to do with max region size or max number of a certain number of tiles - experimenting with the values should sort it out.  Or just make sure you import rainfall and heat data as well as the heightmap.

Edit:  Still gotta sort out some stability bugs, make it able to deal with things other than altitude, and be able to scale an image before I'm done.

-Angry Lawyer

penguinofhonor

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Re: World editor - elev/rain/temp/drain biome values
« Reply #37 on: July 31, 2008, 11:39:12 am »

Whoa, I just noticed that there's a little dropdown box in your screenshot. Which means we can tamper with anything we want.

You're awesome. So why don't you release it now? Are there some bugs you haven't been telling us about or do you just want to do a little more testing?
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Angry Lawyer

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Re: World editor - elev/rain/temp/drain biome values
« Reply #38 on: July 31, 2008, 11:54:07 am »

It doesn't scale images if they're the wrong size, only handles altitude, and writes to the wrong text file, and that's placing too much work into the end users' hands for me to be happy - I want it to automate as much as possible.  I also have neglected error handling something rotten - if you bung in the wrong settings at the moment, it could feasibly blow up either your settings int or your heightmap.

Shouldn't be too long though.

-Angry Lawyer

penguinofhonor

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Re: World editor - elev/rain/temp/drain biome values
« Reply #39 on: July 31, 2008, 11:57:30 am »

Oh, that's cool then.

But where are you getting all these heightmaps? I was looking for a few so I could have some ready when this was released, but they're all rainbow and I'm not sure if making them black and white will cut it.
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Angry Lawyer

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Re: World editor - elev/rain/temp/drain biome values
« Reply #40 on: July 31, 2008, 12:04:57 pm »

The real-world ones I've been using so far have been gleaned from here:
http://www.tt-forums.net/viewtopic.php?f=29&t=27052&st=0&sk=t&sd=a&sid=5956f60efde183813f003326d2b8a301

Warning: Takes ages.

-Angry Lawyer

Misterstone

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Re: World editor - elev/rain/temp/drain biome values
« Reply #41 on: July 31, 2008, 02:12:01 pm »

Who knew that the atlantic was so evil!?
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Toady One

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Re: World editor - elev/rain/temp/drain biome values
« Reply #42 on: July 31, 2008, 08:02:02 pm »

I've seen the snow stripe before, though I'm not sure what's causing it (something to do with how the poles change temperatures, but why it wouldn't hit the top I'm not sure then).  Just looking at the image, it looks like the subregion code might be using a 2 byte var that blows out on a large subregion or something, but I really won't have any idea until I check.  Anyway, both of the problems are almost surely DF problems.
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Angry Lawyer

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Re: World editor - elev/rain/temp/drain biome values
« Reply #43 on: August 01, 2008, 03:15:16 am »

I can give you the world_gen.txt that I'm using if you want it for debugging, Toady.  I might have the seed somewhere too.

-Angry Lawyer

Toady One

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Re: World editor - elev/rain/temp/drain biome values
« Reply #44 on: August 01, 2008, 03:40:34 am »

Thanks!  You can email it over at toadyone@bay12games.com unless you wanted to post it here (I suppose they get quite large with all the el values).
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