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Author Topic: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress  (Read 44646 times)

TheSpaceMan

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #90 on: August 12, 2008, 04:06:30 pm »

So we got values from 0-400 spread over a value of 0-255 so every color value must be multiplied with 1.5686274509803921568627450980392 (aprox.) to get the actual in world value?
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Draco18s

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #91 on: August 12, 2008, 05:51:46 pm »

Yes.  And if you open up DHM you'll see a ratio box, filed with a number that just so happens to be 1.56862
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TheSpaceMan

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #92 on: August 12, 2008, 06:06:34 pm »

So that what it does. Makes more sense now.
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Angry Lawyer

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #93 on: August 13, 2008, 03:13:52 am »

If you don't import a map for Savagery, DF will use it's own random generator for it.

-Angry Lawyer

Fourth Triad

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #94 on: August 13, 2008, 04:51:10 am »

After reading the posts about the height offset I understand why my map was all screwed up :)
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TheSpaceMan

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #95 on: August 13, 2008, 06:05:16 am »

And after it all i understand why sweden/norway was without mountins or under the sea.
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TheSpaceMan

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #96 on: August 13, 2008, 06:39:09 am »

thanks for the info here is the result.

Spoiler (click to show/hide)
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Angry Lawyer

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #97 on: August 13, 2008, 07:22:32 am »

Spoiler (click to show/hide)
Om nom nom.

-Angry Lawyer

Mohreb el Yasim

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #98 on: August 13, 2008, 07:29:15 am »

have anyone tryed with this to make bioms that make a little bit like a ches table? in these many civs could florish in historical scale, just have them separated with all kind of biom in a regulare way ... so none can really conquer the others ...
it migth work better with more race i think ...
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Mohreb el Yasim


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Angry Lawyer

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #99 on: August 13, 2008, 01:49:19 pm »

In the next version:

Preview imported maps before committing!

Spoiler (click to show/hide)

Spoiler (click to show/hide)

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Draco18s

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #100 on: August 13, 2008, 03:07:45 pm »

Awsome Angry Lawyer.

As for DF making its own random maps, I don't think it does.  I will test, one second.

Ok, it does.  But if you supply a map instead you'll never get a rejection type corresponding to that type.  For instance, I genned a world without supplying rainfall and drainage and got a BUNCH of rejections (over 4000) regarding terrain types determined by those factors (and volcanoes, but the map needed for volcanoes needs to have a lot of contrast).

Then I took the two maps that came out of that world gen and plugged them back in: if they were bad maps because I was ignoring rejection types, then they should cause rejections, right?  Wrong.  I only got a volcanic rejection.

So I don't know what it is.
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Fieari

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #101 on: August 13, 2008, 03:18:54 pm »

Looking forwards to the next version.  The preview function will be SO helpful.
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Angry Lawyer

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #102 on: August 13, 2008, 05:06:40 pm »

My big issue is how to represent things graphically.  Heights are easy enough to do - anything below 100 is sea, and anything above 299 is mountain, so they can be colour coded.  Rainfall has brackets that cause forests to grow, and drainage has ones to make swamps form.  Temperature splits into Freezing, cold and the like - but how does one colour-code volcanicity?  Does anyone know what the volcanicity of a tile has to be to guarantee a volcano?  And savagery - how savage does a tile have to be before it's unsettleable?

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Draco18s

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #103 on: August 13, 2008, 10:34:23 pm »

Does anyone know what the volcanicity of a tile has to be to guarantee a volcano?  And savagery - how savage does a tile have to be before it's unsettleable?

I did this once.....for dwarves I think it's 60.  Evil is the more important number, but it's not something you have control over.

Volcanoes....not sure.

As for how to display them, just do overlay tabs.
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Fourth Triad

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Re: DwarfHeightmap 1.2 - a program to import heightmaps into Dwarf Fortress
« Reply #104 on: August 19, 2008, 12:02:10 am »

Are there any drainage heightmaps on the net?
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