This means I can finally make my all evil glacier world, right?
Awesome. Thanks for making this :D
Note: This is a Windows Forms application and as such requires the Microsoft .NET framework version 3.5 to be installed on the machine. Sorry Linux and Mac users! I have no idea if this can be run on those platforms or how to do that.You are correct, .NET doesn't work in Wine (yet), so *nix/Mac users won't be able to run it.
Edit: Found a bug?
On the "Elevation Map" page, "Fill in oceans smaller than:" covers part of the value box.
No, the only difference is that "bug".
Can one place rivers with this utility? I find it infuriating trying to search for a good major river site. This could really help.
I've found an error. You have [ORTHOGRAPHIC_***] saved which should be [OROGRAPHIC_***]
Why is it the temp maps are impossible to control? In the draw-a-map function in DF we can control tempearture too... ???
Quick question/complaint :o
So, I use a netbook with an itty-bitty screen. This makes it so I can't reach some of the options on each screen (for example, I can't press the noise field generator in the elevation tab). Is there any way around this? Because I have found none as is.
It's quite alright, I can still get a lot of use out of the program without them. But being able to scroll would be handy-dandy for the next build :p
It gives me a error report: Could not load file or assembly 'System.Core, Version=3.5.0.0,...'
But if does not crush to death.
So, do I have .NET 3.5, or do I not? I'm clueless.
While this IS awsome, when I made a large region with an ocean on the right hand side, when I loaded it into DF the ocean dried up. And became haunted. I set the evilness gradient to be in the west, and the ocean was in the east... so that was interesting, to say the least.
I haven't downloaded it yet (I'm on the wrong computer) but will it allow me to cover a world in volcanoes?
Cephalo, post that link I posted earlier in the first post.
It lets this program run in linux.
Anyone figured out how to make a volcano happen without huge cliffs? I am trying to make a magma pipe to the surface, Kind of like in old school DF, but so far, my attempts have only worked once, and it was not in a viable location.
Anyone figured out how to make a volcano happen without huge cliffs? I am trying to make a magma pipe to the surface, Kind of like in old school DF, but so far, my attempts have only worked once, and it was not in a viable location.
You can hand-paint high volcanism areas on flat regions. As it is the editor has attached the volcanism to the height map, so volcanos occour only on tall regions.
Quick Q, and I'm probably missing something really obvious, but is there a way to "paint" evil and good biomes as well as just savagery? I haven't seen anything as of yet, and I would really love to create a zombieland.
So, with you're utility I've made my favorite place to play... minus a huge waterfall... but I can make one of those, unless I can alter tiles with Dfhack...
So, with you're utility I've made my favorite place to play... minus a huge waterfall... but I can make one of those, unless I can alter tiles with Dfhack...
Here's something (I think) I noticed about natural waterfalls. It would appear that all river branches stay on the same z level from the time they begin until they hit the ocean or another river. The only time you ever get a waterfall is when two rivers meet, where the smaller one will dump into the larger.
any way to easily share creations? I seem to be poor at best at using this fantastic tool, but it sounds like there are some people making awesome maps.
Idea for a future update: a reset presents option to go back to the default settings everything is set to.
This is a absolutely fantastic utility, thank you!
Requests for future updates: an eraser, non-square map support
This is a absolutely fantastic utility, thank you!
Requests for future updates: an eraser, non-square map support
So this world I genned... I'm looking more at it aka digging deeping. I've gone down... just about 30z's and have yet to hit the cavern. So, I guess we'll see what happens... I'm hoping cavern water replenishes itself.
I only found out yesterday that non-square maps were possible, from this thread actually..Yeah, at least in 40d you could have any combination you want--I'm looking forward to doing this pre-set justice in a 257x33 map:
http://www.bay12forums.com/smf/index.php?topic=57244.0
I guess that as long as each map dimension is a power of two plus one, DF can handle it. I should be able to do that after I test the limits on this.
As Bandages mentioned, you can paint any value from 0.0 to 1.0 with the brush.Oh yeah, I know, it's just that sometimes I change my mind about whether I want a patch of map to be covered by the paint brush or by the turbulence/static maps. I know you can just undo things, but sometimes that's kind of cumbersome.
Oh yeah, I know, it's just that sometimes I change my mind about whether I want a patch of map to be covered by the paint brush or by the turbulence/static maps. I know you can just undo things, but sometimes that's kind of cumbersome.
Feature request: The ability to import greyscale bitmaps for the various fields-- particularly elevation. That way, you could take maps from other sources, make them greyscale, then import it into this. Not only instant fantasy (or real world) map from your source of choice, but it'll generate the rain shadows and such!
It would be awesome. Right now it's REALLY hard to draw with that brush.
Also all the sliders really need a numerical value which you should be able to type in manually. Sometimes you need a very precise value and you can't achieve it with a slider :).
I'll see if I can do that. There will be some data loss since greyscale maps usually only use 8 bits of data(0 - 255) and DF elevations are 0 - 400, but that might not be an issue.
I tried import wolrd gen params from region1-world_gen_param.txt of my 31.04 world
I got message it is corrupt or missing. Do I do anything wrong?
I'll see if I can do that. There will be some data loss since greyscale maps usually only use 8 bits of data(0 - 255) and DF elevations are 0 - 400, but that might not be an issue.
I'm glad to hear this as I too would like to see a greyscale image importer. I'm surprised about the data loss though as DF exports greyscale images from legends mode.
This is less of a request and more like me thinking out loud but would it be possible to take an image where certain colours represent differently shaped terrain like this mockup.
And turn it into a height map that has a curve like this mockup?
It's just if this was possible then it would be really easy to create maps. I've been looking for something like this for some time.
I need some opinions on a particular subject. I am currently working on allowing non square maps, but there are some complications. With square maps, all the maps in the map set use 257x257, and then are shrunk down to the appropriate size on export. The advantage here is that you can make a map, and then change your mind endlessly about what size it will be, and you always have that option.
I'd like to preserve that, but when I decouple the width and height from each other and use separate controls for each, there is no way to preserve the aspect ratio because you have to change the controls one at a time! If you want to switch from 257x257 to 129x129, first you switch the width, giving you 129x257 and then you switch the height, but in between the two you have a situation where you can't preserve the old map in that format.
Is it ok to discard all the maps on a size change?
I need some opinions on a particular subject. I am currently working on allowing non square maps, but there are some complications. With square maps, all the maps in the map set use 257x257, and then are shrunk down to the appropriate size on export. The advantage here is that you can make a map, and then change your mind endlessly about what size it will be, and you always have that option.Would it be possible do something like a checkbox that, when checked, forces the map to be square (i.e., changing one dimension will automatically change the other one to match it), but when unchecked allows non-square maps (which would then cause the map data to be lost)?
I'd like to preserve that, but when I decouple the width and height from each other and use separate controls for each, there is no way to preserve the aspect ratio because you have to change the controls one at a time! If you want to switch from 257x257 to 129x129, first you switch the width, giving you 129x257 and then you switch the height, but in between the two you have a situation where you can't preserve the old map in that format.
Is it ok to discard all the maps on a size change?
I really can't wait for temperature... especially if I can get flat temp gradients.
Here's the heightmap I used, so others can try:
(http://i46.tinypic.com/30lykw4.jpg)
save that, convert to bmp using paint or photoshop
Here's the heightmap I used, so others can try:
(http://i46.tinypic.com/30lykw4.jpg)
save that, convert to bmp using paint or photoshop
It's a modified (cropping mostly) version of a map i grabbed off Simtropolis.
Here's the heightmap I used, so others can try:
(http://i46.tinypic.com/30lykw4.jpg)
save that, convert to bmp using paint or photoshop
Wow, the Anduin river follows that little channel.
Here's the heightmap I used, so others can try:
(http://i46.tinypic.com/30lykw4.jpg)
save that, convert to bmp using paint or photoshop
Wow, the Anduin river follows that little channel.
Yeah, but the Rhun and Nurnen seas get filled in.
Here's the heightmap I used, so others can try:
save that, convert to bmp using paint or photoshop
Wow, the Anduin river follows that little channel.
Yeah, but the Rhun and Nurnen seas get filled in.
Ah, keep in mind that on the elevation tab, oceans below a specified size get filled in. Turn that number to zero or a pretty small number to prevent that.
So is someone else going to make Middle-Earth or should I?
It's looking really good. I would appreciate the save. Oh and the image you uploaded has been converted to .jpg.Yeah, but I used the lightest compression possible, so it should go back to bmp nicely in paint.
Yeah, but I used the lightest compression possible, so it should go back to bmp nicely in paint.Meet the PNG format (http://en.wikipedia.org/wiki/Portable_Network_Graphics). It is meant for putting raster images on the internet and is lossless by default :) Also tiny compared to BMP.
it won't let me export the pregenerated middle earth map,it says it is being used by another program. no other program is using it. I saved it first then checked all of the check-marks. wat do?
oh nevermind.. I was talking about it in another thread a while back.. I meant every single square in the world, exported to a height map, not just the basic generalisation that legends exports.
"What's this?" I thought. "An update to the PerfectWorld DF world creator utility? Could this be the elusive temperature control?"
Alas, I was dissapointed.
"What's this?" I thought. "An update to the PerfectWorld DF world creator utility? Could this be the elusive temperature control?"
Alas, I was dissapointed.
We'll have to wait until Toady One opens that up. I did alot of experimentation with that and pretty much anything you do gets overwritten. I think he's not real happy with some utilities (http://www.bay12forums.com/smf/index.php?topic=58796.0) of late, I don't wanna push him on that.
This thread does contain quite a bit of bashing earlier on, so I don't think it's a good home for a new long-term interface discussion up on the front page. You can feel free to cross-post into a new thread here if you like. I've also been receiving a bit of email regarding other projects etc. I'd just as soon let this thread drift off for that reason as well -- I'm not starting a crackdown or anything, and this thread seems to be giving off that impression to newly arriving readers.-Toady
I just checked, and we can paint the basic temperature noise in DF. If the temperature gradient has any effect in painted worlds, it'll just add on top of the custom paint.
When I attempt to export my world_gen file, if I chose to Export As, the exported file is blank, and if I choose Export, I get the error message "Can't save file, might be in use by another application." Is this because I save my map before I exported it?
When I start this up, I get a standard window with resize/etc....but half of it is cut off. For example, on 'Volcanism Map' I see on the left 'Volcanism Map' and the brown box, and on the right 'Percentage Below Extrusive Thr' and nothing will convince the cut off portion to show.
Ok. I fully accept I am not a techie nor moderately skilled at doing anything with files.
At all.
If someone could -please- explain how I get this LOVELY map I created after saving it, into the file that it needs to be so I can play it in DF.
Please use simple language and file locations based upon a Windows Vista system.
Thanks in advance, this'll make me a very happy guy.
No, a normal screen. I don't even see the usual 'scroll up/down' bars that most programs have...
http://img541.imageshack.us/img541/6098/newbitmapimagewn.png
I seem to have gotten everything exported correctly, it's trying to formulate my new world but it's got about 25 rejections now.
Joy.
It has nothing to do with my resolution, I can change it to the max and its not any better. Minimizing and maximizing doesn't help, either.
I did in fact have large fonts on. I tried turning them off and using the program again. No go.
The problems appear to be such:
The size of the window does not alter when I change the size of the window. Which is to say, though there is nothing I can do to get the bottom of the window on the screen, except by using the maximize button, which doesn't help, I can use the side of the window to resize it. It is clear when I do so that the text/spacing/appearance of the program does -not- alter to fit the resize. It is also apparent that there are no scrollbars.
Unfortunately, the window is tied to the little four-dimensional arrow thing that appears, which regardless of the position of my mouse, is always in the top center of the window. Moving the window anywhere that the mouse doesn't fit (i.e. beyond the top of the desktop) is simply not possible, even with the arrow keys it will just bounce back.Try the same thing but with the 'Size' menu option. That should shrink the window so you can expose the bottom.
Also, I have no idea what the difference is, sadly.
I modified the cave numbers to 10 and 10.Are you logging the world gen rejects? What does the log say?
The civ number is 20.
I'll try exporting it and creating my world again.
Slow down while forming lakes.
Frozen and rejected one.
Again slow down with lakes.
Again frozen then crash.
*facedesks*
Unfortunately, the window is tied to the little four-dimensional arrow thing that appears, which regardless of the position of my mouse, is always in the top center of the window. Moving the window anywhere that the mouse doesn't fit (i.e. beyond the top of the desktop) is simply not possible, even with the arrow keys it will just bounce back.Try the same thing but with the 'Size' menu option. That should shrink the window so you can expose the bottom.
Also, I have no idea what the difference is, sadly.I modified the cave numbers to 10 and 10.Are you logging the world gen rejects? What does the log say?
The civ number is 20.
I'll try exporting it and creating my world again.
Slow down while forming lakes.
Frozen and rejected one.
Again slow down with lakes.
Again frozen then crash.
*facedesks*
No and I gave up. I'm obviously to stupid your tool.
Got it to work. It was a -windows- bug!!!!
This is how you get the bug:
Change your resolution to 800x600. Reset the computer. No, you don't -have- to, according to windows, but do it anyways.
Try the program. It (should, if my hypothesis is correct) no longer work. Change your windows resolution back to some absurdly high amount. In windows, your resolution is now clearly high again...but -not- in your program!
Reset the computer.
When you try the program again, it should match the windows resolution.
Question: can I use this to make a 10-20z cliff/canyon?
Hello,
not know if anyone got this problem. I generated new map using the PW utility for .06 (and run ... play having fun.)
Later i upgraded to .08 and ran new PW instance (using same world_gen that was created by PW), and it pop up error
saying no room for dwarf civilization, need good zones, gave with bunches of options.
Anyone run into this kind of problem with PW created world_gen?
R
would it be possible to make the brushes increment or decrement the values they are over, it feels more natural to me when using heightmaps.
Hello,
then i am totally confused. the PW is medium sized, But... works perfectly fine in .06.
Bit confused with suggestion. I am going to make a few guesses. In pw savage tab,
red = savage,
light green = good
dark green = neutral
and not sure how to count mountains in my map. right now there are "mountain" zones... surrounded by
desert/plains/water body/etc. I even created "river channel" in middle of one mountain zone
(therefore what i thought is fourth and fifth zones)... not sure if this count as 1 or two zones.
based on suggestion, I viewed savergy map and noted two mountain zones is not "touched" by red.
however those same two 'zones without red' shares either light green or dark green.
So clearly I am lost.
HELP... do i need to attach this file?
R
edit: I unchecked savergy map and created new world_gen.txt and tried... getting different result. keeps on
rejecting regions when it starts trying place civilization.
Hello,
figured out my problem with the PW..
tested PW on vanilla DF and works ok.
This result, means the problem is somewhere with Deon's mod.
What I did I took Deon's mod and broke up both race Raw (creature_genesis and entity_default) files into
individual files, naming them like this, civ_dwarf, civ_elf, civ_sylvan (...etc) and entity_elf, entity_sylvan... etc.
I only preserved entity_default for dwarf only
(and in the genesis forum, You will note that I did not like some of the races in Deon's mod, no insult intended to him).
Turns out that PW and Modded don't work together that way. :o
So did raw file swapping and regenning... turns out the culprit is only the creature_genesis.txt breakup.
with creature_genesis restored and now working fine.
Would like to breakup the creature_genesis.txt, wonder if raw has specific file naming system? :D
R
Hello PW,
been playing around few years with my created Perfect World. noticed there is awfully few brooks (practically non-existant).
I went back to rainfall and drainage and tweaked it some more. still same amount too few. apparently there is something i do not
know about those two tabs.
so asking question here, is this following information correct?
rainfall tab
dark (near brown) = super rain = 1.0 to .9
Dark green = heavy rain = .8-.7 (noticed a few .6 is part of that).
Green = rain
light green = scattered rain
yellow = practically no rain
drainage tab
dark brown... I know this one... practically desert like condition.
light brown ... like prairie?
pink = tropical like...
pink-purple = swamp (holding water alot).
Which aspect do i look at to create more brooks in mountain areas?
R
Hello,
Thanks cephalo for pointing out my 'blindness'. I went to the world gen tab and found it; said 20 rivers... *facepalm*
R
Just a little useless non-constructive ego-padding feedback: I was playing around with this a little last night and was really impressed. I could spend as many hours playing with this as I do DF! Nice job! :D
Yeah, I've used it for all the worlds I've made since I downloaded it. I usually load something into the worldgen file with this, and then log in with DFTerm and regenerate till I like the history / rivers / sites+pops, letting it run while I do someting more "important".
I do have one itty-bitty feature request: A "clear all user edits from this map" button, along with an map-has-been-edited light (such as the button becoming un-disabled), or a "number of entries in undo stack" counter.
I just realized that I don't know if there are independant undo stacks for each map tab, and I can't look it up from here ^_^.
:) :D ;D 8)
Yes, there are actually separate undo stacks for each map. So if you mash Ctrl-Z on one map screen, it won't affect the others.
A "clear all" would be nice. In fact, I was going to rebut your post with a false memory of putting it in there, but then I looked at the code again just in case.
Hey Cephalo, just tried this for the first time and it's really amazing. I've been making a tool (WorldViewer (http://www.bay12forums.com/smf/index.php?topic=60913.msg1379602#msg1379602)) to view interesting stuff about a world after generation, and so I put a link to your tool in the first post. I've been genning interesting worlds with it to test out my tool, and it's been really helpful.
Cool. :). I have a habit of posting when I can't get at things to experiment, so ...
Oh, I did have one other (hopefully super simple) wish: north and south savagry gradients, would probably be useful with narrow tall maps :).
Eventually that has to go in, but the reason I didn't yet was because I thought north/south would be incompatible with the fact there's always a north/south pole. If your savagery is tied to your temperature that closely, it could really greatly limit the kind of creatures and animals that would exist in your world. It seemed undesireable to me to have nearly all the cold areas be calm and all the hot areas be savage, or vice versa.
You can still kinda mimic this with the radial gradient, especially with noise added you can hardly tell the difference.
Hey Cephalo, just tried this for the first time and it's really amazing. I've been making a tool (WorldViewer (http://www.bay12forums.com/smf/index.php?topic=60913.msg1379602#msg1379602)) to view interesting stuff about a world after generation, and so I put a link to your tool in the first post. I've been genning interesting worlds with it to test out my tool, and it's been really helpful.
This sounds like a really cool utility. It would be awsome if you could display the map and let people mouse over places to get info, and what happened there. Although, we don't really have access to all the legends info do we? It still would be great to get sites and pops though.
Also, if I may ask, what framework are you using for your UI?
The locations of the sites aren't outputted except in the XML. I've tried exporting the XML but for many worlds this is incredibly large (>400 MB). I'm sure you've seen the XML but it has a few differnet toplevels. If I could just split away the events top level, then it might be manageable, but I'm not sure of an easy way of doing it.
Oh, and I'm using VB6 :P.
The locations of the sites aren't outputted except in the XML. I've tried exporting the XML but for many worlds this is incredibly large (>400 MB). I'm sure you've seen the XML but it has a few differnet toplevels. If I could just split away the events top level, then it might be manageable, but I'm not sure of an easy way of doing it.
Oh, and I'm using VB6 :P.
Uh oh, somebody needs an upgrade. :P
Seriously though, .NET is awsome for Windows apps. The libraries just about do everything for you. I made the custom angle control for the rain shadows in like an hour.
I will continue the discussion regarding the world viewer in your thread.
My PerfectWorld is being rejected:
The Land of Hurricanes, region2: Initial glacier square count fails by -12
The Land of Hurricanes, region2: Not enough low altitudes after shift down: -529
The Land of Typhoons, region2: No controllable entity definitions available
The Land of Typhoons, region2: No controllable entity definitions available
The Land of Typhoons, region2: No controllable entity definitions available
The Land of Typhoons, region2: No controllable entity definitions available
The Land of Typhoons, region2: No controllable entity definitions available
The Land of Typhoons, region2: No controllable entity definitions available
The Land of Typhoons, region2: No controllable entity definitions available
The Wondrous Universe of Enchantment, region2: No controllable entity definitions available
The Wondrous Universe of Enchantment, region2: No controllable entity definitions available
I've added a bunch of mountain biomes, so it should be able to place dwarves on the map. It never gets to the point of a history. It stops around "placing beasts."
Ah found the manual so now I've figured it out somewhat. Wouldn't mind suggestions for what to tweak for the above.
basically the best thing you can do is to not use PerfectWorld for volcanism, but let DF gen it with the volcanism variance high and the mesh values heavily weighted towards extremes (in other words, 1-20 and 80-100 should have high values, the middle three should get low or null value).
This is a fantastic tool, thank you very much cephalo! I made a height map of Middle Earth a while back but never got round to working it into a DF map, this tool makes it so easy :) (I especially liked the "savage east" preset, hehe)
Just one question... I keep getting evil (?) seas. Any tips on how to get regular blue sea?
Thanks for the advice. I found Turambar's awesome Middle Earth (thanks, T) so will be using that instead of my poor effort, but I foresee spending a lot of time with this program. ;)Please link/explain? :D
Whaddya think? :D
Lots of aquifers, especially in the great plains (realism! woo!) but there are a few good 3x3 volcano + trees + flux + river sites in my worldgen. <3 marble!Whaddya think? :D
Nice job! I can't imagine what it would be like to play DF in North America lol.
>.> I suck at using PerfectWorldDF, is it possible you can pop out the WorldGen Cookbook for it?
Also is it possible (in PW) to make a region that's completely landlocked and surrounded by deserts? (With maybe a few fresh water lakes, swamps and no actual oceans, though if the lakes turn into oceans that's fine too)
Also:
Curses WI is Elfland
Note: This is a Windows Forms application and as such requires the Microsoft .NET framework version 3.5 to be installed on the machine. For Linux and Mac users addictgamer has come to the rescue with the following link for running .NET apps on Linux. I can't give alot of support on this however since I know absolutely nothing about either of those platforms.
*breathes in deeply*
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!
Now to figure out how to use it.... It works with 2010, right?
Actually, what's probably gonna happen is that, now that I have an elegant solution, the normal gen I have running while I type this will turn up a perfect, irresistable world.
Seriously, it's gonna have adamantine as a sediment layer.
Actually, speaking of which... I know their's adamantine everywhere now, but is there a way to find/place the forts? I didn't see it in init options...
*breathes in deeply*
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!
Now to figure out how to use it.... It works with 2010, right?
Actually, what's probably gonna happen is that, now that I have an elegant solution, the normal gen I have running while I type this will turn up a perfect, irresistable world.
Seriously, it's gonna have adamantine as a sediment layer.
Actually, speaking of which... I know their's adamantine everywhere now, but is there a way to find/place the forts? I didn't see it in init options...
It is litterally everywhere, every tile has the fun metal and a lake of fire at the lowest levels. Well suppose to anyway.
*breathes in deeply*
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!!!!
Now to figure out how to use it.... It works with 2010, right?
Actually, what's probably gonna happen is that, now that I have an elegant solution, the normal gen I have running while I type this will turn up a perfect, irresistable world.
Seriously, it's gonna have adamantine as a sediment layer.
Actually, speaking of which... I know their's adamantine everywhere now, but is there a way to find/place the forts? I didn't see it in init options...
It is litterally everywhere, every tile has the fun metal and a lake of fire at the lowest levels. Well suppose to anyway.
Yeah, but the forts are something specialish. They're in every tile, but not on every embark site- and without a way to see, the chances of getting one by luck are pretty poor.
Trying to install that now, seems to think it already is.I use it on my Mac with minimal issues.
*is using windows for the first time in many, many years*
Yep, did a full repair, no change. Can anyone walk the dumb mac use through this?
one of these days i gotta get a better middle-earth heightmap. the one I'm using was made for simcity 4, where all water needs to be at a certain level, which caused havok with the vulcanism map since there was a range of jagged cliffs underwater at every point.
one of these days i gotta get a better middle-earth heightmap. the one I'm using was made for simcity 4, where all water needs to be at a certain level, which caused havok with the vulcanism map since there was a range of jagged cliffs underwater at every point.
Remember all that volcanism stuff is adjustable. In fact you don't have to use the cusp map at all and just use the random noise. Turn the cusp map weight to zero.
Trying to install that now, seems to think it already is.I use it on my Mac with minimal issues.
*is using windows for the first time in many, many years*
Yep, did a full repair, no change. Can anyone walk the dumb mac use through this?
You have to install a program called mono. Download it here:
http://www.go-mono.com/mono-downloads/download.html
Nick
Trying to install that now, seems to think it already is.I use it on my Mac with minimal issues.
*is using windows for the first time in many, many years*
Yep, did a full repair, no change. Can anyone walk the dumb mac use through this?
You have to install a program called mono. Download it here:
http://www.go-mono.com/mono-downloads/download.html
Nick
Sorry, that last post was misleading- in the one before I mentioned I'm on a windows machine now (and for the next few weeks), I just have no idea how to use .NET
It's telling me "No runtime was found".
Is there a program that allow me to just alter the way a map will be, not as precise as this?
Like if I want a large undergroundcavern and magma, I can set parameters to allow it but not have to create it myself.
I like the suprise of what you find. Although I'd like to have some adventure in caverns.
And maybe able to set how hostile Goblins are etc.
As it is now, all my forts (around 5) have all been quite peaceful.
Cheers.
http://img638.imageshack.us/img638/2267/historicalmapregion31.png
OK maybe this is a noob question: any good advice for generating grayscale bitmaps for import? I'd love to take maps of real places and turn them into DF maps but I have no idea where to start to get the bitmap.Lots of strategy games let you import bitmap heightmaps. The SimCity series is one, And Simtropolis has quite a few maps. IIRC RailRoad Tycoon II and III maps should work too.
OK maybe this is a noob question: any good advice for generating grayscale bitmaps for import? I'd love to take maps of real places and turn them into DF maps but I have no idea where to start to get the bitmap.Lots of strategy games let you import bitmap heightmaps. The SimCity series is one, And Simtropolis has quite a few maps. IIRC RailRoad Tycoon II and III maps should work too.
Are there any settings that make sedimentary layers more likely to occur?
cephalo, first I want to thank you for making this utility. It has saved SO much of my time playing around with the (possibly bugged) world painter! My other point for posting this is about the temperature gradient. (Please excuse if this has been suggested before, it seems quite evident) Is it possible to set both Min+Max Temperature to something like 10000, then apply a formula to the generated temperature map? Because the gradient generator might simply generate a flat gradient, so it'll only take some tries to get a working formula.
I've made a version that Mac users can use without installing Mono or Wine using WineBottler. It's quite large (the .app is 500+ MB), but it compresses down to about 160 MB. It's too large for DFFD, so here it is on Filevo: PerfectWorldDF_1_2_OSX.tar.bz2 - 156.7 Mb (http://filevo.com/e12gb73wp40j.html)
Anyway, Mac users should be able to download and uncompress that and use it without any other work. Note that your Mac's HD seems to show up as Z:\ in the open and save dialogs.
I haven't tested it extensively, but it seems to work alright. Let me know if you have any problems; I might be able to help you solve them.
I'd guess that the app contains all the bits of Wine and Mono needed to run the program. Personally I'm puzzled why you wouldn't just install the full programs at that point, at least then other apps can use them.
Does anyone happen to have the seed file of a "perfect" site, with flux, a river, a forest, and a volcano? I've been trying to generate one for a helluva lot longer than I'd like to admit.
Cool. Looking forward to trying out the new region.
I get very interesting results with Civilization Forge.
This tool is awesome! But I am utterly lost when using it. I can follow the instructions with it, but when I try to make my own custom map I cannot fore the life of me figure out how to increase volcanism and the number of volcanoes! Possibly I am just being an eedjit, but my poor rum-addled brain cannot wrap itself around it.
The actual fixed number of volcanoes is set in the world-gen params you can choose 0 to 200. On the volcanism map, all of the red areas have the possibility of being a volcano. So first you must set the number of volcanoes that you want, then you must make sure to have enough red squares to fit them to avoid map rejects. Does that clear it up?
Thanks for creating such an awesome tool for making that perfect map I would have spent hours of normal world-genning trying to find! I used the trick to get a volcano next to sedimentary layers and it turned out rather well. Before it took me 20 medium region generations and hours of looking to find a volcano next to a brook with trees and soil layers. I got a volcano, brook, aquifer, soil layers, plenty of marble, and even sand in one go! Not to mention the skeletal life running around...Ouch, I think that's gonna kill your framerate unless you can stabilize it.
Something really interesting happened that I thought others might be interested in. After a few minutes of gameplay I received a notice saying that there was a cavern collapse. The screen was centered deep below my fort, however. Using the DFhack toolset I revealed the underground. To my surprise, an aquifer was draining into an underground magma pool and cavern. The water and magma were combining to create unsupported obsidian floors, collapsing through the pool and making magma mist. Heh! I guess having so many contrasting layers in one map was doomed to have an odd effect.
Ouch, I think that's gonna kill your framerate unless you can stabilize it.
I cannot for the life of me seem to get sediment/flux near volcanoes.
I have no desire to dig down due to the huge FPS hit; anyone know how I can maximize my chances of getting a 'perfect' embark?
I'm following cephalo's directions but having zero luck regardless :(
My instructions are more difficult on smaller maps. On a huge map you should have an easier time.
I might have missed this reading through the thread but i noticed alot of my gens end up with large evil oceans :3. Any idea how to avoid that?
Actually I'd like to do a more technical question. What function the program uses to compose the noise maps into the other maps (gradient, etc?). A bit unrelated but I'm trying to acheive some similar results on computer graphics fractrals but it is being more dificult than I expected.
Actually I'd like to do a more technical question. What function the program uses to compose the noise maps into the other maps (gradient, etc?). A bit unrelated but I'm trying to acheive some similar results on computer graphics fractrals but it is being more dificult than I expected.
Generally speaking, it's all additive. This map + that map. The noise itself is made with Perlin noise (http://en.wikipedia.org/wiki/Perlin_noise), which uses bicubic interpolation on a noise (or some other noise-like) field.
Actually I'd like to do a more technical question. What function the program uses to compose the noise maps into the other maps (gradient, etc?). A bit unrelated but I'm trying to acheive some similar results on computer graphics fractrals but it is being more dificult than I expected.
Generally speaking, it's all additive. This map + that map. The noise itself is made with Perlin noise (http://en.wikipedia.org/wiki/Perlin_noise), which uses bicubic interpolation on a noise (or some other noise-like) field.
Hmm, but it normalizes values before adding so that the sum fits the 0-1 (or -1-1) interval I guess? I'm trying to do some planet texture generation fractrals to be more direction-oriented so I could have different biomes such as deserts, icecaps and etc to follow a mapped orientation. But it needs some noise and perfectworld implements this quite perfectly. thanks :)
I totally redid my North America worldgen. I think it's looking pretty good now.Wow, mind if I use it for Wasteland mod? It looks tasty!
Link to the Worldgen file download! (http://dffd.wimbli.com/file.php?id=2924)Spoiler (click to show/hide)Spoiler (click to show/hide)
The uploaded file has Large, Medium, Small, and Pocket sizes for the worldgen, so you should be able to find a version that works for you. Only Large and Medium give really good results, Fun things happen on Small and Pocket.
I'm currently working on recreating Africa using this tool, but I'm having trouble with the rainfall map. The problem is, the program is extremely prone to crashing in painting mode. As a result, I've had to resort to genning random noise maps over and over until I get something vaguely like what I'm going for.To avoid the crashing, paint in short strokes. I think the problem comes from too much of the map, especially the biome map, getting updated at once. I ran into this problem a lot myself but once I limited myself to only painting a hundred tiles or less per click it stopped being a problem.
I tried to generated a rain shadow map, but I guess my source BMP isn't properly set up for this and I end up with a pretty much flat map.
Does anyone have any tips that would help this process?
Edit: With some perseverance, I managed to paint it for the most part, but it's pretty rough. Here's the biome map result so far:Spoiler (click to show/hide)
I haven't painted the rivers and lakes in yet, but once I do, would anyone be interested in using it?
To avoid the crashing, paint in short strokes. I think the problem comes from too much of the map, especially the biome map, getting updated at once. I ran into this problem a lot myself but once I limited myself to only painting a hundred tiles or less per click it stopped being a problem.
To avoid the crashing, paint in short strokes. I think the problem comes from too much of the map, especially the biome map, getting updated at once. I ran into this problem a lot myself but once I limited myself to only painting a hundred tiles or less per click it stopped being a problem.
So you guys are actually getting crashes eh? Any perticular error messages popping up?
Go ahead! Let me know if you need any help with adjusting it, as it might need more wasteland than it currently has :PI totally redid my North America worldgen. I think it's looking pretty good now.Wow, mind if I use it for Wasteland mod? It looks tasty!
Link to the Worldgen file download! (http://dffd.wimbli.com/file.php?id=2924)Spoiler (click to show/hide)Spoiler (click to show/hide)
The uploaded file has Large, Medium, Small, and Pocket sizes for the worldgen, so you should be able to find a version that works for you. Only Large and Medium give really good results, Fun things happen on Small and Pocket.
It'd be so confusing, too. It'd be like "BRB, going to the pole" and everybody'd be "which one dude?!".
It sort of works. Main issue is that it doesnt include the setting added in .14 to limit the sprawl. Hopefully cephalo can update it.
It sort of works. Main issue is that it doesnt include the setting added in .14 to limit the sprawl. Hopefully cephalo can update it.
Uh-oh a file change. I'll see if I can update it this week.
It sort of works. Main issue is that it doesnt include the setting added in .14 to limit the sprawl. Hopefully cephalo can update it.
It sort of works. Main issue is that it doesnt include the setting added in .14 to limit the sprawl. Hopefully cephalo can update it.
I think I have found all the file changes, but I would like to verify with others which tags from the world_gen.txt are new. I prefer to do one update than two. :)
It sort of works. Main issue is that it doesnt include the setting added in .14 to limit the sprawl. Hopefully cephalo can update it.
I think I have found all the file changes, but I would like to verify with others which tags from the world_gen.txt are new. I prefer to do one update than two. :)
New world gen parameters
[SITE_CAP:<number>]
Limits overall number of sites to this.
Caves and ruins are included in this number, so world gen civ spread stops cold once it is attained the way things currently go.
[MEGABEAST_CAP:<number>]
Attempts to place this many megabeast groups (also effectively capped by total cave number).
In vanilla DF, there are no megabeasts that actually occur in groups, but it is possible in mods.
Placing more beasts than caves will cause all caves to be filled by megabeasts. This will leave nothing for races like kobolds.
Can be zero if you don't want any megabeasts.
[SEMIMEGABEAST_CAP:<number>]
Attempts to place this many semimegabeast groups (they get the last cave remnants).
Because they get the last available caves, setting this to maximum causes all remaining caves to be filled with civs unaffected.
Can be zero if you don't want any semimegabeasts.
Just to check -- version 1.4 is supposed to be compatible with 1.16, yes?
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.Exception: ColorHelper.GetNormalizedValue value greater than max
at PerfectWorldDF.ColorHelper.GetNormalizedValue(Double value, Double min, Double max)
at PerfectWorldDF.SavageryMap.DrawTile(Int32 x, Int32 y)
at PerfectWorldDF.SavageryMap.DrawEdit(Rectangle rect)
at PerfectWorldDF.Form1.picBoxSavMap_MouseDown(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4206 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PerfectWorldDF
Assembly Version: 1.2.3856.13115
Win32 Version: 1.2.3856.13115
CodeBase: file:///D:/PerfectWorldDF_1_2/PerfectWorldDF_1_2/PerfectWorldDF.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4205 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
fantastic utility but I keep getting an unhandled exception whenever I use the brush on the savagery map...
I guess I forgot to fix that. I believe it happens when you brush off the map edge, am I correct? I should work on that next week maybe.
I guess I forgot to fix that. I believe it happens when you brush off the map edge, am I correct? I should work on that next week maybe.
I'm not sure tbh, it seems to be random. Ive brought the brush all the way out beyond the border of the map and it's done it. Ive also tested it by staying within the border, keeping away from the edge, but it still does it.
Any chance we'll get a Civ V script one of these days? ;)
Is there any way I can use perfect world to take a finished, fully generated world, modify the terrain, and regen it?
I finally got my ideal embark spot -- but it's in grassland, not desert, and I'm looking for a way to change it. Can Perfect World help? Can *any* tool help?
So temperature has long confused people because of the random pole gradient messing with frozen biomes so much. By playing around in the game's painter and doing a few other checks you can figure out that the final temperature is a combination of these two things. Up at the equator end the temperature IS those icy values you set it to but glaciers and tundra are not determined by how cold it gets somewhere: they're controlled by how warm it gets. So Glaciers stop as soon as the summer is warm enough to melt ice.
Now it's been quite awhile but I was pretty sure that after you get into the really low temperature values you can get snowy winters at the equator. To generate a 50% glacier world and the mildest possible temperatures you just need to make the actual middle of the map really freaking cold and warm it up toward the edges.
Pretty simple way to handle the random poles though: just add a toggle button to show both ways it could work. Doesn't really even need to be able to show us without processing a bunch for it ::)
But like I said, the real effect of temperature in most of the map is if it will snow and seasonally freeze. The regular map information doesn't show that anyway so you don't really need to change much.
-
With some proper utilities to measure temperature you could pretty easily work out if the equator end gets warmer winters and by how much. Maybe we could make a useful overlay that would tell you which seasons would have frozen water for both ways the polar edge could gen.
The reason for the error is that I'm reading a value that is beyond the normalization range. To decide what color to draw, I normalize the low end and high end of the present values to be between 0.0 and 1.0. If I use a value greater than maximum I get this. I wonder, are you drawing on a completely blank savagery map? I usually use the gradients and noise first before editing, so maybe that 's why I haven't seen this bug.
Note: This is a Windows Forms application and as such requires the Microsoft .NET framework version 3.5 to be installed on the machine. Sorry Linux and Mac users! I have no idea if this can be run on those platforms or how to do that.You are correct, .NET doesn't work in Wine (yet), so *nix/Mac users won't be able to run it.
Note: This is a Windows Forms application and as such requires the Microsoft .NET framework version 3.5 to be installed on the machine. Sorry Linux and Mac users! I have no idea if this can be run on those platforms or how to do that.You are correct, .NET doesn't work in Wine (yet), so *nix/Mac users won't be able to run it.
Seems to work fine for me in Linux. Took some work though.
It's better than the generator interface that DF provides, but it's not a panacea.
Are we certain that a large region and small region are not just based on tile count?
I have a problem. I followed the quick start guide, but I set the minimum amount of volcanos around 400. I wanted to have the brook+volcano+trees+no aquifer perfect site. Well, the world I generated was more than inadequate. In fact I would have been better off using the standard Create World Now option. The problem was the following: every site had aquifer layers, the volcanos were mountain peaks or were islands on the middle of the ocean. So, to put it short, how do I make a world with a great number of perfect sites I've mentioned? The aquifer problem is, I think, because the program seems to ignore that I want a region genned(I've noticed regions don't have much of the "every site has an aquifer" problem) how do I make it generate a proper region?
I have a problem. I followed the quick start guide, but I set the minimum amount of volcanos around 400. I wanted to have the brook+volcano+trees+no aquifer perfect site. Well, the world I generated was more than inadequate. In fact I would have been better off using the standard Create World Now option. The problem was the following: every site had aquifer layers, the volcanos were mountain peaks or were islands on the middle of the ocean. So, to put it short, how do I make a world with a great number of perfect sites I've mentioned? The aquifer problem is, I think, because the program seems to ignore that I want a region genned(I've noticed regions don't have much of the "every site has an aquifer" problem) how do I make it generate a proper region?I can't help with the aquifers.
Runtime error '5'
invalid procedure call or argument
On second thought, maybe a instuction manual would be nice for this, because i have no idea what I am doing. Somebody please help a newb and tell me how to use this?
I love the hell outta this utility. But a quick question: Is there any way to control how worldgen designates evil/good biomes? I have so far been unable to determine any pattern other than it makes the areas I want neutral to be non-neutral and the areas I want to be good/evil neutral.One thing that's worked for me is to use the biome sizes to get what I want. If I have one "extra-large" area that I want to be evil (for example, in one map set I have a huge desert in the center covering maybe 20 percent of total land area; in another a vast swamp takes the place of edge oceans), I set the "Desired Evil Count in Large Subregions" to something like 5 or 6000. Since only large subregions are affected, the majority of the map (made up largely of small and medium sized subregions) is not. Since all the other large regions combined barely equal the single "extra-large" region I want to be evil, more often than not the game discharges its duty to make evil tiles in large subregions by converting the "extra-large" subregion to evil, which usually means most or all of the other large subregions are unaffected.
This isn't dead is it? it looks really cool, though the download link... fails.
edit:
Never mind, apparently, it's up now.
Does this work with the current version?
This is realy cool! Does it work well with mods? Do new minerals appear?
I have a question for the creator here... sort of a feature request.While this would be a cool feature, I have to ask... you know about the paintbrush, right?
You're already using separate image maps for each type you can attach to the world_gen file, like Volcanism, Drainage, etc, right? So what about being able to import and export these images as well as the height map. That way we could import, say... a Volcanism map that specifies exactly what and where we want the volcanism, instead of playing around with noise and whatnot.
Also, as sort of a tecnhical question, not necessarily towards the OP, what resolution is the map imported into DF as? If I have a 256x256 map, does that mean that Perfect world is feeding DF a 256x256 image as a height map? Because the image that you get exported from legends in worldgen is something like 16x that size. Is it at all possible to somehow edit THAT map at THAT resolution? Because I'd love to be able to set up a world where the rivers didn't all have canyon walls. Or maybe not have rivers that cut through a sheer cliff face because they can't run up-hill... I can do better terrain generation than DF does with freaking PAINT!I think I can answer this, too. If you look into the post-import world_gen.txt file, you can see PW's output. If you zoom way out, parts of it actually look kind of like an ASCII map, but whatever it is it's all text which means it's amazing it can even pull off 256x256--that's over 60,000 tiles, each with several dimensions. DF then uses that data to procedurally generate a far more minutely detailed playable world-map (at least down to individual embark tiles, 256 per world-gen tile); that's what the legends export is drawing from.
Is there like a detailed walkthrough on how to use this? The manual is cool and all, but I`m looking for something with a little more detail. And being that I am a visual learner, you know.Not really, but the tool isn't that hard to figure out if you read the manual. The brush is for painting, and the turbulence and noise field generators are there to give you a start.
I think there is something wrong with the vulcanism map, because generating a map with the volcano thresh-hold at 21 results in an identical map to 1 with the threshold at 100.
No you're deffinitely right. I often place the vulcanism quite low for the mountaintops, and get plenty of flux in my mountains.
That being said, any plans for an update, Cephalo? I can't play Civ without PW, and now I can't play DF without my own world to craft.
the applicarion wont start :C
With vulcanism at 100, you shouldn't find any sedementary rock layers which is where many important materials are found, like flux. If you do find sedementary rock at that setting, then just ignore me because I have no clue how it all works. :)
windows XP
What's your OS?
Low Erosion, turn off Periodically Erode Steep Slopes or whatever it is in the advanced options.For what it's worth, I literally did the exact opposite to generate the map I'm using right now (http://mkv25.net/dfma/poi-27080-shallowvolcano): really high erosion, steep slope erosion toggled on, then searched for volcanoes in lowlands, particularly next to rivers.
Also, look for mountain lakes.
I need more info to help you on that. Are you getting an error message? Do you have the .NET framework 3.5 installed? On XP you might not have that, but you can get it through Windows Update.windows XP
What's your OS?
AND IT STILL KEPTIDH CRASHING!!!
I've been generating a lot of worlds recently, trying very hard to get volcanoes on somewhat flat terrain, but I keep getting these hugely steep slopes (but no cliffs). What would you advise for the elevation/volcanism map to get flat terrain?
(or temp map - poke poke ceph)...(or temps - AHEM) ... Temperature Maps (ahem)
Also, to which side should I be setting the sliders if I want very low volcanism? I want to generate more sedimentary stone to increase the odds of finding sites with iron and coal, and I assumed that meant putting the volcanism sliders to the right ("tiles *above* this value will be igneous extrusive blah blah") but then I saw this and am second guessing myself:
With the new version of DF, how are we going to use this?
Also, to which side should I be setting the sliders if I want very low volcanism? I want to generate more sedimentary stone to increase the odds of finding sites with iron and coal, and I assumed that meant putting the volcanism sliders to the right ("tiles *above* this value will be igneous extrusive blah blah") but then I saw this and am second guessing myself:With vulcanism at 100, you shouldn't find any sedementary rock layers which is where many important materials are found, like flux. If you do find sedementary rock at that setting, then just ignore me because I have no clue how it all works. :)
With the new version of DF, how are we going to use this?
For now, you have to add any new world gen tags by hand. I'm going to make a new version pretty soon, but right now I'm in the middle of a gigantic fort project.
This going to sound really newbish, but it's been just under a year since I was last into DF and I honestly can't remember how to fully use this, I seem to remember there being an 'easy guide' for this but I can't find it in the first post.
With the new version of DF, how are we going to use this?
For now, you have to add any new world gen tags by hand. I'm going to make a new version pretty soon, but right now I'm in the middle of a gigantic fort project.
Any update on the prospects of a new update? ???
Has the OP been able to get the program to work with current worldgen?
run this, import your world_gen.txt file, type something into the drop-down menu to create a new worldgen parameter on the first tab and check all the boxes for elevation, moisture--any and all maps you want to be included in your new world. then build the world using the paintbrush and whatnot. when you're done, export the settings. finally, open df, go to "design new world with advanced parameters" and pick whatever you created in PerfectWorld.Uh...Okay, how do you make a new parameter set?
Uh...Okay, how do you make a new parameter set?
This is less of a request and more like me thinking out loud but would it be possible to take an image where certain colours represent differently shaped terrain like this mockup.
(http://i47.tinypic.com/19p4xz.jpg)
And turn it into a height map that has a curve like this mockup?
(http://i47.tinypic.com/rvdn6e.jpg)
It's just if this was possible then it would be really easy to create maps. I've been looking for something like this for some time.
Glad to hear you're working on this again. If you are taking suggestions I'd like to bring up something I mentioned earlier in the topic.
Cheers.
The worlds generated with PW won't have night creatures? Could someone explain how to add them?Has the OP been able to get the program to work with current worldgen?
Yes, my current world was generated with PWDF and 31.25. You have to add the night creatures and something else I can't remember.
The worlds generated with PW won't have night creatures? Could someone explain how to add them?Has the OP been able to get the program to work with current worldgen?
Yes, my current world was generated with PWDF and 31.25. You have to add the night creatures and something else I can't remember.
Also, can they be added to an existing map?
Compare the world_gen.txt file in 31.25 with the one that PWDF generates, you'll see some additional tags that you want to have in there. Otherwise they will use default values, which are unlikely to be what you want. If you leave the tags out, you can still change them in the 'advanced parameters' screen before genning a new world.
Nothing regarding world gen can be added to an existing map. You have to re-gen if you want to change something.
Any idea why this wouldn't work on a netbook?
Any idea why this wouldn't work on a netbook?
...Uh...Uh oh. I have no idea what you're talking about, so...thanks for trying.
I remember reading that you can make the land into specific forms (smiley face, North America, etc). How do you do that? I can't figure it out. :'(
A. I can get it to run on my desktop, just not the netbook....Uh...Uh oh. I have no idea what you're talking about, so...thanks for trying.
I remember reading that you can make the land into specific forms (smiley face, North America, etc). How do you do that? I can't figure it out. :'(
First you have to get it the application to run. Have you done that? When you say it doesn't work, what exactly does that mean? Are you getting an error message?
A. I can get it to run on my desktop, just not the netbook....Uh...Uh oh. I have no idea what you're talking about, so...thanks for trying.
I remember reading that you can make the land into specific forms (smiley face, North America, etc). How do you do that? I can't figure it out. :'(
First you have to get it the application to run. Have you done that? When you say it doesn't work, what exactly does that mean? Are you getting an error message?
B. Error message: "The application failed to initialize properly (oxc0000135)."
Has the utility been updated to work with 31.25 yet?
For the next version, can we have a coinflip-ish temperature thing? Basically, PW would automatically assume the north pole is the cold one and apply a user-settable heat gradient to the temperature map. With a warning that only 50% of worlds generated would work as expected, and instructions on how to abort worldgen if the temperature is incorrect.
For the next version, can we have a coinflip-ish temperature thing? Basically, PW would automatically assume the north pole is the cold one and apply a user-settable heat gradient to the temperature map...
Ah, now I see!
The "With a warning that only 50% of worlds generated would work as expected..." statement now makes sense to me. Now I'm not sure how I misunderstood. :-[
Whats the best way to mess with PerfectWorld to get a volcano next to an ocean? Not a flat volcano, but an elevated one.
Cusps?
Ok, I am thinking about eliminating the functionality that adjusts your world gen parameters when you change the map size. (the green boxes) It works ok when you resize the map once, but rounding errors very quickly accumulate if you resize 4 or 5 times, possibly increasing the chance that unintended values end up on the output. I think it complicates the process for little benefit. If nobody objects, I would like to take that out for the next version.
Also as a feature request I would like perfectworld to either directly copy unknown world tokens from an imported param set to your output. Or preferably have an additional tab where it would list them and let you edit them manually as plain text. This wouldn't be as nice as having actual support for new tokens but it reduce the burden on you to get out updates for minor changes. And maybe include a blurb with a disclaimer that they are not recognized by perfectwolrdDF and a link to the wiki world token page as a possible resource.
Again thanks a bunch and keep up the good work.
I found the elevation/cusp sliders you were referring to. It is obvious when you look at it. Question though - what are the dots on the volcanism map? The volcanoes? I tried drawing those in, but all I could do was smooth the dots out. Nor could I move them by any means I could devise.
I generated a huge world using the rules you mentioned for the igneous/volcano rules, and one thing I noticed was that it seems almost hardcoded for volcanoes to avoid water; even on islands they just seem to generate a lot of land around them and avoid anything other then brooks like the plague.
This tool gives me a headache. Worldgen never freaking works. AGH!
One bug I noticed is the XML checker at the start will toss an error on opening tags but will die silently on closing tags. For example <ategory>Title</category> will give the expected error and line number but <category>Title</ategory> will just silently terminate the process.
Are you are using the XmlValidatingReader class and catching the XmlSchemaException that is thrown when the file doesn't match the schema? It will throw a regular XmlException if the file isn't well formed.
Is it possible to somehow create deep chasms going all the way down to the magma sea with this utility? I care more for my embark spot than the world itself :p.
Is it possible to somehow create deep chasms going all the way down to the magma sea with this utility? I care more for my embark spot than the world itself :p.
there might be some world gen params that can get close to that, but you don't need this utility for those. Check the wiki for more details regarding 'advanced world generation'.
This app thinks that the max end year is 2500, while the actual game accepts up to 10000.
Notwithstanding, kudos to the creators.
Great program, I'm having a lot of fun with it.
I'm having trouble importing a bitmap smaller than 257x257. I get an error saying, 'Bitmap dimensions (17,17) do not match the elevation map dimensions (257,257).'
Thanks
It's working perfect.
Mono's a big (88 MB) download, eats up nearly a quarter of a gig when installed, and only runs from the command line; but if you don't mind that stuff PerfectWorldDF is Mac-compatible.
Nick
It's working perfect.
Mono's a big (88 MB) download, eats up nearly a quarter of a gig when installed, and only runs from the command line; but if you don't mind that stuff PerfectWorldDF is Mac-compatible.
Nick
Err... How? I'm afraid that this has defeated me.
What step are you at?It's working perfect.
Mono's a big (88 MB) download, eats up nearly a quarter of a gig when installed, and only runs from the command line; but if you don't mind that stuff PerfectWorldDF is Mac-compatible.
Nick
Err... How? I'm afraid that this has defeated me.
how would one go about genning a world made of mostly flat deserts with flat volcanoes, aquifiers and an adamantine spire?
I've got a megaproject stewing in my head... such setup would take it from "no chance in hell" territory to "really hard and FUN" territory.
**also thank you for this mod, it's awesome!**
Thank you cephalo for creating this awesome program :D
For some reason the whole ocean became haunted/terrifying. That sounds about right though, so I've left it.
Nice map. Would you be nice enough to put it on here: http://dffd.wimbli.com/index.phpYeah sure, what do I put up there? The height map, the pwset or the simulated world?
I would just need the pwset, thanks. Does the map have default temperature ranges, 25-75?Originally yes, I did not notice that you could change them :P For the v0.34.02 generation I used 45-95 and increased the variance to 500. Those are average values for a Tasmanian winter and a Darwinian summer. I'm not sure if game uses them as a hard minimum and maximum or if the variance can push them beyond it.
Anyone know if this is still compatable with DF? I'll try it out tonight, I'm just trying to figure out if anyone's had problems yet.I'm using it with 34.02
Re-genning won't work. Some of the oceans have to be evil.
I mean that the game is designed to have a certain proportion of the map be evil/good/neutral. Which means if you have three oceans one will be red.Re-genning won't work. Some of the oceans have to be evil.
What do you mean HAVE to be evil?
A mod which allows me to make my own custom world from scratch should have the option to choose so. Is it just a technical thing that can't be changed or something?
What do you mean HAVE to be evil?
A mod which allows me to make my own custom world from scratch should have the option to choose so. Is it just a technical thing that can't be changed or something?
Hey, newbie here.
Is it possible to create a fairly newbie-friendly zone with iron/coal? No idea how to work this utility, but would be awesome to use it!
I haven't really explored military/forges stuff and really want to get into it but wish i had a nice region to play with :d
Thanks!
Apologies for the bump, but my world will not generate. It just keeps generating dozens of worlds a second when I select the params I made in the program rather than making the pretty world I desire. I'm running the newest DF'12 and I'm using the updated xml, but no success even when following the manual.
EDIT: Enabled the logging, turns out I forgot to make any of my map mountainous. It's generating now!
Hi Cephalo,
Just congratulating you on creating such a beautiful script/program. I still use your mapscripts for FFH2 and it's an absolute pleasure to the get the opportunity to use your work once again. Please let me know if I can contribute some time- perhaps via testing. I owe you that much at least!
Seems like there are a lot of the old FFH community here at bay12 as well :-) and we've been here for a while too! Can't believe I never noticed....
...
As for the bug, dang it never happens to me so I haven't been able to fix it. It should be impossible to get such an error... but obviously it is possible. ::)
Why is the sea on the right side suddenly look like that?This map looks great, could you give it for my DF Post-Apocalypse mod? I have a full world map, but this one suits the Fallout world much better.
(http://i.imgur.com/pp4LQ.jpg)
I want it to look like water, not some muddy landscape thing. >:(
Any way to make the weather gradient to go glacier-tundra-temperate-tropical-temperate-tundra-glacier? Right now the north is frozen and the Antarctic area is hot.
The "base" temperature for an area is derived from its latitude (and maybe elevation?), and then the random value determined by these parameters are applied to it to make it vary a bit.
can't you apply a reverse gradient and have a 50/50 chance of it being corrected?I suggested this a while back (first here (http://www.bay12forums.com/smf/index.php?topic=57428.msg1449270#msg1449270) and a year later here (http://www.bay12forums.com/smf/index.php?topic=57428.msg2448993#msg2448993)), but I don't think cephalo has gotten around to doing it.
There is a way to do this with PWDF but its a bit complicated. Someone earlier in the thread pointed out that you can import custom maps into the elevation map, export the world gen info into a scratch file, and use a search/replace on the name of the tag to change an elevation map into a temperature map.For the elevation, PWDF can use the elevation data to apply another reverse gradient. I think this one can be determined quite easily if a reverse gradient is found for latitude.
In my experiments with it, I am unable to determine the exact gradient to counteract without visible temperature banding. Also, the temperature change from altitude is hard coded in DF.
Downloaded latest version.
Downloaded latest .xml
tried:
File | Import world_gen file (from 34.07)
Error:
Can't read world_gen.txt file, file might be corrupt or missing.
Tried using a saved world_gen from a world I gen'd with 34.07, and am currently playing. same error.
What is this program expecting to be in world_gen.txt?
Got the latest version of PW running on Ubuntu 10.04. I needed to install badgerports (http://badgerports.org/), and then install libmono-system-windows-forms4.0-cil and update mono-runtime. I think in newer versions of Ubuntu the mono version is new enough that you would just need to install mono-complete?
Anyway - looks awesome. Seems to work fine. Time to play with it...
OK need some help here ::)Its the beast end year,or, increase it, or place more beasts.
I grasped most part of the world gen process, but I cannot understand why this world always stops at 200 of Its 500 years.
It is a modified copy of a "medium region" default setup. It's because of the beasts killed, but why does it happen? How to change that? :-\Spoiler (click to show/hide)
I have one pretty important question, cannot start up before knowing the answer :-\
My goal is to have caverns as much fun and enjoyable to explore as possible, I don't like the default "mazes" too much.
So let's say a series of big spaces interconnected between them on the z and\or same level by tunnels.
Is it possible something like that?
I actually set these parameters, but I don't really know what caverns will look like. Any suggestion?Spoiler (click to show/hide)
Why is the sea on the right side suddenly look like that?This map looks great, could you give it for my DF Post-Apocalypse mod? I have a full world map, but this one suits the Fallout world much better.
(http://i.imgur.com/pp4LQ.jpg)
I want it to look like water, not some muddy landscape thing. >:(
Also I have this map:
(http://img831.imageshack.us/img831/5714/world1m.png)
Any way to make the weather gradient to go glacier-tundra-temperate-tropical-temperate-tundra-glacier? Right now the north is frozen and the Antarctic area is hot.
is it possible to make a world bigger than 257x 257?
Great tool, I really love it!
But I got one problem, I generated a Map I really like but I only get 1-2 dwarven civs with only one mountain hall, which would cause problems with migration waves I guess.
Can anyone tell me what I have to take care of to get bigger dwarven civs? Thanks!
I'm sure I'm asking something thats already been asked before, but I'm trying to create a world where there are lots of volcanoes in the highlands, but not mountainous regions (and especially not in the middle of the ocean). Tips? I've been playing around with the cusp settings, but it seems that its hard to narrow in on that elevation without permitting mountainous or ocean volcanoes.
This keeps crashing when I use it, is that normal?
edit: It happens when I try to modify any default values.
This keeps crashing when I use it, is that normal?
edit: It happens when I try to modify any default values.
Can you give me the exact error message upon crashing?
Hi is there any guide with depth on how to actually use perfect world? i mean i see guides where they show you how to gen a map and thats it. none of them show me how to make my own type of land mass how to make rivers (if you can) how to make volcanoes appear where i want them and such. I really just want to make the map look the way i want it too and i have seen people make australia and america almost exactly like real life.
Just uploaded a Middle Earth parameter set I made a few months ago on DFFD (http://dffd.wimbli.com/file.php?id=7293).
Picture here (http://i.imgur.com/Wy8NT.jpg).
Thanks for the great tool! :)
Been a while since playing DF and just getting interested again.
Is it possible to load a biome / land-type map into PW?
I can't remember if this is possible. Tried searching and couldn't find any posts about it.
I found this:Spoiler (click to show/hide)
So i happen to be in the process of making a DF map of the Moon, as if it were terraformed. I have the heightmap and everything, but, in the resize, to maintain its aspect ratio, it would be 257 by 129. stretching it out makes it look ugly, so my first though would be to put some filler northern and southern oceans of a sort. However, I feel that would look silly. Has anyone here encountered a similar problem? (If so, what did you do)
Also, once i finish this thing, anyone interested in me uploading it or something?
Howdy. So i'm attempting to make the perfect embark map (for use with masterwork), you know. low volcanos next to a river with deep metals shallow metals etc in a 3x3 with trees. Basically the best you could get (im looking to get the Tales of Dusketh map, basically). I've been able to get everything but the volcanos to be actually LOW. altitude wise. I can get them relatively close to rivers (unfortantely not in 3x3 but close enough) but they're always extreme cliffs. How can I get them to not bulge out much? I've been experimenting with different cusp settings but the visual part of perfectworld doesn't work for me so all I see is an orange or black square where the cusp map is supposed to be. What does cusp do, and how can I use it to lower the amount volcanos budge out so that they're not sheer cliffs, but platued hills.
I had done that tons of times, still got nothing but a orange box. me sad. :(
I finally managed to get the cusp map to work, but no idea what it means. How can I get the volcanos to be relatively flat. as flat as it can be. I know the world gen does unavoidable budging up on volcanos, but im hoping not to get any cliffs higher then a 3-4.
I finally managed to get the cusp map to work, but no idea what it means. How can I get the volcanos to be relatively flat. as flat as it can be. I know the world gen does unavoidable budging up on volcanos, but im hoping not to get any cliffs higher then a 3-4.There is a way to get volcanoes exactly where you want them (http://www.bay12forums.com/smf/index.php?topic=57428.msg3248692;topicseen#msg3248692), but it's a bit long winded and fiddly.
Help! Everything in the map parameters window is greyed out. I feel like I am missing something obvious, but I can't be sure since there doesn't seem to be any kind of detailed installation instruction.
Edit: After two days of being completely unable of solving this, I solve it 2 minutes after making this post... I guess I'll keep this post for the other problems which are bound to appear
A way to paint volcanoes would be nice. :)
I've been trying to turn Scandinavia into a map but it just turns what should be land into water, and what should be water into land. :(
Yeah, I've since regenerated the world with large good and evil set to 0.
Lack of neutral mountains meant dwarves didn't generate, and no dwarves meant no fortress mode. Every thing else is the same though, since I kept the seed. including the lake. The lake is inhospitable though, it's scorching hot with no trees. It belongs to the elven filth anyway, so I don't want it. Still, I don't know what is going on with that lake. Got a pretty big river flowing out of it too.
Any idea when this will be up for the new release? and will this current version work for the new update of Dwarf Fortress? Or will it go wrong somehow?
Any idea when this will be up for the new release? and will this current version work for the new update of Dwarf Fortress? Or will it go wrong somehow?
Yeah, I've got a new system in place that allows me to have this thing ready on day one of any release. There's no real research required like there is on DFHack related stuff.
So this should be fully operational now?
it has not been working, after working a very extended amount of time on two separate maps just to encounter the problem twice in a row and after some testing I am convinced that it is the utility causing this glitch and nothing else, if you use this to generate a world only some of your civilizations will expand, most will settle 2 or 3 towns and than just stop, letting it gen for hundreds of years and the civilizations remain stagnant, does anyone have a work around? I pretty much require this utility to play the game the way that I do...Might be that your worlds are not very habitable to civs. Try to remove pre-generated maps(like volcanism, savagery, drainage, etc) till you find the culprit.
it has not been working, after working a very extended amount of time on two separate maps just to encounter the problem twice in a row and after some testing I am convinced that it is the utility causing this glitch and nothing else, if you use this to generate a world only some of your civilizations will expand, most will settle 2 or 3 towns and than just stop, letting it gen for hundreds of years and the civilizations remain stagnant, does anyone have a work around? I pretty much require this utility to play the game the way that I do...Might be that your worlds are not very habitable to civs. Try to remove pre-generated maps(like volcanism, savagery, drainage, etc) till you find the culprit.
I'm not having that issue. While I do notice some modded civs not expanding as much as they do on vanilla maps, they still expand to an extent, and I'm almost certain that it is because they require very specific biomes that may not be as common in many PWDF generations. Vanilla races have no problems expanding at all.nah already covered that, I made a few worlds with varying degrees to absolutely zero savagery, I just did the bullet proof test, I loaded up a completely blank unmodified untouched freshly downloaded copy of Dwarf fortress with Perfect world utility and generated a world with it, a very basic large map with no tinkering with the settings and it still happend, not just a few of the civs this time, but none of them expanded (( I am sure that if i did it again maybe one or two would but still its just as or worse than doing it with my modded copy of DF )) It has nothing to do with any modifications to the entity file or distribution of the biomes, it seems to be a problem caused by the utiility and nothing on the part of the user, perhaps theres a adjustment that can be made to fix it but i have just ran every test that I can imagine and so far, no luck.
I've seen a very high savagery cause the behavior you are describing in both vanilla maps and PWDF, (civs won't expand into areas over a certain savagery, and if they are unlucky enough to start in one they basically do not expand) but if you've already tried letting DF do it's own savagery I'm out of ideas.
Do you happen to have the files it generates? Maybe one of us can load it up and spot what's causing the problem. Even if we can't I imagine cephalo would need something like that to figure out what is wrong anyway.
With respect to worldgen customized settings, everything done in PerfectWorld can be done with the in-game painter, built into DF.okay? How do I get the parameters of the map iv created in order to inputs them into DF to make the land shaped the way I want, all I can know for sure is that every time I have tested this, the PW utility creates this glitch, I know its just a UI but it is doing something, the glitch does not occure when I do not use it and no matter what I do with the parameters on PW it does not make the glitch any less or worse its always consistent.
PerfectWorld is just a GUI front end to placing those values in the worldgen file. In fact, if you really wanted a challenge, you can just edit the worldgen file directly and place all the elevation/rain/drain/volc/etc map values by hand, with a text editor. :o
The point being, it doesn't do anything you can't already do with vanilla DF, it just makes it easier. If PW isn't working for you, try the native DF painter*.
*When I say 'painter' I'm referring to the 'p' interface (Set Preset Field Values) available when you edit a parameter set in Advanced Worldgen settings.
[PS_EL:118:124:128:125:128:136:138:144:141:123:112:100:100:112:119:116:117:124:125:132:143:147:155:161:157:147:141:140:145:137:127:125:127:123:118:106:100:105:107:112:105:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:101:108:119:130:136:141:145:159:163:172:165:147:151:160:176:198:223:224:240:252:244:239:251:262:273:292:306:316:328:335:350:341:343:361:358:356:353:342:351:344:350:358:370:373:369:370:387:386:384:383:379:372:344:302:264:215:186:159:137:116:100:89:73:58:55:60]
Each one of those is the values for elevation, Drainage, volcanism and so on. For example the PS_EL on the code above designates that as an elevation map. And the numbers are a particular world map tile's elevation (I think anything 100 and below becomes ocean) Each line represents the Y axis, each colon separated value is the x axis values for that y.On the 'Elevation Map' tab of PerfectWorldDF - what does 'import bitmap' do?It allows you to use a black and white heigh-map, with white for the highest points and black for the lowest points.
It allows you to use a black and white heigh-map, with white for the highest points and black for the lowest points.
It allows you to use a black and white heigh-map, with white for the highest points and black for the lowest points.
Ah. That's what I thought it would do, but it didn't seem to do anything when I tried it. Maybe the file I tried to import was the wrong size? Does it have to be the same number of pixels X and Y as the dimensions of the worldgen you're working with?
(I'll try that, anyway).
I figured it out! after alot of testing I realize that due to some changes to 04.05 that the base rate of megabeasts is too high! It may not be a problem with just PW but its more noticable with PW cause you can shave large sized maps down making everything clustered closer together! and when you squeeze large map settings into a island the size of a medium map it can cause problems, it didnt before but it must b e a change to the new version of DF!
Basically what happening was dragons and titans and giants were slaughtering civilizations before they could start expanding!
Thank you for PerfectWorldDF, cephalo! I always use it to customize my worlds.
The rain and drainage sliders confuse me a bit. The descriptions are inconsistent with the information I can find online about which values cause which biomes. Could you tell us exactly which values each slider governs?
Areas that are low drainage are swamps and sand deserts, depending on the rainfall amount.Thanks. That is consistent with the image in my head, if not very detailed. ;P
Areas that are mid drainage are forests, plains or rocky depending on the rainfall amount.
Areas that are high drainage are usually hills.
The other maps have a lot of influence over the exact biome, but this is generally how drainage plays a part in that.
Thanks. That is consistent with the image in my head, if not very detailed. ;P
The sliders delimit four intervals, however. The last one suggests there is something with higher drainage than hills?
How about the rain sliders?
Don't know if its been mention before, but can you influence the number of rivers in a world
In other news, there was a big DF release while I was on vacation regarding the new pole controls! That means I have to re-visit the problem of the temperature map, and maybe I can finally include the temperature map in PerfectWorldDF! Yay! I'll start working on that in my spare time.
Something to incorporate milder temps near bodies of water?
Small thing but should the temperature gradient have a scroll bar, I can't see to create noise.
You may already know this, cephalo, but the 'pole' settings determine whether or not you can go over/under temperature for things like cold damage and melting body fat, etc.
Without them, as you've surmised, you can't exceed certain limits, but with the poles in play, you can romp in the danger zone. Not sure if this is something you want to deal with, but it's a possible feature.
... Are you sure about this? In my testing I was unable to do this even when combining DF poles with PW poles. If it was possible before, that may have changed in 40.09. I was able to get colder and hotter in degrees Urist, but not to physically dangerous levels.Yep, try this worldgen:
Hmm, so what I'm getting from this, is that the actual generation parameters from the temperature map (the ones I turn off in PW when the temperature map is selected on the parameter tab) are not subject to the same limitations that the pre-set map data is. ...That's my understanding, yes. I don't know if it's intentional or a bug, but that's exactly the behavior.
is there a way to scroll down to look at the rest of the options? everything is windowed strangely.
Did anyone came up with any workaround? I have no way of completing my temperature map.. Or just a fix from creator, it should be and easy edit to add a scrollbar there.
That shouldn't be too hard now that the problems have been solved. I'll try to remember that next time I have an opportunity to update.Thanks! :D
Is this still active? I cant find any current 2015 downloads for this, but it seems like there are new options.
First, cephalo, thanks for all your hard work in making this.
I'm putting together a matrix to show the resulting biome(s) for each combination of settings for rainfall, drainage, and temperature. However, preliminary testing shows that setting the slider for temperature % below scorching to 0 and noise control weight to 0 does not result in much or any scorching temperatures. The effect of this is that even with the temperature set to maximum, there are very little tropical biomes present in the world.
Is this a bug, intended behavior, or am I doing something wrong?
In real life dry broadleaf forests occur at a specific latitude so maybe it's distance from the poles?
If it's just tropical dry brdlf forests we're giving up, maybe it's worth having control of temperature.
I'd still like to be able to make a world close to 100% Shrubland though. ;)
Hey, I ain't Roger the Shrubber. :P
Using the same world in both Dwarf Fortress and Sim City 4, and the height map was taken from a random selena class planet in Space Engine.How did you pull the heightmap?Spoiler: Original Height Map (click to show/hide)Spoiler: DF Ingame (click to show/hide)Spoiler: DF Detailed Map (click to show/hide)Spoiler: Sim City 4 (click to show/hide)Spoiler: Space Engine Version (click to show/hide)
In order to get the heightmap in Space Engine, first you need to find a planet you want to export, then go to the menu and select editor. From that menu, click export planet, and you'll get a menu of ways to export. In the Layer section, check only the surface box. For the texture section, only check Elevation map. Finally, change the projection to Cubemap.Using the same world in both Dwarf Fortress and Sim City 4, and the height map was taken from a random selena class planet in Space Engine.How did you pull the heightmap?Spoiler: Original Height Map (click to show/hide)Spoiler: DF Ingame (click to show/hide)Spoiler: DF Detailed Map (click to show/hide)Spoiler: Sim City 4 (click to show/hide)Spoiler: Space Engine Version (click to show/hide)
Is this still under development?Depends on what you mean by under development.
Is there any way to align evil areas with savage areas? I was fiddling with a map, setting the eastern coast to be completely and utterly savage, expecting it to be evil.
Each time I tried to gen it however evil areas generated wherever. This resulted in much frustration until I realized savagery =/= evil.
So...do evil areas just gen wherever, or are they attracted to savage areas, and rng was just unlucky?
Is there any way to align evil areas with savage areas? I was fiddling with a map, setting the eastern coast to be completely and utterly savage, expecting it to be evil.Savagery refers to the strength of the animals in the area. A savage good biome will be called "Joyous Wilds," and is much more likely to include animal men, giant animals, and the dreaded unicorn.
Each time I tried to gen it however evil areas generated wherever. This resulted in much frustration until I realized savagery =/= evil.
So...do evil areas just gen wherever, or are they attracted to savage areas, and rng was just unlucky?
I'm trying to create worlds using bitmaps of specific places, can anyone tell me how the bitmap importer for Perfect World interprets colors on the bitmap file to elevation? I keep ending up with land masses where water should be. Included is a bitmap file I'm trying to import now. The middle section of southern sea keeps turning into an island for some reason.
I'm not sure if I'm the only one with this problem, but any tile with rainfall of >80-81 automatically gets defaulted to temperate biomes regardless if the temperature map is set to scorching.
No world_gen.txt file changes for the new version (42.01), so everything in PWDF should still work.
Is there a way to send perfectworld to a sort of fixes values when you are painting the map. I mean for example that the value 0.7 is always mountains or something like that.
wish wed had noise painting though, that would make placing elements accurately a breezeIs there a way to send perfectworld to a sort of fixes values when you are painting the map. I mean for example that the value 0.7 is always mountains or something like that.
I actually never included that kind of 'preset' painting level, like 'paint mountains' kind of thing. If you think about it, it wouldn't look very nice to have a large flat plateau and call it mountains. The game might call it mountains, and the erosion in DF might help the situation, but it wouldn't really be mountains rather than a large highland plain.
The strength of PWDF I think is that it gives you some tools to paint with natural looking noise. The paint brush should be used sparingly, for example if you want to sink or create an isthmus between continents. It's ok to get goofy with it, and create a big smiley face with mountains or whatever , but I didn't want to work real hard to provide a tool that's only useful for goofiness or creates weirdness that users might not recognize until they are actually playing on the world they made.
EIDT: Heheh, I guess I'm getting rusty as to how this app really works. Actually, because of the sliders, it would be impossible to make preset painting values! I forgot about that one, which is really the most important reason for not trying that. Even a value of 0.9+ is not guaranteed to be mountains, depending on where you put the slider.
Wait when did the temperature map break? I do remember it working at some point rather well.
Hi I have a question before I download this mod. is this compatible with the Latest Dwarf Fortress version (42.04)
What language did you write Perfect World DF in?
Note: This is a Windows Forms application and as such requires the Microsoft .NET framework version 4.0 to be installed on the machine. For Linux and Mac users addictgamer has come to the rescue with the following link for running .NET apps on Linux. I can't give alot of support on this however since I know absolutely nothing about either of those platforms. http://www.mono-project.com/Main_Page
I'm trying to create worlds using bitmaps of specific places, can anyone tell me how the bitmap importer for Perfect World interprets colors on the bitmap file to elevation? I keep ending up with land masses where water should be. Included is a bitmap file I'm trying to import now. The middle section of southern sea keeps turning into an island for some reason.The shadows are not a big problem for this and Gimp can do this, however if you want the areas with the highest peaks, it'll require a lot of work since the peaks are whiteish which is a lot more problematic than the shadows.
(http://www.jpl.nasa.gov/spaceimages/images/largesize/PIA17037_hires.jpg)
Actually , i didn't have trouble with bitmap import to Perfect Dwarf nor with colour. The importer transform the bitmap in elevation map the way i want. It's the world generator of DF that get me in trouble. The final result is always different from the elevation map in PFSo you have Perfectworld output. Have you saved it to the text file that has all the DF world-gen rulesets properly?
How do i use PF to generate a world with a large amount of flat embarks with medium to high level of soil?
I'd much rather have 100+ z levels, than a measly 45-60.
I'd much rather have 100+ z levels, than a measly 45-60.
Same. Indeed, if that is actually the case, this could be a deal-breaker for me.
I've been comparing some PerfectWorld generated maps versus some default world generation. It seems that the embark depth is often three or four times as little as it is on default worlds. Is there anything I can do to tweak this or make it so that PW maps have high embark depth? I'd much rather have 100+ z levels, than a measly 45-60.
I Have a question that I can seem to answer even with the manual and videos of people doing this.
I have created a world in DF that I really like and want to seed everything about it, however when I try to import this into PW none of the maps are saved and the biome map is blank.
When I try to generate a new map it creates a new one. Well I want the old one. How do I do this?
Everything starts with "Have pre set? No" I need it to say yes without creating brand new maps...
Ah, good to know that you're back! I was giving up hope on ever figuring this out.
Quick question regarding that issue with low layer amount. I am using the default world-gen and simply modifying it from there. Since I'm using the default, shouldn't the layer amount be the same as the regular map generation?
Please update the links in the OP to reflect the new location of Dwarf Fortress File Depot at http://dffd.bay12games.com/file.php?id=2354
Hey, not sure if there's some setting I'm missing, but how do I erase/reset the brush on savagery, or any tab for that matter. I accidentally added a giant glob of it where it was supposed to be benign, and now I can't get rid of it.The brush functions are the buggiest part of PWDF. There should be many levels of undo if you're in the same session, but if you really messed it up you might have to start over.
For example, in this image I have 10% below zero volcanism. This makes sense to me, 10% of the map will basically not be fit to host a volcano. 50% of the map is below the igneous extrusive threshold. 70% of the map is below the volcano threshold, if i'm reading this correctly, the remaining 30% of the map is eligible for volcano placement.
Imported a world gen with elevation map from an earlier region. On the elevation page, the sea and tree levels didn't adjust to the ones in world gen, and I couldn't just set the numbers so I had to tune the %s by hand.
The default smooth brush is still a little too defined to look natural, but I couldn't undo or erase. How about a feather radius setting? Smear and blur brushes? An option to permit noise to distort brush strokes could also help blend it in.
EDIT: The manual says exporting world_gen.txt would be enough to build according to parameters generated with PW. I didn't believe that would do that, and I was right. I confirmed the worldgen data in my df installation was updated, but the world generated wasn't any different from one I would have generated with the data I imported into PW.
Can someone help me out?
I'm trying to use the same word elevation/terrain map and only change the temperature and savagery maps but I can't import the elevation bitmap from DF legends view into PerfectWorld, it says the dimensions do not match.
Can we have an option to import bitmaps for things other than elevation? Would it be hard to implement?
ColorHelper.GetNormalizedValue greater than max.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.Exception: ColorHelper.GetNormalizedValue value greater than max
at PerfectWorldDF.ColorHelper.GetNormalizedValue(Double value, Double min, Double max)
at PerfectWorldDF.SavageryMap.DrawTile(Int32 x, Int32 y)
at PerfectWorldDF.SavageryMap.DrawEdit(Rectangle rect)
at PerfectWorldDF.Form1.picBoxSavMap_MouseMove(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseMove(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
PerfectWorldDF
Assembly Version: 1.9.5428.18035
Win32 Version: 1.9.5428.18035
CodeBase: file:///C:/Users/PRO/Desktop/Misc/Dwarf%20Fortress/0-43-05/PerfectWorld/PerfectWorldDF.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.Exception: ColorHelper.GetNormalizedValue value greater than max
at PerfectWorldDF.ColorHelper.GetNormalizedValue(Double value, Double min, Double max)
at PerfectWorldDF.TemperatureMap.DrawTile(Int32 x, Int32 y)
at PerfectWorldDF.TemperatureMap.DrawEdit(Rectangle rect)
at PerfectWorldDF.Form1.picBoxTempMap_MouseMove(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseMove(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
PerfectWorldDF
Assembly Version: 1.9.5428.18035
Win32 Version: 1.9.5428.18035
CodeBase: file:///C:/Users/PRO/Desktop/Misc/Dwarf%20Fortress/0-43-05/PerfectWorld/PerfectWorldDF.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1055.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I think I had a convincing rationale for not putting that in years ago, but I forgot what that was exactly... I have to say though, that all the other maps except savagery benefit from playing off the elevations. It gives a fictional reason for things to be as they are.Well, my sole reason to ask for that is because built-in painter tool in PW is very counter-intuitive to use. Also, the temperature map lacks the game's "north and south pole" analog.
Hey Cephalo, I saw that someone made a 'self portrait' using Perfect World and I'm pretty certain they uploaded the image into it. Is there a way to do that?
Hey Cephalo, I dunno if you are still around or maintaining this tool--
But i have an old map from 34.11 that reliably crashes perfect world. The worldgen file crashes the poor thing instantly.Spoiler: The worldgen file data (click to show/hide)
It reliably gives this output:Spoiler: crash info on console (click to show/hide)
The world file *IS* valid, and causes the crash. Yes, I am using the 34.11 worldgen.xml file.
It will never be possible.
No.It will never be possible.
Do you know of a Fanasty World Generator where, after establishing a height map and placing key sites, generation of roads and additional minor sites is possible?
Thanks,
Andy
hey has this been updated to the new version of DF yet?
Is there a database of 'interesting' Perfect World-generated mapsets somewhere?
Edit: Ok, so painting world tiles that specifically does not seem possible. On the Rainfall Map, I am trying to get more Shrubland and Savanna. Should I be looking at the Grassland Threshold, or maybe something between that and Desert?
I did look through the manual on this, but couldn't find anything: Is it possible to change the Alignment of a given world tile or biome? There is a forest I'd like to change from Calm (Neutral) to Joyous (Good).
Still seems to work fine with the current version