Bay 12 Games Forum

Dwarf Fortress => DF Modding => Utilities and 3rd Party Applications => Topic started by: cephalo on May 15, 2010, 05:46:35 pm

Title: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on May 15, 2010, 05:46:35 pm
Welcome!

PerfectWorldDF (http://dffd.bay12games.com/file.php?id=2354) is a graphical world designing tool for Dwarf Fortress. It allows you to modify your world_gen.txt file in a way that gives you a great deal of control of how worlds are generated. Normally, in order to generate an acceptable fantasy world, Dwarf Fortress generates maps randomly and rejects maps that don’t fulfill certain criteria specified in the world_gen.txt file. Using PerfectWorldDF, you can directly control much of this process and decide for yourself if this is the world you want to play with. There is an html manual incuded in the file to help get you started.

Any of you who frequent Civfanatics.com might have seen my map scripts (http://forums.civfanatics.com/showthread.php?t=310891) for Civilization IV, Civilization IV: Colonization and some of the various mods like Fall from Heaven 2. I had a lot of technology sitting around, and as a huge Dwarf Fortress fan I decided to put some of it to use here as an expression of my fandom. The world_gen.txt file thankfully exposes direct map data that can be manipulated by an external map generator, and this allows a great deal of flexibility for map generation. Once you have something in PW that you like, you can export the map to the world_gen.txt file, start up Dwarf Fortress and watch your world come to life! Personally, I have had a lot of fun just generating maps and reading the legends and watching empires rise and fall during the world gen process. It’s another way to enjoy Dwarf Fortress.

You will also need this:

WorldGen.xml file for 40.09 thru 44.05:

Download here. (http://dffd.bay12games.com/file.php?id=9672) Put this file in the same directory with PerfectWorldDF.

WorldGen.xml file for older versions of DF:
Spoiler (click to show/hide)

Known issue: Using PerfectWorldDF to generate DF's temperature maps is a bit mysterious. Setting the 'Poles' parameter to 'None' causes many biomes to not be created. It might be better for now to use DF's default temperature map generation.


Here are the screenshots:
Spoiler (click to show/hide)

Here is a diverse bunch of small worlds(65x65) I generated.
Spoiler (click to show/hide)

Here is a map with some of the new features from v1.1. This is the River Hungertribes the Cakes of Time uh... Valley.
Spoiler (click to show/hide)

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

If you find any bugs please report them on this thread so I can fix them in the next release.

Version History:
1.9 - Fixed the lack of a scroll bar on the temperature map tab.
 
1.8 - Finally added the temperature map (http://www.bay12forums.com/smf/index.php?topic=57428.msg5652145#msg5652145)! Thanks to ToadyOne for giving us the option to control the poles!

1.7 - Now supports text based world gen tags. Increased the precision of the volcano slider to allow for easier placement of volcanoes on the volcanism map.

1.6 - Fixed a bug with the XML error checker so that badly formed XML won't just crash without a detailed message.

1.5 - Created an XML scheme so that users can add any worldgen tags that come up in future releases of DF.

1.4 - Cleaned up the disaster that was 1.3 by merging features from 1.2 and 1.3. Tweaked the colors on the 'zero volcanism' setting to make it more obvious.
 
1.3 - Added some new world gen parameters that were created in 31.14. Improved the feedback on the world gen export functions. I also undid my changes from 1.2 accidently, so get ready for 1.4.

1.2 - Added a slider for the level of zero volcanism. Improved mountain borders.

1.1 - Added the ability to import greyscale bitmaps to the elevation map. Added a third state to the coast buttons that will create a mountain border. Added support for non-square maps. Added the ability to click and drag any noisemap to adjust the position of it's features.

1.0 - Fixed a crash on the Biome screen. Fixed scrollbars for users with small screens. Fixed spelling of 'orographic' in world_gen export. Fixed export of CAVERN_LAYER_OPENESS_MAX tag. Fixed previous angle box setting not being restored.

0.99 - first launch! Oh no! It will be terrible and everyone will hate me!  :-[
Title: Re: PerfectWorldDF world creator utility
Post by: derigo on May 15, 2010, 05:53:08 pm
Oooooh, shiny!
Title: Re: PerfectWorldDF world creator utility
Post by: Lokii on May 15, 2010, 06:00:24 pm
This means I can finally make my all evil glacier world, right?

Awesome. Thanks for making this :D
Title: Re: PerfectWorldDF world creator utility
Post by: Askot Bokbondeler on May 15, 2010, 06:04:56 pm
this made me a happier person
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 15, 2010, 06:09:37 pm
This means I can finally make my all evil glacier world, right?

Awesome. Thanks for making this :D

Weeeelll actually no. The temperature map is impossible to control so I left that one out, and good and evil is decided inside of DF, but you can do lots of other stuff.
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on May 15, 2010, 06:38:47 pm
I have nothing to post but my gratitude. This is a really cool utility.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on May 15, 2010, 08:17:10 pm
This is quite the fun utility, really takes a lot of the guesswork out of world generation, and now I can create a properly chaotic world without having to reject or delete all the ones that aren't chaotic enough!

Also, I absolutely loved your Civ IV scripts.  They made for some quite realistic, yet non-earth maps, unlike most of the fractal-looking continents I'd end up with when using the other scripts.  (all the extra time it took to generate the maps was worth it)
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 15, 2010, 09:09:10 pm
All I've got to say is... I love you.

I tried it out and after getting a grasp of how it works, I genned the EXACT location I've been wanting to play on. So yeah.

This is an amazing utility. I'll include it on my guide so I never lose the page.
Title: Re: PerfectWorldDF world creator utility
Post by: Vector_Matt on May 15, 2010, 09:18:30 pm
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.
And of course my windows drive would die just a few days before this was released.  ::)

Neat looking app though. Hopefully I'll be able to borrow one of my siblings' computers for a bit to try it.

Any reason you're calling v0.99 instead of v1?
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 15, 2010, 09:20:16 pm
v0.99 because people start complaining about bugs in a v1.0 release? =-P It looks cooler too.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 15, 2010, 09:57:58 pm
0.99 because on a first release when I'm the only one who's given it a runthrough, there's got to be some major problem that I didn't see. I gotta have a certain amount of feedback to earn the 1.0.

Is the manual working? No broken links? I had some trouble with some accidental absolute references but I think I fixed them.
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 15, 2010, 10:54:51 pm
I didn't see anything wrong with, everything has worked so far. Only crash I've experienced was click on the map in the biome tab.
Title: Re: PerfectWorldDF world creator utility
Post by: addictgamer on May 16, 2010, 01:03:07 am
Do not fear, linux users!

http://www.linux.com/archive/feed/53582

PerfectWorldDf is an awesome program!



Edit: Found a bug?
On the "Elevation Map" page, "Fill in oceans smaller than:" covers part of the value box.
Title: Re: PerfectWorldDF world creator utility
Post by: Acanthus117 on May 16, 2010, 01:06:56 am
WOAHHHH
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 01:15:21 am

Edit: Found a bug?
On the "Elevation Map" page, "Fill in oceans smaller than:" covers part of the value box.

Hmm, quick question. Does your Elevation Map tab look really different than the one in the screenshot on this post?
Title: Re: PerfectWorldDF world creator utility
Post by: addictgamer on May 16, 2010, 01:18:13 am
No, the only difference is that "bug".
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 11:27:26 am
No, the only difference is that "bug".

Is that the only case of this happening? Very strange. Are you using a different font somehow?
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 16, 2010, 11:37:34 am
Cephalo! I am so happy to see you here! I am Deon on civfanatics and I adore all your work :P. Good job matey!


P.S. Everyone should go to the DFFD page and vote A+ on this to make it appear in the top utilities.
Also I will go ahead and ask profit to add it to mods/utilities list! Yahoo :).
Title: Re: PerfectWorldDF world creator utility
Post by: ratskeller on May 16, 2010, 12:13:43 pm
Can one place rivers with this utility? I find it infuriating trying to search for a good major river site. This could really help.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 12:18:40 pm
Can one place rivers with this utility? I find it infuriating trying to search for a good major river site. This could really help.

No access to rivers just yet. However, if you made a world with lot and lots of land the watersheds should end up with some major rivers somewhere. I've seen quite a few in the time I've been playing with this utility.
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 16, 2010, 01:01:56 pm
I've found an error. You have [ORTHOGRAPHIC_***] saved which should be [OROGRAPHIC_***]
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 02:28:04 pm
I've found an error. You have [ORTHOGRAPHIC_***] saved which should be [OROGRAPHIC_***]

Hahaha, good find. I struggled mightily with the spelling of that word. Thanks Deon. Fortunately I don't think it affects much when you use a pre-set rain map.
Title: Re: PerfectWorldDF world creator utility
Post by: addictgamer on May 16, 2010, 02:30:09 pm
Turns out that bug is just my gfx card fooling around.

Again, I have to say, awesome tool.
I have the perfect world :D
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on May 16, 2010, 02:32:54 pm
Why is it the temp maps are impossible to control? In the draw-a-map function in DF we can control tempearture too...  ???
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 16, 2010, 02:46:54 pm
I just wanted to say HURRAY because I was able to generate the map for Wasteland mod.

(http://i41.tinypic.com/2wpup9s.png)

As you see, it has a desert world AND a swamp. It's something which is impossible to achieve unless you draw it by hand, and in-game mechanism is too clunky :). This tool is really great.

Now I will have to make USA and Europe maps.
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on May 16, 2010, 02:50:20 pm
That circle of swampyness on the lower left looks beautiful. Was it an ocean you told the genarator to chomp off?

An analogue tool for removing landmasses smaller than X size would be welcome considering how procedural noise often spawns tiny islands, and we all know in DF islands are pretty much pointless.
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 16, 2010, 03:00:39 pm
No, I drew everything by hand. I just drew 3 mountain ranges, then made area between them to have low rain and max drainage which formed deserts, then I've added some rain and lowered drainage along coasts to add patches of grassland and forests, then I took a huge brush and put max rain and min drainage in that part where there's swamp. I needed it because my next update features swamp creatures :P.

I think of that place like of a place where "G.E.C.K. has gone wrong", so the irrigation/greening project went out of hand and the terraforming modules turned the area into swamps which were quickly populated by angry mutants :).
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 03:21:02 pm
Why is it the temp maps are impossible to control? In the draw-a-map function in DF we can control tempearture too...  ???

The temperature map tends to get pretty much overwritten by the gradient that causes a north or south pole. If I could control the pole or not use a pole I could do alot of fun stuff with temperature. I didn't want to spend a big chunk of time on something that would be entirely unpredictiable anyways. If I ever get a way to turn off the temperature gradient I will add a tab for temperature.
Title: Re: PerfectWorldDF world creator utility
Post by: Bishop36 on May 16, 2010, 04:46:15 pm
This is awesome, I can't imagine making a random world ever again!
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 16, 2010, 04:48:42 pm
Posting in a legendary thread.
Title: Re: PerfectWorldDF world creator utility
Post by: Dagoth Urist on May 16, 2010, 05:13:15 pm
This is awesome, and this is legendary! I'm so happy that I have something to contribute to this thread! :P Here's the question: This program goes hand in hand with the worldgen, so to speak. Could it be expanded to civilization also? Could it, with sufficient tinkering, be capable of placing human towns and goblin fortresses on the map? Or goblin towns and human fortresses? What would be its limitations? In hindsight, maybe I should try the actual utility before asking, but still... :D Kudos, regardless! This is ground-breaking progress!
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 16, 2010, 05:16:40 pm
All this program does is already possible in DF, but with much more difficult interface. Here you see everything on tabs with easy-to-read interface and ability to easily paint stuff with a pre-defined brush. So no, no town/civ placement.

This may look like a totally new achievement because peopel were not aware of that functionality or couldn't use it.

This program makes it much easier, also it has some really good smoothing/generation algorythms and is awesome overall. Come on, it's Cephalo's work :).
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 16, 2010, 06:17:00 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 06:32:19 pm
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.

Arg. They are supposed to be scrollable, but occasionally they seem to lose that ability when I add new controls etc. Sorry about that, I'll will pay more attention to that in the next build.
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 16, 2010, 06:34:12 pm
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
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 07:01:18 pm
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

If it is just the button you are missing, you might be able to tab down to it blindly.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 16, 2010, 10:54:43 pm
I found quite a few more bugs today that I fixed for 1.0. I'll try to release that tommorow. One in particular that may be a problem is that the CAVERN_LAYER_OPENESS_MAX tag is not writing. I assume it then stays at some default value, which might mess up your caverns.
Title: Re: PerfectWorldDF world creator utility
Post by: mnjiman on May 17, 2010, 03:39:36 am
You are my hero. H E R O.
Title: Re: PerfectWorldDF world creator utility
Post by: Dorten on May 17, 2010, 06:07:54 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: DasGuntLord01 on May 17, 2010, 06:08:38 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Vertigon on May 17, 2010, 06:17:54 am
I haven't downloaded it yet (I'm on the wrong computer) but will it allow me to cover a world in volcanoes?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 08:24:17 am
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.

That means that you do not have .NET 3.5. I believe you can fix that with Windows Update.

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.

Are you sure about that? Did the ocean get filled in because it was too small? Remember that savagery is not evil. Good/Evil regions are set by a different mechanic.

I haven't downloaded it yet (I'm on the wrong computer) but will it allow me to cover a world in volcanoes?

Yes you can! Actually I think there is a limit of 200.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 10:11:22 am
Ok, 1.0 is posted! Now that I've had some feedback and fixed a few bugs, we've earned the 1.  :)
Title: Re: PerfectWorldDF world creator utility
Post by: Nonsapient on May 17, 2010, 11:16:14 am
I REALLLY want this workable in Linux.
Title: Re: PerfectWorldDF world creator utility
Post by: addictgamer on May 17, 2010, 01:46:18 pm
Cephalo, post that link I posted earlier in the first post.

It lets this program run in linux.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 02:11:25 pm
Cephalo, post that link I posted earlier in the first post.

It lets this program run in linux.

Ok got it. Thanks again for that link. Can anyone confirm that this works?
Title: Re: PerfectWorldDF world creator utility
Post by: Mephansteras on May 17, 2010, 02:20:49 pm
Sounds like a good tool. I'll have to play around with it.
Title: Re: PerfectWorldDF world creator utility
Post by: JusticeRings on May 17, 2010, 02:49:50 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on May 17, 2010, 03:28:19 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 03:43:52 pm
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.

You can adjust the altitude where volcanos are most common with the cusp sliders, and also you can add noise, or even reduce the cusp map weight to zero and just use noise. Or as mentioned you can just paint.

EDIT: Also, volcanoes do tend to push up land and create mountains in the recent versions of DF. So while you can have isolated volcanoes, I'm not sure you can just have the fort map be flat like it used to be.
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 17, 2010, 05:05:10 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 05:16:07 pm
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.

No you can't paint those unfortunately. Good and Evil is decided by region. The usual controls in the world gen file work pretty well though. Set the medium region count to a really high number and you'll have lot's of evil everywhere. The large regions are harder to control and often end up in an ocean.

Is the new scrolling functionality working on your netbook screen now?
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 17, 2010, 05:17:58 pm
It's perfect, thank you!
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 17, 2010, 05:18:24 pm
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...

Anyways!

I have a 100 z-level cliff that's as shear and symmetrical as they get. I have a total of 279 zlevels to play with. (100 zlevel shear rock face, 30 zlevels of air and 149 z-levels below ground level.)

I'm working on a megaproject and now I've run into the problem of... no visualizer program. I want to see the whole map not that isometric one.

But yeah, thanks for the utility and almost completely my dream fortress.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 06:50:09 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on May 17, 2010, 06:58:59 pm
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.

I beleive I've seen some waterfalls in adventure mode that didin't happen when rivers met. But I may be wrong.
Title: Re: PerfectWorldDF world creator utility
Post by: Mephansteras on May 17, 2010, 07:00:26 pm
I know you can get brooks/streams with waterfalls going from high mountain areas to lower regions. I've had a few fortresses built in those areas.
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 17, 2010, 07:00:38 pm
I have had rivers coming from mountains, but they go to normal level in either the same tile or the one next to it normally.

The way I use to do it was editing some tiles to be aquifers so they make continuous water.

But as far as I can tell with this new version, I'm going to have to pump water ALLLLLLLL the way from some underground cavern level allllllll the way up 120+ zlevels at the moment.
Title: Re: PerfectWorldDF world creator utility
Post by: ronnyfire on May 17, 2010, 07:46:09 pm
This is a wonderful thing you have made! lot of fun to play with and come up with anything from crazy worlds to ones that look realistic :P

Thank you for all the work you put into this! =]
Title: Re: PerfectWorldDF world creator utility
Post by: JusticeRings on May 17, 2010, 07:57:22 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Askot Bokbondeler on May 17, 2010, 08:02:48 pm
zip the save file, upload it at dffd
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 09:49:22 pm
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.

Any map set you make can be saved as a *.pwset file in the app. They're kinda big, but they might compress well.
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 17, 2010, 10:36:40 pm
Yep, at first I missed that part too. You can save all the brush manipulations in a separate file and save it happily :P.
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 17, 2010, 11:10:18 pm
Idea for a future update: a reset presents option to go back to the default settings everything is set to.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 17, 2010, 11:17:47 pm
Idea for a future update: a reset presents option to go back to the default settings everything is set to.

Actually, you can do that by deleting the PWDF.pwconfig file in your save directory. Everything will go back to how it's set up for the quick start guide. That's the file where the control settings are saved. When you close the program, it will create a new one to save your newest settings.
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 17, 2010, 11:19:29 pm
Oh, cool.

Danka :]
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 18, 2010, 08:06:28 pm
I just posted some screenshots of 5 worlds I generated to give some ideas of what's possible.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on May 20, 2010, 12:07:42 am
This is a absolutely fantastic utility, thank you!

(http://i481.photobucket.com/albums/rr172/nil2008/chainworld.jpg)

Requests for future updates: an eraser, non-square map support
Title: Re: PerfectWorldDF world creator utility
Post by: Bandages on May 20, 2010, 12:12:04 am
This is a absolutely fantastic utility, thank you!

Requests for future updates: an eraser, non-square map support

I think if you set the brush settings to 0, it erases. Not 100% sure, though.
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 20, 2010, 03:26:12 am
@nil... I don't see how "non-square" would work in dwarf fortress... the games core is squares...

........

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.
Title: Re: PerfectWorldDF world creator utility
Post by: lordnincompoop on May 20, 2010, 05:36:55 am
Truly amazing. Great job!  :)
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 20, 2010, 08:13:10 am
This is a absolutely fantastic utility, thank you!

Requests for future updates: an eraser, non-square map support

I only found out yesterday that non-square maps were possible, from this thread actually..
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.

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 still haven't determined what happens beneath the suface with this generator. The first version(0.99) had a bug that prevented it from writing the CAVERN_LAYER_OPENNESS_MAX tag, so make sure you use version 1.0.
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 20, 2010, 10:06:05 am
This is really what I need for Wasteland mod :D.

(http://i46.tinypic.com/2rm2hd2.png)
Title: Re: PerfectWorldDF world creator utility
Post by: nil on May 20, 2010, 10:33:57 am
I only found out yesterday that non-square maps were possible, from this thread actually..
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.
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:
Spoiler (click to show/hide)

Quote
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 20, 2010, 11:07:28 am
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.

I see what you mean now. Painting zero will destroy the generated portion of the map as well. Noted.
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 20, 2010, 04:02:17 pm
Well, I managed to get down to the third layer and everything looked fine. I even had all 3 layers with water. I also discovered... a deep pit? in the first layer, I think it just goes down a ways and then stops.

I haven't hit magma yet or other stuff. I found adamantine though. So it's just a matter of time.

I would like to point out, that I did check all the settings over in the game, just in case y'know.

So far so good.
Title: Re: PerfectWorldDF world creator utility
Post by: Fieari on May 20, 2010, 10:02:23 pm
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!
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 20, 2010, 10:25:44 pm
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 :).
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 20, 2010, 11:22:24 pm
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!

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.

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 :).


For precise control of those numbers, you can tap the arrow keys to adjust the value on those.
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on May 20, 2010, 11:39:53 pm
Whoa. Where did this wonderful thing come from!?!?
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on May 21, 2010, 03:17:12 am
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.

(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.
Title: Re: PerfectWorldDF world creator utility
Post by: Petr Ga on May 21, 2010, 05:50:54 am
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?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 21, 2010, 08:17:20 am
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?

This app for now is only intended to work from the main world_gen.txt file. The one in the init folder. It checks validity by looking for the tag [WORLD_GEN] at the beginning of the file, while the world gen files that are exported from a map have a comment at the beginning that breaks that.

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 might be able to do something like that. I might want some interpolation routines anyway in order to smooth out the 255 color greyscale images. I already have some functions in my Perlin noise class that might help. What I might do is the same kind of cubic interpolation for a 255 color map or for a 5 color map. Count up the different greys, and interpolate the in betweens. Actually, I'm not sure I want to do it this way. It's going to take some experimentation.

I will need an extra weighted input channel on each map type that represents the imported maps, so you could mix in some noise or whatever. I'll have to come up with an interface for the import options.
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on May 21, 2010, 10:03:35 am
Yep, nobody uses all 0-400. Some mediocre values (0, 20, 40 etc.) with some smoothing between them would be good enough, actually they would be all we need.
Title: Re: PerfectWorldDF world creator utility
Post by: C4lv1n on May 21, 2010, 01:29:08 pm
Jesus Christ! This is kick ass^144!
Title: Re: PerfectWorldDF world creator utility
Post by: Cult of the Raven on May 21, 2010, 03:26:49 pm
yay!! this is just what I was looking for to create a more organic-looking map for my homebrew DnD world. Now I just need to somehow get mixed-race forts and I can simulate the mining villages.

awesome!
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 21, 2010, 03:41:46 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: Mir on May 21, 2010, 04:32:37 pm
Continue keeping it at 257 all the time, and just put a thin line overlay that shows the user which portion will get exported.
And/or add an option to allow a black overlay that hides all of the stuff that's going to get truncated on export, if having that extra stuff there bothers people.



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?
Title: Re: PerfectWorldDF world creator utility
Post by: nil on May 21, 2010, 05:01:14 pm
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?
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)?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 21, 2010, 05:48:57 pm
I think that what I'm going to do is keep the DF map dimensions independant of the PW map dimensions. The DF maps will have their height and width, and the PW maps will have a ratio that can be set with a menu option. If your map aspect ratios don't match, the consequence will be that the result will be stretched or squished. Not a big deal. I can even present a warning in that case to prevent it if it's not intended.
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on May 24, 2010, 04:33:12 pm
Bump of awesomeness.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 25, 2010, 10:20:18 am
I've been dreaming up some new features and I'm hoping to have an update this week. So far I have non-square maps working, and though I coded things originally with that possibilty in mind, I still made alot of inconvenient shortcuts that were only possible with a square map, so there's still some polishing needing to be done so that changing the map aspect doesn't make controls go out of sync etc.

I also changed the coast control buttons to a three state button that can do coast, nothing, or mountain. The mountain border is working out alot better than I had hoped, and has some really cool advantages for regional type maps. Fictionally, it helps explain why people don't just step one tile off the map when there's clearly land there that could be useful for settling. It also helps in corraling the rivers together so they can't just escape off the map edge. That leads to some very nice river networks complete with major rivers and sometimes junctions of major rivers! In my opinion every DF world should at least have the possiblity of a Three-Gorges Dam type project causing some major environmental damage. The mountain borders do all this while looking perfectly natural.

I'm still trying to figure out a nice way to import bitmaps in a way that won't complicate the interface too much. I don't want to have to make a bigger screen because I know that some of you are already using screens that are too small to fit what's there already. For now, I'm going to allow importing greyscale bitmaps as another input field for the elevation map, and there will be an optional square filter to smooth it out so you can paint contours with wide brushes. Then you can mix the field in with the noise etc.

Another thing I would like to do for the noise fields is to grab and move them a bit. Often the noise you get is exactly what you want but not exactly in the right place. Dragging them around to offset their position would be very useful.

Hopefully I can have this all done this week or maybe the next depending on how busy I am with life.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on May 25, 2010, 11:34:09 am
Awesome, I've been painting mountains on the edges of most of my maps to being able to create them with a click of a button will totally own.  Gonna make the biggest waterfall ever when the next version comes out.
Title: Re: PerfectWorldDF world creator utility
Post by: Mephansteras on May 25, 2010, 11:56:14 am
Very cool. Looking forward to playing with the new version!
Title: Re: PerfectWorldDF world creator utility
Post by: Acanthus117 on May 25, 2010, 12:17:25 pm
Yay! :D
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on May 25, 2010, 01:09:37 pm
Fantastic, I'll be waiting for the update with anticipation.
Title: Re: PerfectWorldDF world creator utility
Post by: FACM on May 25, 2010, 10:18:11 pm
I would like to add my voice to the chorus of praise for this. I wish that I could do something this cool in my spare time.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 26, 2010, 07:44:47 pm
Ok, version 1.1 is up.

You may now import greyscale bitmaps to the elevation map and filter them smooth if desired. Non-square maps are possible now. The coast buttons can create mountain borders now. The noise maps can be dragged into a specific position, keep in mind this operation is kinda slow and can be somewhat unresponsive in a real-time sense. If you simply grab a feature and move it to where you want it, that's where it will end up, in a couple of seconds...

Let me know if you find any crash bugs or stuff not working.
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 26, 2010, 07:53:17 pm
I still have yet to be able to make the 100 z-level cliff have a water fall... it's taking a long time....
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on May 26, 2010, 07:53:56 pm
Guess I'll try and play with some of the stuff in the 1.1 version.
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on May 26, 2010, 10:49:13 pm
I really can't wait for temperature... especially if I can get flat temp gradients.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 27, 2010, 08:24:56 am
I really can't wait for temperature... especially if I can get flat temp gradients.

There's alot that could be done with that. You could even do some geostrophic climate patterns, an equator even. Altitude based temperature would look very nice also.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on May 27, 2010, 10:25:54 am
So is someone else going to make Middle-Earth or should I?

Well, folks, Here's my attempt

Spoiler (click to show/hide)

EDIT:  By pure coincidence, my outpost in the Iron Hills happens to be full of Iron!
Title: Re: PerfectWorldDF world creator utility
Post by: nil on May 27, 2010, 01:53:39 pm
they cut down mirkwood!

other than mordor looking a little too verdant that's awesome, too bad you can put the civs in the right spot..
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on May 27, 2010, 02:31:29 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 27, 2010, 02:35:39 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on May 27, 2010, 02:36:40 pm
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.

ANOTHER SIMTROPOLITE?! :D
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on May 27, 2010, 02:38:17 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 27, 2010, 02:40:31 pm
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.

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.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on May 27, 2010, 02:41:40 pm
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.

Gotcha.  Also, I'll try and make Mordor more of a desert.  It's too bad I can't paint good and evil.

EDIT: Oh crap!  The Lonely Mountain, one of the most Dwarfly places in Middle-Earth, is missing on this map!  I can't even put it in the right place, there's a river in the way.  I'll have to put it further north.
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on May 27, 2010, 03:36:05 pm
So is someone else going to make Middle-Earth or should I?

I was going to back in 40d but I couldn't get the heightmap looking right nor find a decent one through google. It's great someone has finally done this. I still might have a go myself in the future.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on May 27, 2010, 07:04:19 pm
I've refined it a bit.  It's still got some big circular marks where I adjusted some heights with the built in brush, but most of it seems to have turned out fine.

Still need to gen it until north is cold and south is hot, but that's not too huge of an inconvenience, right?

The World
Spoiler (click to show/hide)

The Bitmap
Spoiler (click to show/hide)

and if anyone requests it, I'll upload my save from perfectworld
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on May 27, 2010, 08:38:47 pm
It's looking really good. I would appreciate the save. Oh and the image you uploaded has been converted to .jpg.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on May 27, 2010, 08:46:41 pm
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.

Here's my PerfectWorld save (on megaupload): http://www.megaupload.com/?d=DP46ZQL1
Title: Re: PerfectWorldDF world creator utility
Post by: peterix on May 28, 2010, 05:18:14 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: gavento on May 29, 2010, 11:56:39 pm
Wonderful tool! Thank you!

In case somebody still cares, I got PerfectWorldDF 1.1 running under Linux on my laptop (Thinkpad X41, Ubuntu 10.4)
with the simple command "mono PerfectWorldDF.exe".
Required Ubuntu packages are mono-runtime (possibly with other mono CIL libraries, mono-complete installs them all if you do not mind the size) and libmono-winforms2.0-cil (not installed by mono-complete).

The program reacts bit slowly to most edits/adjustments, but I blame it on my PC being only 1.6 GHz.
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on May 30, 2010, 12:34:22 am
I demand temperature control or a full refund!
Title: Re: PerfectWorldDF world creator utility
Post by: LordMelvin on June 02, 2010, 08:21:16 am
Wow! Awesome!

except....

Dangit! Now I have to go dig out Civ IV to see how your maps worked on that one... grrrrr...
Title: Re: PerfectWorldDF world creator utility
Post by: Maxxeh on June 02, 2010, 08:48:55 am
is it possible to reverse engineer the process? world to heightmap? I'm a 3D designer, and having an extremely indepth heightmap from my world would be amazing!
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on June 02, 2010, 09:49:48 am
DF allows you to export that in legends mode. I made a thread for one of the worlds I exported, I'll look around for a link somewhere...
Title: Re: PerfectWorldDF world creator utility
Post by: ChokingVictim on June 02, 2010, 01:47:55 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on June 02, 2010, 02:21:13 pm
Huh? You open up Dwarf Fortress and then go to legends mode. There's a whole list of map export options.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 02, 2010, 03:33:32 pm
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?

When you say 'export' you mean the world_gen.txt file correct? If DF has the file open it might not let you write to that file. Also, make sure you actually import the world_gen.txt file first, then select or create a param set, then check the boxes, then export.

EDIT: Yeah, if you try to export before importing, then you'll get a bogus message about the file being in use that really just means that the file could not be saved. In this case it's really because there is no file yet. First you have to import the world_gen.txt file.
Title: Re: PerfectWorldDF world creator utility
Post by: Maxxeh on June 03, 2010, 05:50:29 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on June 03, 2010, 09:51:28 am
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.

Do you have any idea how large that image would be?
Title: Re: PerfectWorldDF world creator utility
Post by: ChokingVictim on June 03, 2010, 11:11:04 am
I got my Middle Earth map up and running!  Wow thanks a lot guys I'm very ecstatic toplay htis.  Now if only we could get a tolkein conversion mod going to compliment the map... :D
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on June 03, 2010, 12:40:52 pm
we already have dwarves, elves, men, and goblins.

glad to see someone enjoying my work on cephalo's work  :D
Title: Re: PerfectWorldDF world creator utility
Post by: Maxxeh on June 03, 2010, 01:49:11 pm
I know how large it would be, yeah :)

But it doesn't mean it's not possible.  A sequence of images would be easier, and more failsafe.  Then you can stitch together whichever images you want at the end..

or if there was some way to properly reverse the process, you could have an outside program to designate an area on the map to export.. that'd be perfect!

just dreams, that all  :) 
Title: Re: PerfectWorldDF world creator utility
Post by: Morrigi on June 10, 2010, 08:16:12 pm
Bump? <.<
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on June 10, 2010, 11:27:11 pm
"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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 11, 2010, 07:43:38 am
"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.
Title: Re: PerfectWorldDF world creator utility
Post by: Meanmelter on June 15, 2010, 03:57:18 pm
Now I can freeze the world and shove all the civilizations in a small area!
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on June 15, 2010, 06:05:09 pm
"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.

Quote
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 guess he isn't really against utilities, but just against a certain troll who did some problematic things around the forums, drop toady a PM maybe and he might squeeze some adjustments to the temperature stuff if it is not overly complex on the next update maybe, who knows...
Title: Re: PerfectWorldDF world creator utility
Post by: Shaostoul on June 15, 2010, 06:13:05 pm
Well, I wanted to respond to the whole utilities and clone thing. However the thread being closed, it'd probably just be best to drop it.

I respect Toady and his work. How one could try to talk down to someone who's done so much, I have no idea. Then again the evil in the world will always be impressive.

Anyways, keep up the good work on the utility.
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on June 16, 2010, 01:02:44 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 16, 2010, 10:37:34 am
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.

Yeah, but then it's meaningless. If the polar gradient were predictible, one might be able to compensate for it, but as it is, you never know if you'll have a north pole or a south pole. If you want some place on your map to be really cold, you don't even know if it will turn out like that. It could be one of the warmest places on the map!

The game already provides the addition of noise and also some altitude correction. I don't know what functions I can add that would act in a predictable way.
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on June 16, 2010, 10:47:39 am
Well, if we estimate the gradient, then you just add the opposite gradient on top of the painted map. For instance, if the north pole has +100 degrees, and the south pole is at -100 degrees, then subtract 100 from the painted value of the north pole and add 100 to the south. Of course, half the time the gradients will add to one another rather than counteract, but if you just re-generate the world until it looks right, it could work. It is, admittedly, a half-measure.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on June 16, 2010, 12:50:03 pm
Alternatively, I'm happy to regen a map until I get the polar placement I want; already do this for things like evil/good biomes.
Title: Re: PerfectWorldDF world creator utility
Post by: madk on June 16, 2010, 02:26:06 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on June 16, 2010, 02:34:28 pm
You need to import an existing world_gen file.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 16, 2010, 03:24:57 pm
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?

This is something I will need to clarify in the future. The idea is that you first import a world_gen file, alter it and then export. The error message is highly misleading.
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on June 16, 2010, 03:52:34 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 16, 2010, 05:00:32 pm
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.

That's strange. Can I bother you for a screenshot? Are you using a small screen by chance?
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on June 16, 2010, 05:46:17 pm
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
Title: Re: PerfectWorldDF world creator utility
Post by: ClaidheamhMor16 on June 16, 2010, 10:26:43 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 16, 2010, 10:59:05 pm
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.

Did you read the manual that comes with the zip file?


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

Hmm, It looks like your screen is very low resolution. Not quite big enough for the whole window's default size. What happens when you minimize and then maximize?
Title: Re: PerfectWorldDF world creator utility
Post by: ClaidheamhMor16 on June 16, 2010, 10:59:30 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on June 17, 2010, 01:55:02 am

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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 17, 2010, 08:56:30 am
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.

You shouldn't be getting any rejections really. PW turns off all the rejection criteria by default for each map that you use. One thing that might be a problem is that if you need a playable civ(Yeah, we need that lol), and you have too many caves, the monsters in those caves can easily kill off every civilization in the first few years. If your world is going through the history super fast, that's usually why.

You can turn on the option in the d_init.txt file for world rejection logging, so we can see why this has happened.
[LOG_MAP_REJECTS:YES]


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'm trying to figure out why the info is not fitting on your screen. Are you using large fonts? On my screen, the window takes up about a third of the screen at 1280x1024 resolution. The screenshot appears to be your whole screen, and there is too much info to fit. Is that assumption correct?

Somebody earlier had some problems with a small netbook screen not having scrollbars, but I thought I had fixed that so that everything was scrollable.
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on June 17, 2010, 09:33:36 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 17, 2010, 09:47:49 am
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.

Try this: with your window in non-maximized state, right-click on the title bar and select 'Move' from the menu. Then use your arrow keys to move the window up and left until you can grab the corner. I'm hoping that by resizing from the corner that some scrollbars will appear. This is a strange, annoying problem. Sorry about that!

I wonder what condition is different on your computer. I tried changing my resolution to 800x600, which is too small to fit the window, but as soon I open the app I get scrollbars.
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on June 17, 2010, 01:39:04 pm
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.


Also, I have no idea what the difference is, sadly.
Title: Re: PerfectWorldDF world creator utility
Post by: ClaidheamhMor16 on June 17, 2010, 02:33:22 pm
I modified the cave numbers to 10 and 10.
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*
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 17, 2010, 03:41:33 pm
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.


Also, I have no idea what the difference is, sadly.
Try the same thing but with the 'Size' menu option. That should shrink the window so you can expose the bottom.

I modified the cave numbers to 10 and 10.
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*
Are you logging the world gen rejects? What does the log say?
Title: Re: PerfectWorldDF world creator utility
Post by: ClaidheamhMor16 on June 17, 2010, 03:45:50 pm
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.


Also, I have no idea what the difference is, sadly.
Try the same thing but with the 'Size' menu option. That should shrink the window so you can expose the bottom.

I modified the cave numbers to 10 and 10.
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*
Are you logging the world gen rejects? What does the log say?


No and I gave up. I'm obviously to stupid your tool.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 17, 2010, 04:07:37 pm
No and I gave up. I'm obviously to stupid your tool.

Nah, don't give up. If there's something unclear in the instructions, I'd like to know so I can improve stuff.

"No such thing as bad student. Only bad teacher."
Title: Re: PerfectWorldDF world creator utility
Post by: ClaidheamhMor16 on June 17, 2010, 04:22:41 pm
It worked. Thankyou Cephalo.
My fav volcano is located in a massive freezing glacier mixed with a jungle of angry giant leopards.
This will be a fun fortress.

And we embarked on the point of the volcano right on the edge of the lava shaft.
 :o

And there's gold EVERYWHERE.
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on June 17, 2010, 06:14:41 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 17, 2010, 07:45:05 pm
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.

I'm not sure I understand... but it's not my fault yay!

So, a while back you changed your resolution back and forth without restarting, and then later, when you tried PW it was messed up by something you did long before, correct?

Title: Re: PerfectWorldDF world creator utility
Post by: Rafal99 on June 17, 2010, 10:03:43 pm
Posting so I won't forgot to try this later. Looks like an awesome utility.
Title: Re: PerfectWorldDF world creator utility
Post by: Snook on June 17, 2010, 11:43:21 pm
Question: can I use this to make a 10-20z cliff/canyon?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 18, 2010, 08:22:35 am
Question: can I use this to make a 10-20z cliff/canyon?

Not directly. That sort of thing is decided on the sub-map level. However, river lengths tend to stay on their lowest z level for the duration of their course. So if you have a river that starts at high altitude and ends at a much lower altitude, it will carve a big canyon in the higher altitudes.
Title: Re: PerfectWorldDF world creator utility
Post by: Torham on June 20, 2010, 01:12:31 pm
This is what I call PURE awesomeness. It is all and much more than I ever wanted out of map customization. Works without any hiccups, the UI is intuitive and easy to follow/learn. Thank you very much good sir, you have made my day (or month). 8)
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on June 20, 2010, 03:52:12 pm
Yes, Cephalo, that is what happened.
Title: Re: PerfectWorldDF world creator utility
Post by: rynait on June 21, 2010, 02:23:04 am
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
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on June 21, 2010, 02:27:56 am
I had such problems with hand-customized world gens. Did you try to make more non-savage mountains for dwarves to settle? Did you try to add more good regions? Fix the errors it shows you and it will work.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 21, 2010, 07:40:23 am
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

Dwarves need neutral alignment, non-savage mountains to settle in. One thing that PW can do sometimes, especially if you use mountain borders, is connect all the mountains to form one really big mountain range. If you have a tile count for large good and evil areas, this one mountain range might become good or evil, which dwarves will not settle in.

Personally, I always use 'zero' large good and evil areas, because I find it too hard to control those. Sometimes you can get away with setting those to 1, but you have to make sure you have three mountain ranges and possibly three oceans if you want to be sure to have neutral mountains and oceans.
Title: Re: PerfectWorldDF world creator utility
Post by: jaked122 on June 21, 2010, 08:20:39 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 21, 2010, 08:28:02 am
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.

I actually had it that way originally, but I was finding it very hard to use. It's still very hard to use though lol.
Title: Re: PerfectWorldDF world creator utility
Post by: rynait on June 21, 2010, 05:18:54 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 21, 2010, 08:59:22 pm
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.

Keep in mind that savagery is something different than good/evil. The savagery map controls how tough the animals are in the area. It is possible to have a region that is savage and good, or savage and evil. Here's a handy chart http://df.magmawiki.com/index.php/40d:Region#Surroundings (http://df.magmawiki.com/index.php/40d:Region#Surroundings). Good mountains are yellow, evil mountains are purple. You want white/gray mountains in a non-savage area, that is next to land (not ocean).

You can adjust good/evil in the world gen parameters. The wiki explains how to do that.
Title: Re: PerfectWorldDF world creator utility
Post by: rynait on June 23, 2010, 03:40:04 pm
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
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 24, 2010, 12:00:40 am
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

All PW does is write numbers into the various map location values. It should work for any DF mod.
Title: Re: PerfectWorldDF world creator utility
Post by: Acanthus117 on June 24, 2010, 09:42:49 pm
Hey, would it ever be possible to determine what stones will appear in the map? I would love to make a personal heaven with this one day.
Title: Re: PerfectWorldDF world creator utility
Post by: Keuran on June 24, 2010, 09:53:00 pm
You can set biomes which influence stones. You can't totally force it but you can force the layers to be igneous intrusive/extrusive with the volcanism map. I think that flux is rare around volcanos, but apart from surface hills and water, most of the maps are pretty similar, so it's pretty easy to find a 'heaven' map now.

Unless you have 40d, then you'll want to set volcanism way up, double the number of rivers and set the elevation noise and turbulence maps really high.
Title: Re: PerfectWorldDF world creator utility
Post by: Acanthus117 on June 24, 2010, 09:53:51 pm
Ah, thanks.
Title: Re: PerfectWorldDF world creator utility
Post by: rynait on June 26, 2010, 06:58:23 pm
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


Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 26, 2010, 10:41:22 pm
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

As far as I can tell, rivers are not directly tied to rainfall. Rivers seem to be spread evenly depending on how many you choose to have. Check out the number of rivers parameter on the world generation tab, it's one of the standard parameters you can adjust in dwarf fortress even without PW.
Title: Re: PerfectWorldDF world creator utility
Post by: rynait on June 27, 2010, 05:36:26 am
Hello,

Thanks cephalo for pointing out my 'blindness'.  I went to the world gen tab and found it;  said 20 rivers...   *facepalm*

R
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 27, 2010, 09:17:20 am
Hello,

Thanks cephalo for pointing out my 'blindness'.  I went to the world gen tab and found it;  said 20 rivers...   *facepalm*

R

Heheh, for a 'large region' type map, the default value is 400 I think.
Title: Re: PerfectWorldDF world creator utility
Post by: anacrucis on July 09, 2010, 04:52:55 am
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
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 09, 2010, 08:02:43 am
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

Your generosity is as boundless as my need for praise. Thank you.  ;D
Title: Re: PerfectWorldDF world creator utility
Post by: Star Weaver on July 09, 2010, 09:07:52 am
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)
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 09, 2010, 09:22:34 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Mason11987 on July 09, 2010, 09:35:49 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Star Weaver on July 09, 2010, 09:41:10 am
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.

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 :).
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 09, 2010, 10:32:51 am
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?


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.
Title: Re: PerfectWorldDF world creator utility
Post by: Star Weaver on July 09, 2010, 10:53:33 am
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.

Yeah, I think that's what I did with my verticle strip world I actually really like the radials, my last world I put 'heart of savegry' in some little niche in the central mountains, turned the savegry limit real low and the turbulence real high so it's mostly tiny scattered bits that get more frequent as you go in. (Before this I kept blocking civ growth accidentally ^_^).

Hmm... it might actually be a good idea to go in and paint high savegry in the little disjoint areas if you don't want civs that can't access any other civs or that aren't reachable from the fast travel map in adv mode.
Title: Re: PerfectWorldDF world creator utility
Post by: Mason11987 on July 10, 2010, 05:07:24 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 10, 2010, 09:35:54 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Mason11987 on July 10, 2010, 10:34:45 pm
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.

Haha, I've used .net.  I just haven't gotten to the point where I can have an interesting idea for a program and make it as quickly in anything else.

There certainly are many many downsides to vb6, but it's still working for me.  But the stuff I've done is nothing like perfectworld, so I certainly can see your point :).
Title: Re: PerfectWorldDF world creator utility
Post by: SammyLiimex on July 11, 2010, 12:17:42 am
Does this still work with the new .09? or does it need to be updated?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 11, 2010, 10:02:56 am
The part of DF that this uses doesn't really change very often at all, so it should work without any updates. If you ever have trouble for any reason just post about it here.
Title: Re: PerfectWorldDF world creator utility
Post by: SammyLiimex on July 11, 2010, 10:22:25 am
Okay, thanks!
Title: Re: PerfectWorldDF world creator utility
Post by: Dora Feddy on July 13, 2010, 08:07:37 pm
Just got this and tried it out, and honestly, I'm impressed. After a little lookup on how it worked, I found that it was fun and easy to use. This is one of those utilities that is just as fun as the game itself!
Title: Re: PerfectWorldDF world creator utility
Post by: nickbii on July 13, 2010, 08:09:13 pm
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."
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 13, 2010, 09:27:28 pm
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."

The Land of Hurricanes is interesting because those reasons should be disabled in PW by default as soon as you use an elevation map. Where you using the default DF elevation map by chance and just adding a PW savagery map or something?

No controllable entity *usually* means that there are no neutral alignment, non-savage mountains. Dwarves will not settle on Good or Evil mountains, and also not on Savage mountains. So you might have lots of mountains, but if all of the non-savage ones are good or evil, or if the only neutral ones are in savage territory, it won't work.
Title: Re: PerfectWorldDF world creator utility
Post by: nickbii on July 13, 2010, 09:38:32 pm
It was the savage thing. I thought I'd gotten rid of the extremely savage savagry map, but I had not, so every square was savagery 66. I fixed that and all is well.

My elevation map was flat, except for 20 ior so mountains I added in so Dwarves could have a place to start. I'm a Michigan boy, and the difficulty of finding good freshwater lakes in DF was starting to annoy, so I created a plateau with no ocean.

Now to find an island with flux...
Title: Re: PerfectWorldDF world creator utility
Post by: userpay on July 13, 2010, 11:20:55 pm
Hmm, any chance I could request someone make a dwarven heaven world gen for me? I was never particulary good at adjusting the stuff before and don't really have a clue where to start with this mod. Perks include lots of megabeasts, lots a iron, river or brook, magma, mountain, relatively high value sedimentary/flux layer, lots of trees, sand, ect.
Title: Re: PerfectWorldDF world creator utility
Post by: nickbii on July 13, 2010, 11:32:59 pm
This isn't a program that draws the map you play in. It draws the entire world. Presumably you could design a world so that it'd have lots of places with iron and all that other stuff, but I don't know how.

What it can make is easy to make. You open it up in the elevation screen, and click where you want high ground. If you have some specific place you want to play you can import a grayscale image. Simcity maps work great.

Once you have that you can tell it to make oceans in a certain percentage of the map, and it'll try. From other screens you can determine the tree line, and how much of the map is grasslands, so a 100% forested map would not be hard to create.

The difficulty I ran into is that the map needs a couple nuetral mountain biomes with less then 66 savagery. Without those mountains there's no mountainhome.
Title: Re: PerfectWorldDF world creator utility
Post by: userpay on July 14, 2010, 12:38:27 pm
Ah found the manual so now I've figured it out somewhat. Wouldn't mind suggestions for what to tweak for the above.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 14, 2010, 01:13:21 pm
Ah found the manual so now I've figured it out somewhat. Wouldn't mind suggestions for what to tweak for the above.

The only thing I can think of is that high volcanism areas tend to have no flux. So to have surface magma along with flux requires a layer of marble, which is very hit or miss, in fact I haven't actually seen it myself. The finder only lets you search for flux, so it won't help you there.

PW allows for large regions of max volcanism, which can thereby eliminate flux in large regions.

HFS Spoiler warning...
Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility
Post by: nil on July 14, 2010, 01:48:52 pm
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).

Another option is just to have a really compact underground.  I used PW to create an oceanless map with a huge central basin just a hair above sea level.  It's got a good limestone layer and therefore all the mineral wealth I could ever want, and an unending supply of undead camels. 
Spoiler (click to show/hide)
 
Title: Re: PerfectWorldDF world creator utility
Post by: userpay on July 14, 2010, 02:31:26 pm
Hmm well I suppose I should be more interested in sedimentary layers than having an active pipe, any particular ways to boost that aside from making sure volcanism isn't to high?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 14, 2010, 02:56:24 pm
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).

I just wanna say that PW gives you total control over the Volcanism map, you can have as little or as much as you want.  ;)
Title: Re: PerfectWorldDF world creator utility
Post by: hermes on July 16, 2010, 08:15:23 am
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?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 16, 2010, 09:42:53 am
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?

Yeah, in the param set there are controls for how many tiles should be in good or evil regions of a certain size. In PW this is on the 'Map Generation Parameters' tab. The issue is that if the number of tiles in large regions is set to a number greater than zero, you run the risk that this good or evil large region will be your ocean. If you have mulitple oceans, this might be ok and even desirable, because there are some creatures that need good/evil oceans like mermaids and skeletal whales. But the count of good/evil large regions is extremely difficult to control due to the extremely numerically loose definition of a large region. Whether you choose 1, 10000 or 30000 tiles you still might end up with only one good/evil region, and if your ocean is large as oceans tend to be, it's very likely to be your ocean.

In my judgement, the best place to have good and evil is in medium sized regions, so I bump that up to a high count, (like 7000 or so on a large sized map) and leave the large region count at zero. At that point if I want mermaids I need to make a medium ocean somewhere and hope it ends up 'good'.
Title: Re: PerfectWorldDF world creator utility
Post by: hermes on July 16, 2010, 09:54:51 am
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.  ;)
Title: Re: PerfectWorldDF world creator utility
Post by: Old-one-eye on July 16, 2010, 10:14:34 am
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
Title: Re: PerfectWorldDF world creator utility
Post by: brenneman on July 21, 2010, 08:33:32 pm
Mr. Cephalo;

As a long time lurker in the forums, I have registered today so that I might thank you.  Your PerfectWorldDF v1.1 has greatly increased my enjoyment of this already fiendishly addictive game.  Not only is the product itself a simple joy to use, the documentation is clear and thorough.  I endorse this product and/or service!

brenneman
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 23, 2010, 08:37:48 am
1.2 is released!

I created a bottom threshold for the volcano map so that there's some control for the lower values of volcanism. This has some effect on the mineral layers that are generated, although I'm not exactly sure how. Zero volcanism does not guarantee a sedimentary layer. If we ever figure it out we'll at least have some control now. I will post instructions on how to get a site with sediment and a volcano.

I also improved the way mountain borders are generated. In 1.1 they tended to completely overwhelm any mountains in the interior, especially at the corner of two mountain border sides. This also cause all the mountain peaks to generate in the corner, which was really ugly. Now, if a mountain is pushed up too high, it will bounce off of a 'ceiling'. If that bounce makes it too low it will bounce off a 'floor' just above the treeline. In this way it will ricochet between the mountain altitudes, instead of just making a giant peak that destroys all other mountains when the map is normalized. The mountain borders are a bit more leaky now, but you can fiddle with it until you can close it off if you are worried about escaping rivers.
Title: How to get a volcano with sediment layer.
Post by: cephalo on July 23, 2010, 09:17:26 am
I've seen that alot of people will go to great lengths in trying to get a surface volcano that also has flux. Under normal circumstances, this is a very rare combination. With vanilla DF, not only are volcano sites very rare to begin with, they also tend to have high volcanism in the surrounding areas which eliminates the chance for sedimentary rock layers where most fluxes are found.

I've figured out how to use PW to get sites with both. What you want is to have low volcanism tiles right next to max volcanism tiles. The best chance is to have single max volcanism 'dots' as potential volcanoes that are surrounded by non-igneous extrusive tiles. To get that most easily you can max out the weight, frequency and smoothness controls on the noise input, and also set the igneous extrusive threshold to be the same as the volcano threshold, such that all igneous-extrusive tilse are also potential volcanoes. Here is an example of what you want to see on the volcanism tab in PW:
Spoiler (click to show/hide)

See how there are many isolated red dots? If a volcano appears on one of those dots, you will have a good chance of finding a site square that has a small island of volcanic layers surrounded by biome with a sediment layer. Keep in mind that with PW you can usually boost the number of volcanos without fear of map rejections. As long as there are more that 200 red tiles on the volcanism tab, you can turn up the number of volcanoes in the world-gen params to the max of 200 without trouble. The more volcanos you have, the more likely you will find the site you want. You just have decide if it looks good on your map. Not everyone wants a ridiculous number of volcanoes.

(Note: The above example is for generating a large map, if you are genning a smaller map, you'll want the red dots to be bigger so that they don't dissappear when the map is shrunk. In that case you will get rejections! If you are getting volcano rejections that is why. Just increase the size of the noise features by lowering the size slider.)

On the first map I genned, it didn't take me long to find what I was looking for. You still have to poke around, as many volcanoes will still appear in the middle of other volcanic clusters, and also because low volcanism does not guarantee a sediment layer.
Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility
Post by: Shagomir on July 24, 2010, 02:44:32 am
Well, I just discovered this tool and used it to make the following:

Image hidden due to massive size:
Spoiler (click to show/hide)

Here is the height map:
(http://img.photobucket.com/albums/v309/the_shaggy_one/Drawings/NORTHAMERICAbw4.jpg)
Actually getting this to generate the correct rivers and biomes is a little fiddly, but only for the upper Mississippi, Columbia, Ohio, and Mackenzie rivers. I have a worldgen where I have accomplished this, but it is huge (about 1 meg) so I can't post it here directly.

The final heightmap (done through PW, so it's only in the worldgen) fixes a lot of the glaring errors with the topography. The heightmap is only a framework to get the coastlines and river channels right, and took about 30 minutes to bang out with photoshop and a topographic map of North America.

Whaddya think? :D
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 24, 2010, 09:59:03 am
Whaddya think? :D

Nice job! I can't imagine what it would be like to play DF in North America lol.
Title: Re: PerfectWorldDF world creator utility
Post by: Shagomir on July 24, 2010, 06:06:04 pm
Whaddya think? :D

Nice job! I can't imagine what it would be like to play DF in North America lol.
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!
Title: Re: PerfectWorldDF world creator utility
Post by: Kaelem Gaen on July 25, 2010, 11:00:50 pm
>.>  I suck at using PerfectWorldDF,  is it possible you can pop out the WorldGen Cookbook for it? EDIT: The North America WorldGen I mean

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
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 25, 2010, 11:07:58 pm
>.>  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

Make sure you do the walkthrough in the manual. Some of this stuff is kinda non-obvious.

On the elevation map turn the sea level slider to zero, that should get rid of all oceans. Generate your rainfall, and turn the 'below desert threshold slider' really high. That should get you close.


Title: Re: PerfectWorldDF world creator utility
Post by: FreakyCheeseMan on July 25, 2010, 11:09:57 pm
*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...
Title: Re: PerfectWorldDF world creator utility
Post by: FreakyCheeseMan on July 25, 2010, 11:40:38 pm
I think I'm missing something- won't run at all for me. "Unable to find a version of the runtime to support this application". ".NET framework initilization error".

I sense that I'm being dumb in some way, but I do not yet know what...
Title: Re: PerfectWorldDF world creator utility
Post by: Orangebottle on July 25, 2010, 11:46:10 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: FreakyCheeseMan on July 26, 2010, 12:05:20 am
Trying to install that now, seems to think it already is.

*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?
Title: Re: PerfectWorldDF world creator utility
Post by: userpay on July 26, 2010, 12:31:15 am
*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.
Title: Re: PerfectWorldDF world creator utility
Post by: FreakyCheeseMan on July 26, 2010, 01:05:09 am
*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.
Title: Re: PerfectWorldDF world creator utility
Post by: Shagomir on July 26, 2010, 03:16:56 am
*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.

You could always embark at 16x16, use dfhack to reveal the
Spoiler (click to show/hide)
, then use the task manager to kill the process and make sure that you include that square in your embark. It's sort of cheating, but it would work.
Title: Re: PerfectWorldDF world creator utility
Post by: nickbii on July 26, 2010, 04:33:08 am
Trying to install that now, seems to think it already is.

*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?
I use it on my Mac with minimal issues.

You have to install a program called mono. Download it here:
http://www.go-mono.com/mono-downloads/download.html

Nick
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on July 26, 2010, 07:41:21 am
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. 
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 26, 2010, 07:53:16 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on July 26, 2010, 07:56:21 am
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.

I've done enough weighting that it's good on my current copy, but I still think having more natural coastlines and rivers would be preferable
Title: Re: PerfectWorldDF world creator utility
Post by: FreakyCheeseMan on July 26, 2010, 08:58:43 am
Trying to install that now, seems to think it already is.

*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?
I use it on my Mac with minimal issues.

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".
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 26, 2010, 09:41:49 am
Trying to install that now, seems to think it already is.

*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?
I use it on my Mac with minimal issues.

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".

Usually you can install it through Windows Update I think. The version number is important, there exists a 3,0 and a 4.0, you want 3.5 specifically. Sorry it's so difficult. I'm using VC# 2008 Express, the one that's free, and it doesn't come with the functionality of building an installer that takes care of this detail.
Title: Re: PerfectWorldDF world creator utility
Post by: Ladde on July 27, 2010, 03:20:25 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 27, 2010, 11:17:22 pm
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.

Well, you might study the world_gen parameters. They will give you a fair amount of control. Most of the stuff in the 40d wiki still applies. Also, you don't have to use every map with PW. For example, it's hard to make volcanos with the world gen params, but you could use all the default maps and use PW only for the volcanism.
Title: Re: PerfectWorldDF world creator utility
Post by: tehc on July 29, 2010, 02:00:40 pm
Code: [Select]
http://img638.imageshack.us/img638/2267/historicalmapregion31.png
limitless potential
Title: Re: PerfectWorldDF world creator utility
Post by: anacrucis on July 30, 2010, 05:11:16 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: mikefictiti0us on July 30, 2010, 08:44:23 pm
A couple of people have requested a ready made version of Middle Earth, so I thought I'd post mine. I've fine tuned most of the features so that it is reasonably accurate.

Add this to your world_gen.txt : http://users.tpg.com.au/fade2blk/MidEarthLarge.txt

* Mordor is a wasteland, the Forodwaith is cold and barren and the Haradwaith is a large desert.
* Volcanoes only spawn in the general area of mountains (occasionally right on top of Mount Doom as well :D).
* Added the Lonely Mountain, Mirkwood Mountains, Mount Doom and a couple of others.
* Added forests of Fangorn, Old Forest, Mirkwood, Lorien and several others to their approximate locations.
* Reworked rivers and added proper savagery for each area.

You might have to gen it a couple of times to get the frozen wastes to appear in the north instead of the south. I also added a large amount of good/evil square counts (not shown on the map below because it makes it look messy) so that you have decent variation. You can always turn them down if you don't like the current settings.

257x257 Map
Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility
Post by: nickbii on July 31, 2010, 01:19:11 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: anacrucis on July 31, 2010, 07:45:29 am
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.

Awesome, I'll have to check these out.  From talking to a friend of mine with more graphics editing experience than I, though, it sounds like there's no good way to create your own short of just... creating your own. (He suggested using a combination of "magic wand" and autofill on a topographical map.)
Title: Re: PerfectWorldDF world creator utility
Post by: Ogantai on July 31, 2010, 09:18:29 am
Are there any settings that make sedimentary layers more likely to occur?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 01, 2010, 12:59:00 am
Are there any settings that make sedimentary layers more likely to occur?

Volcanism below igneous extrusive gives a good chance for sedimentary layers, but it's still not guaranteed. There's a link on the first post that explains how to get a volcano with a sedimentary layer.
Title: Re: PerfectWorldDF world creator utility
Post by: Heavenfall on August 01, 2010, 03:43:13 am
Thanks for sharing the middle earth map, mikefictiti0us
Title: Re: PerfectWorldDF world creator utility
Post by: dree12 on August 01, 2010, 01:26:18 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 01, 2010, 05:33:27 pm
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 might be able to figure something out. Then the only hangup is that people will have to keep a close eye on how their generation is going to make sure they are getting what they expected. It might not be very obvious at all, depending on how they configured their temperature map.

It would not be much fun to spend hours genning what you think is the ideal world, and then find out on your second fort that much of the map is actually unusable.
Title: Re: PerfectWorldDF world creator utility
Post by: IAmThad on August 07, 2010, 09:08:21 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 08, 2010, 10:23:35 am
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.

Wow, just out of curiosity, how does one turn a half meg app into 500MB? Did you have to re-write the whole .net framework for mac?
Title: Re: PerfectWorldDF world creator utility
Post by: JanusTwoface on August 08, 2010, 11:01:26 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: IAmThad on August 08, 2010, 11:59:58 am
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.

Yeah, it packages in both wine and mono. The point was for ease of use, but I realize now that it's fairly impractical to do it this way.
Title: Re: PerfectWorldDF world creator utility
Post by: chewie on August 08, 2010, 06:14:56 pm
I don't know, if anyone from you guys can do something with that, but here are heightmaps of some rl-countries and islands, which look pretty neat.

Edit: Aargh, forgot the link: http://bmp.thefloatingwidget.net/heightmaps/
Title: Re: PerfectWorldDF world creator utility
Post by: subject name here on August 08, 2010, 06:19:28 pm
awesome!

love your civ4 map scripts.
Title: Re: PerfectWorldDF world creator utility
Post by: Tokeli on August 09, 2010, 12:37:04 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 09, 2010, 12:55:51 pm
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.

In the OP there's a link to instructions on getting flux with a surface volcano. It's a bit tricky.
Title: Re: PerfectWorldDF world creator utility
Post by: Tokeli on August 09, 2010, 01:35:49 pm
Yes I know. And I've been fine-tuning the settings for hours and the flux is always one full map tile away. I managed to get flux right next to a volcano ONCE in about 50 gens, but realized afterwards my civilization was dead. Was hoping someone has managed to already generate one to share. If not, I'll share mine if I ever get one. :(

...

Aaaaand I've FINALLY found one... It's not perfect, but after 6 hours I'm at the end of my rope. The map has nowhere as much wood as expected, but it has flux, a river, a volcano, and some wood, all within 3x3 squares! More forest can easily be obtained by expanding to the east.

Spoiler (click to show/hide)

Pop http://dl.dropbox.com/u/3553747/Godglaze-param-region1-78-1.txt (http://dl.dropbox.com/u/3553747/Godglaze-param-region1-78-1.txt) into the end of your data/init/world_gen.txt file.

The elves have been eliminated and there is only one titan, but you can mess with the history and creature seeds to try and balance everything. The map is very finicky and the elves, dwarves, or goblins are easily wiped out.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 10, 2010, 07:52:10 am
Yeah, using that technique I posted on a world smaller than huge probably doesn't work exactly as advertised. In the case of a 65x65 map, you'll want the volcano 'dots' to be more like 4x4 blobs, or else you might get rejections for not having enough volcanoes.

This is a case where genning a high res map and shrinking it actually makes things more difficult.
Title: Re: PerfectWorldDF world creator utility
Post by: Tokeli on August 10, 2010, 02:23:38 pm
The problem wasn't with getting enough volcanoes, it was getting the volcanism mix just perfect by tweaking the noise settings by 1% and generating over and over and over. Since almost every volcano had flux stone around it, but it stopped one map tile away from the volcano. But my god your tool is amazing! Thank you so much for it.  :D
Title: Re: PerfectWorldDF world creator utility
Post by: Shagomir on August 10, 2010, 06:53:42 pm
I totally redid my North America worldgen. I think it's looking pretty good now.

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.
Title: Re: PerfectWorldDF world creator utility
Post by: Mephansteras on August 10, 2010, 06:58:26 pm
Cool. Looking forward to trying out the new region.

I get very interesting results with Civilization Forge.
Title: Re: PerfectWorldDF world creator utility
Post by: Shagomir on August 10, 2010, 07:17:08 pm
Cool. Looking forward to trying out the new region.

I get very interesting results with Civilization Forge.

I am particularly pleased that in the worldgens I keep, Greenland seems to always be a Haunted or Terrifying glacier. It's Fun!

EDIT:

I made a mistake with the Volcanism map, and there were no sedimentary layers. This has been fixed, so make sure you are using the most recent version from DFFD (v2.3) (http://dffd.wimbli.com/file.php?id=2924).
Title: Re: PerfectWorldDF world creator utility
Post by: Mazonas on August 11, 2010, 06:16:09 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 11, 2010, 07:24:55 am
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?
Title: Re: PerfectWorldDF world creator utility
Post by: Mazonas on August 11, 2010, 09:17:26 am
Quote
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?

It does!  Thank you so much.  Massively volcanic fortress, here I come!
Title: Re: PerfectWorldDF world creator utility
Post by: Lemnx on August 16, 2010, 06:48:07 pm
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...

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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 17, 2010, 07:42:30 am
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...

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.
Title: Re: PerfectWorldDF world creator utility
Post by: Rose on August 17, 2010, 09:35:32 am
just putting the middle earth heightmap I use out here.

not as good as an already posted one, but useable

Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility
Post by: Lemnx on August 17, 2010, 11:35:56 am
Ouch, I think that's gonna kill your framerate unless you can stabilize it.

@Cephalo
The entire cap of the pool is sealed now so no more cave ins. I'm still at my 100FPS cap even though the water is only halfway through filling the cavern. *Shrug* I guess my processor can handle it, although I'm sure if I were to let my FPS cap go freely as high as it can I would notice a decrease compared to similarly sized and featured maps.

@Japa

Heheh... "wall upon wall, battlement upon battlement, black, immeasurably strong, mountain of iron, gate of steel, tower of adamant...Barad-dûr, Fortress of Sauron". Sounds like something straight out of DF.
Title: Re: PerfectWorldDF world creator utility
Post by: omglazers on August 19, 2010, 08:04:44 pm
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 :(
Title: Re: PerfectWorldDF world creator utility
Post by: Inigo Montoya on August 20, 2010, 09:21:57 am
Excellent, thank you.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 20, 2010, 05:50:12 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: omglazers on August 20, 2010, 08:49:12 pm
My instructions are more difficult on smaller maps. On a huge map you should have an easier time.

Alright, I'll try using a larger map
Title: Re: PerfectWorldDF world creator utility
Post by: Mayara on August 29, 2010, 05:49:24 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: Keuran on August 29, 2010, 07:42:29 pm
In the elevation tab there's a bar to control how much of the world is below sea level. Move that down to about 10% and there won't be much ocean. You can't really control the evil, though.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on August 29, 2010, 08:47:12 pm
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?

If you have "0" for "Large Evil Region Count" or whatever the exact wording is, large regions should never be evil.
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on August 30, 2010, 06:11:12 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 31, 2010, 12:46:16 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Djohaal on August 31, 2010, 03:20:13 pm
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 :)
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 31, 2010, 03:38:14 pm
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 :)

Eventually I normalize to 0 - 1, but only if necessary. If you're just adding stuff together you can usually normalize when it's all added up. In that sense it's more like an arithmetic average. For the noise field input in the Perlin I use (-1) - 1 so I can invert the negatives for a turbulence cusp. You could do the same thing with > or < 0.5 I guess.
Title: Re: PerfectWorldDF world creator utility
Post by: Morwaul on September 11, 2010, 04:16:09 pm
Hello

I am having some PW trouble and was wondering if anyone could  help.  I am not sure what I have done to mess up my settings but anytime I create a world every place that is not a mountain has an aquifer.   Also, Elves keep taking over the world.  I thought it had something to do with rain or drainage but I keep messing with those with no change.

Other than that I have a couple requests.
1 Please put a link to the wiki in the 1st post.  I found it once but haven't been able to since.
2 Please add some legends and descriptions to the program.  What the colors mean and maybe a quick word on what each slider does.  For instance:

Percent below Sea Level
|----|----|----|----|----|----|----|
<---More Water      More Land---->

Some are quite obvious to me but may not be to other folks.  I have no clue what others do.

Anyway, thanks for any help.  Cephalo, you have created a truly awesome thing here.  Thank You
Title: Re: PerfectWorldDF world creator utility
Post by: Deon on September 12, 2010, 03:41:47 am
I totally redid my North America worldgen. I think it's looking pretty good now.

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.
Wow, mind if I use it for Wasteland mod? It looks tasty!
Title: Re: PerfectWorldDF world creator utility
Post by: Moogie on September 12, 2010, 04:13:13 am
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.

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?
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on September 12, 2010, 11:56:37 am
That's quite impressive. I might suggest shrinking the continent slightly so that the south pole doesn't freeze South Africa.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on September 12, 2010, 12:08:03 pm
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.

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.
Title: Re: PerfectWorldDF world creator utility
Post by: Moonshine Fox on September 13, 2010, 08:36:48 am
This looks like it's made of win and awesome on so many levels! Will definately give this a spin once I get off work!
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on September 13, 2010, 10:35:11 am
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?
Title: Re: PerfectWorldDF world creator utility
Post by: Moogie on September 13, 2010, 10:41:34 am
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?

I'll grab a screenshot when it happens to me next. Ironically, I've been trying to make it crash again today and it's suddenly working perfectly. :P
Title: Re: PerfectWorldDF world creator utility
Post by: Shagomir on September 14, 2010, 05:20:55 am
I totally redid my North America worldgen. I think it's looking pretty good now.

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.
Wow, mind if I use it for Wasteland mod? It looks tasty!
Go ahead! Let me know if you need any help with adjusting it, as it might need more wasteland than it currently has :P
Title: Re: PerfectWorldDF world creator utility
Post by: Moogie on September 17, 2010, 09:54:30 am
Here's the crash I just got when painting on the drainage map. It happens quite reliably when I'm painting with the Large brush along the top border of the map. I can avoid it by staying away from the edges. After crashing this way about seven times in a row, I no longer suspect it has anything to do with how quickly or wildly you paint; it's just whether you touch the border when you do.

http://img148.imageshack.us/img148/9711/pwpainterror.jpg


Also, I'm done with Africa for now. It has a couple of problems but I'm mainly happy with it.

Worldgen link: http://www.box.net/shared/rj7kgcyhp2

There's a thin strip of sub-arctic conditions which I can't get rid of, even with a high min temperature setting. Secondly, rivers love forming across the Sahara for some reason, no matter how arid and dry I make it there. Hopefully someone who knows what they're doing better will be able to finish this up. :)

Spoiler (click to show/hide)

Features~

* Large world (257x257)
* Entire African landmass, island of Madagascar and Middle East region
* The Sahara desert, Sahel and Sudan regions, the Congo rainforest, and the Rift Valley
* The Great African Lakes and the Nile river
* Mostly hot throughout - colder at the extreme south
* Savagery distributed vaguely from top to bottom, with most savage regions occuring in Southern Africa.

Also, in the interests of getting some good embark spots, I tried using the volcanism tweak to get flux and volcanos to appear right next to eachother, but it doesn't appear to work. The flux is always too far away in another embark screen.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on September 17, 2010, 11:06:15 am
Dang. I know that error. I fixed it somewhere else assuming that the fix would propogate through all the maps. Apparently there was an exception in this case (Hey, that's a pun! De-dum-dum.)
Title: Re: PerfectWorldDF world creator utility
Post by: smariot on September 18, 2010, 04:03:05 am
I just wanted to say that PerfectWorldDF does work in Linux using Mono, with the minor annoyance that the name of the save directory has a backslash in it, which gets treated as part of the filename, rather than a directory separator.

I.e., you end up with files named


inside the working directory.
Title: Re: PerfectWorldDF world creator utility
Post by: Shrugging Khan on September 18, 2010, 12:48:29 pm
I cannot create volcanoes. Not a single one. Not using my old world_gen from 31.12, not by making a new one altogether. Running 31.13 right now, if that can be blamed.

Edit: Nvmd. After a few days of trying, I apparently got some.
Title: Re: PerfectWorldDF world creator utility
Post by: Kregoth on September 19, 2010, 06:42:38 pm
Hmm we got Africa and North Americas what about earth it's self.

Spoiler (click to show/hide)

This is a 256x129 map of earth. Here is the world gen file Earth.txt (http://dl.dropbox.com/u/3690362/earth.txt) I didn't spend to much time on this so feel free to mess about with the world gen info.

and here is the height map I found from deviant art

Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility
Post by: Shrugging Khan on September 19, 2010, 07:15:32 pm
Problem with this is the unrealistic equator. I mean, a world with two poles? Where do you live?
Title: Re: PerfectWorldDF world creator utility
Post by: PTTG?? on September 20, 2010, 03:48:48 pm
It'd be so confusing, too. It'd be like "BRB, going to the pole" and everybody'd be "which one dude?!".
Title: Re: PerfectWorldDF world creator utility
Post by: Shrugging Khan on September 20, 2010, 04:15:05 pm
Normally, you can at least say "Off to the hot edge" or "Going to the glaciers", but over there...fukken Hell. How do you even navigate that kind of thing?
Title: Re: PerfectWorldDF world creator utility
Post by: Itnetlolor on September 21, 2010, 07:12:04 pm
I gotta try tinkering with this. It's compatible with both 40d and the latest versions (31.xx), right?

I don't really have much to contribute myself as of yet, but I am curious if anyone has attempted building Arrakis yet? I know a Dune mod is WIP (still alive, I assume); but I wonder if anyone attempted it with a Vanilla version, or made a Fallout crossover of it.
Title: Re: PerfectWorldDF world creator utility
Post by: Aramco on September 27, 2010, 06:13:39 pm
It'd be so confusing, too. It'd be like "BRB, going to the pole" and everybody'd be "which one dude?!".

...

They would do that because we do have two poles.

Unless you are being sarcastic. I am bad at picking up on that sometimes.
Title: Re: PerfectWorldDF world creator utility
Post by: Jon-Ace on October 03, 2010, 10:39:53 pm
So... no problems with this and .15?
Title: Re: PerfectWorldDF world creator utility
Post by: adouglas on October 04, 2010, 08:32:02 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on October 04, 2010, 08:58:28 am
The appalachians don't even show up as hills  :(
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 04, 2010, 11:18:44 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Jon-Ace on October 04, 2010, 11:24:59 am
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.

Yay!  :D
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 05, 2010, 08:13:06 am
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. :)
Title: Re: PerfectWorldDF world creator utility
Post by: Jon-Ace on October 05, 2010, 12:09:22 pm
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. :)

Just compared my .31.16 worldgen to a fresh .31.14 worldgen.

No differences.
Title: Re: PerfectWorldDF world creator utility
Post by: adouglas on October 05, 2010, 01:25:00 pm
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. :)

from the file changes.txt in the dwarf fortress folder.  All 3 were added in .14

Quote
   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.

Those 3 are the only ones i can spot doing a side by side compare.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 10, 2010, 02:38:26 pm
Ok, I have a new version up. It includes the new world gen tags recently added. Also I improved the feedback on the world gen export functions.

EDIT: Ok, I totally screwed this up. I made 1.3 over an incomplete version of 1.2 which I had on a different computer, and now I have to spend the rest of my weekend re-merging two completly different versions.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 10, 2010, 07:22:06 pm
Ok 1.4 is now posted. Let me know if anything is broken, as the merging was pretty much a nightmare because I had to merge a bunch of code generated by the Windows Forms Designer. Now I have to make sure not to have old versions of code lying around, making me think they are the latest version. Grrrrr. My memory is not nearly good enough to remember what's what.
Title: Re: PerfectWorldDF world creator utility
Post by: veok on October 10, 2010, 11:25:05 pm
Just to check -- version 1.4 is supposed to be compatible with 1.16, yes?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 11, 2010, 12:05:12 am
Just to check -- version 1.4 is supposed to be compatible with 1.16, yes?

yes...
Title: Re: PerfectWorldDF world creator utility
Post by: negorath on October 11, 2010, 01:16:09 am
Awesome work, was waiting for this :D
Title: Re: PerfectWorldDF world creator utility
Post by: jiggymonkey on October 11, 2010, 02:54:13 am
fantastic utility but I keep getting an unhandled exception whenever I use the brush on the savagery map...

Code: [Select]
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.


Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 11, 2010, 08:15:57 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: jiggymonkey on October 11, 2010, 10:27:49 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on October 12, 2010, 09:10:51 am
Any chance we'll get a Civ V script one of these days?  ;)
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 12, 2010, 09:12:44 am
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.

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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 12, 2010, 09:15:08 am
Any chance we'll get a Civ V script one of these days?  ;)

Yes, yes! Still figuring out the subtleties of the hex map. Today I'll be shrinking a large square based perlin generated map onto various sized hex maps.... somehow.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 12, 2010, 09:28:37 am
Here is a special sneak preview of what I have so far for PW3 for Civ5. The lower picture is of the seams. You can see that this example wraps in the x direction but not the y.
(http://oi54.tinypic.com/ciws8.jpg)
I'm using what I call a twisted Perlin algorithm to get variable frequencies and amplitude changes so that you have smooth transitions between feature size and bumpyness accross the map. I also have a different way to generate mountain ranges than I use for DF,(see the subtle lines, maybe too subtle to show up when shrunk) but it has yet to prove its worth.
Title: Re: PerfectWorldDF world creator utility
Post by: Turambar on October 12, 2010, 10:15:41 am
Very nice :thumbs up:
Title: Re: PerfectWorldDF world creator utility
Post by: veok on October 12, 2010, 11:07:12 am
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?
Title: Re: PerfectWorldDF world creator utility
Post by: Falc on October 12, 2010, 11:30:20 am
Never thought I'd end up getting sneak Civ5 previews on here  ;)
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 12, 2010, 04:31:58 pm
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?

I don't know of a tool that will do this. PW will not do that, although you might be able to export your world gen info and regen with different settings inside of DF.
Title: Re: PerfectWorldDF world creator utility
Post by: Shoku on October 12, 2010, 08:44:49 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 12, 2010, 10:10:04 pm
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.


I know Toady is a busy guy and sets his own agenda, but it would be so much easier if he just gave us a map option to disable the poles  :P. 'if this; don't do that'. I have no enthusiasm to work that hard testing and developing probably wrong theories just to create some hacky, hard to use, hard to control, half measure that works only sometimes. I want complete control over the temps so I can then, with some chance of success, figure out how those values actually affect the game.
Title: Re: PerfectWorldDF world creator utility
Post by: jiggymonkey on October 13, 2010, 01:57:19 am
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.

Nope =/
I generated the gradients and noise every time before messing with the brush, all after I went step by step through the process you recommended in the tut; elevation map first, then rain, etc.

Edit: I'm getting the exception when I use the brush on the volcano map as well
Title: Re: PerfectWorldDF world creator utility
Post by: Shoku on October 13, 2010, 02:23:12 am
Well like I said that's still the temperature where you paint it. The polar gradient really only says how much heat is added to it in Summer.

To actually work it out wouldn't be a lot of work. You can make the painted temperature constant for a whole vertical row of the world easily enough and then just embark with some goof off settings- like invasions off, 1000 fps max, all the points put into food/drink, etc. Just check the seasons and read your little thermometer close enough to see the min and max. I can already tell you that the peak temperature increases straight up linearly- no curves to worry about.

I think that Toady could do enough for our temperature woes by allowing us to make a world where both edges were frozen and the equator was actually in the middle. Then again a lot of people think he could make things easier with an init option for no aquifers but he's into keeping the geology as realistic as he can manage.
People that program simulations making them simulate things! Who'd have guessed?

The problem with flat out removing the seasonal variation though, is that with none EVERYTHING cold enough to freeze water would be tundra with BAM! green fields and flowing water right next to it. You can do that with world painter if you're willing to make things ludicrously cold but I think there would be at least as many complaints about how people couldn't use the option (and thus this program) and still get seasonal Winters.
Or he could strip this thing off and custom tailor something something that would make it play nicer with painters. If you want that though you'd going to need to put it in the voting thread, get people to actually say they want it the most, look legitimate, and then wait for Toady to get to it anyway.

MAN! Why didn't he do all these new things we want before? I'm sure after all of these years if he'd just typed a little faster it would add up to these things we constantly cry out for...

-

ANYWAY the way these generation profiles work people can actually get your program to paint their temperature. They just need to save another one with something else, like maybe rainfall, and then copy and paste that onto the end of the world with everything else set up how they wanted. They'll need to replace two letters per row (in my example PS_RF: numbers would need to be changed to PS_TP: numbers). Something like an autohotkey script would make that pretty tolerable.
By default temperature goes from 25 to 75 so even just leaving them as 0 to 100 ranges would work fine for most people. Unlike every other field temperature allows numbers between -1000 and 1000 so they would probably have a hard time if they wanted to make used of a wider range of values just because you wanted to paint things on your map that don't really have different map tiles.

But I kid- you've got all those other variables showing the sort of complex things they do in the game so I'm sure you would want to show people all those nuances I mentioned before, except apparently not if you have to give them two lists side by side to say both ways it could be depending on the pole  :(
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 13, 2010, 08:43:05 am
One thing I haven't figured out at all is how the seasons work. It seems that one would need two temperature maps. Are you suggesting that the polar gradient is actually the summer temps while the other is the winter temps? Are you sure?
Title: Re: PerfectWorldDF world creator utility
Post by: Shoku on October 13, 2010, 01:46:36 pm
I'm suggesting that quite heavily yes. It's been too long since I originally mucked around trying to make glaciers so do be sure to actually check it yourself. In a medium region the gradient was some simple number step (2, 5, 10?) each tile and if my dwarf mode memories are sharp enough the winters were still dangerously cold a great ways away from the glaciers. If you can't manage to find a tool to actually read the temperatures of places you could just work out how many urists it takes to freeze water (probably on the forums even) and then paint stripes of temperature down the map to figure out how cold it's got to be before the water will still freeze in whichever season. As I've explained frozen water all the way through summer is easy to see because that gives you actual tundra and glaciers. If the painter temperature is the same regions just on the edge of tundra has rather short thaws and so forth.

In actuality I think the game actually chooses the side that's not the pole to have a big summer component and then takes temperature steps down from it. On the smallest region you've got to go down to like 0 before you can get any tundra.


If you're really concerned about being able to paint glaciers and that you'd just need to add the value for each tile that your noise generator makes to a very easy to work out gradient. Players would need to pause during world gen to see if they had the pole on the right side and abort or continue but if they really want to control temperature that much it wouldn't be too big of a hassle.

As for showing the actual seasonal variation in temperature you can't do that on the same square of space where you're showing the numeric temperature anyway. You'd need one way of showing how much of the year was frozen and another for saying the max or minimum temperature.
Title: Re: PerfectWorldDF world creator utility
Post by: jei on October 13, 2010, 05:09:31 pm
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.

Title: Re: PerfectWorldDF world creator utility
Post by: JanusTwoface on October 13, 2010, 06:53:55 pm
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.

Why did you respond to this from all the way back in May?  Both of the earlier posters were technically correct in that the .NET framework itself only runs on Windows machines.

But since then there's been discussion of using Mono (an open source implementation of the .NET technologies) to run Perfect world on both Linux and Mac.  So far as I can tell it appears to work just fine.  Here are the specific posts for both for anyone that needs them:

Spoiler: Linux (click to show/hide)

Spoiler: Mac (click to show/hide)
Title: Re: PerfectWorldDF world creator utility
Post by: jei on October 14, 2010, 11:28:55 am
So, I've nearly found my ultimate embark site, the only thing missing is the alignment. - Is there a convenient method to change an area from neutral to Good or Evil?
Or maybe even split the map between savage neutral, good and evil?

What I'm looking for environment-wise is is something like this, only with Terrifying and/or Joyouos Wilds, preferably with water freezing during winter.
This one is hot and warm Tropical Moist Broadleaf Forest, a hot Tropical Brackish Lake, a good sized river, a volcano and Untamed Wilds environment,
high areas south. A beautiful place and all with nice wildlife and environment. No waterfall though, :(  And oh yes, that's a marble wall there.

I embarked, but didn't play yet. Dorfs, gobs and humans as neighbors. Elves are possibly and quite prolly dead in this world.. May need to try a few regens.

Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility
Post by: jei on October 14, 2010, 02:12:56 pm
Is there some easy way to change the right shore to Terrifying Evil, keep the river part Neutral Untamed Wilds
and get the south west part to be Joyous Wilds? The entire area is already savage enough. Any tips much appreciated.

Spoiler (click to show/hide)

Another problem is no elves, haven't yet managed to get them to stay alive with all the titans and caves I put in the world.
Trying with different creature seeds and end years now...
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 14, 2010, 05:49:08 pm
Good and Evil are kindof hard to control. The only control we have is how many tiles of each region size should be good or evil, and we don't really know what makes a large region vs. a medium region. There is no 'alignment map' that we can use.
Title: Re: PerfectWorldDF world creator utility
Post by: Shoku on October 14, 2010, 10:34:12 pm
Are we certain that a large region and small region are not just based on tile count?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 14, 2010, 11:36:22 pm
Are we certain that a large region and small region are not just based on tile count?

I'm pretty sure they are, but I don't know what the counts actually are to distinguish from a small to a medium to a large region. I guess it really wouldn't help to know that anyway.
Title: Re: PerfectWorldDF world creator utility
Post by: Shoku on October 14, 2010, 11:54:02 pm
Well since we can paint them and you can set the desired counts to just cover almost the whole map if you want there's some room for manipulation here. Just by having 0 in small regions, 10,000 in medium, and 0 in large we could work out when mountain ranges got too big to get any evil squares anymore. After that controlling good and evil would just be a matter of setting either medium desired square counts to high numbers and displaying and overlay for all the medium sized regions.

Controlling which ones were good or evil would be impossible but if they've painted all of the parameters possible they could just generate worlds on a different seed to shuffle them around.
Title: A small problem.
Post by: Narux on October 26, 2010, 09:45:24 pm
First of all, I would like to thank the creator(s?) of PerfectWorldDF for this amazing add-on.

Since I sometimes play DF on my netbook the size of the worlds I can generate with DF can be very limited, and most of the times I just end up with some small mountains and most of them being "calm" with other boring features. This tool gives me an option to make a small world with lots of mountains and I can set the savagery to whatever pleases me and alter the number of different biomes.

Not sure if this is a bug in DF itself or if this has something to do with PerfectWorldDF.

I came across this small problem while playing advendure mode, I found a couple of "mountain halls" while traveling the world map.
I decide to check them out, but when I arrive at the local area, I cannot find anything at all. No buildings, no dwarves, nothing. Its just like a forest/cliff. I found a few human towns but they just had a couple of small huts where the humans were idling. No shops, no pub, no other buildings. Just huts with idling people.

Same problem with Dark fortresses, they are all just shrublands/hills/mountains. No constructions, no goblins.

I found a warlord in one of the human huts, got a task where I had to kill an ettin which apparently hid inside a cave . Fine, I went to the spot where the "Cave" were located. There was no cave. Just a flat shrubland with a couple of hills. Found the ettin and crushed his head with my bronze mace.

I tried to create another world with PerfectWorldDF, but this world had the same problem as the last one.

Is PerfectWordDF incompatible with adventure mode or the latest version of DF? or is this how adventure mode currently looks like?
Am I doing something wrong when generating the world?

Yet again, thanks for an excellent add-on, it works flawlessly in Dwarf Fortress mode!
Title: Re: PerfectWorldDF world creator utility
Post by: Sphalerite on October 26, 2010, 09:49:10 pm
This is a bug in the current version of DF:  There are no towns, fortresses, towers, shops, or any other interesting sites.  You can go back to 31.12 if you want sites back, or wait for Toady to fix it in a future version.
Title: Okay!
Post by: Narux on October 26, 2010, 10:14:47 pm
Thanks for the fast reply!

Then I know its not because I did something wrong in the map making.
I guess I will revert back to .12 untill a new version is released then.
Title: Re: PerfectWorldDF world creator utility
Post by: Nas92 on October 27, 2010, 02:20:10 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on October 27, 2010, 02:50:04 pm
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'm not exactly sure what controls aquifers (low drainage? total guess), but I can help with the volcanos. The volcano map has two 'cusp' controls, that create peaks of volcanism at certain altitudes. You want to adjust these sliders so that your volcanos appear mostly below the mountains to the areas which are embarkable. You can also ignore the cusp map entirely and have volcanism control only by noise.

Regions vs. Island has no strict meaning in PW, but if you are creating a map with lots of land or lots of ocean, you'll probably want to copy the param settings from the map size and type that is closest to what you are making.
Title: Re: PerfectWorldDF world creator utility
Post by: nickbii on October 27, 2010, 05:31:38 pm
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.

But if you want lots of cool sites and don't want saltwater you don't need any oceans at all. They'll a) take up perfectly good embark squares, and b)make other perfectly good squares a pain in the ass due to saltwater. Just go to the Biome tab, and make "below sea level" 0%.

You'll still get plenty of rivers, and quite a few freshwater lakes, but all those island volcanoes will suddenly be useful.

Nick
Title: Re: PerfectWorldDF world creator utility
Post by: Furohman on November 02, 2010, 08:18:19 pm
While this tool is excellent I felt it was missing a certain Britishness...
So I made the British Isles using a modified heightmap from Transport Tycoon.
Heightmap:
Spoiler (click to show/hide)
Large Island World I generated from it:
Spoiler (click to show/hide)

Map Set file:
http://filesmelt.com/dl/BritishIsles.pwset
Title: Re: PerfectWorldDF world creator utility
Post by: Johnfalcon99977 on November 07, 2010, 01:52:06 pm
I just got perfect world. I already made a world, but i need help on the map parameters. I also need help with getting the damned map in there.
Title: Re: PerfectWorldDF world creator utility
Post by: Johnfalcon99977 on November 12, 2010, 05:51:03 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: x2yzh9 on November 21, 2010, 11:48:59 pm
Getting this error
Code: [Select]
Runtime error '5'
invalid procedure call or argument
Title: Re: PerfectWorldDF world creator utility
Post by: Chromasphere on November 22, 2010, 08:19:45 am
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?

There are step-by-step instructions included with the mod's files. It's called PerfectWorldDF_Manual.html.  It's always good practice to look into the folder of any program you download... you never know what you'll find.  :)
Title: Re: PerfectWorldDF world creator utility
Post by: The Transcendent Tyrant on November 30, 2010, 06:39:52 pm
cephalo is the greatest of men.
Title: Re: PerfectWorldDF world creator utility
Post by: Kiktamo on November 30, 2010, 07:19:24 pm
Indeed he is. A minor update involving the new night creature worldgen parameter would be nice though, but not to important.
Title: Re: PerfectWorldDF world creator utility
Post by: The Transcendent Tyrant on December 01, 2010, 05:19:53 am
Is temperature editable, yet?
Title: Re: PerfectWorldDF world creator utility
Post by: Chromasphere on December 01, 2010, 06:23:48 pm
Nope, as far as I know.  You can use the rain shadow thingy to get some control over region type but still not temperature.  I think it has to be changed by Toady for us to be able to mod it.
Title: Re: PerfectWorldDF world creator utility
Post by: Johnfalcon99977 on December 07, 2010, 10:40:05 pm
How do you put the damned maps on DF?
Title: Re: PerfectWorldDF world creator utility
Post by: Schmlok on December 08, 2010, 01:24:40 am
Once you've done things, you should be able to just export it back to the worldgen file.
Title: Re: PerfectWorldDF world creator utility
Post by: colorlessness on December 29, 2010, 09:28:51 pm
cephalo, thanks a lot for this utility ... just started playing around with it and it's already pretty great.  That's it.
Title: Re: PerfectWorldDF world creator utility
Post by: AWellTrainedFerret on January 17, 2011, 10:56:24 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on January 18, 2011, 10:03:17 pm
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. 

It's a limited method, and often requires a regen or two, but I've been happy with the results.  Fortresses built in extra large regions are more interesting anyway--I have a basically unlimited supply of zombie camels to fight, and 20 FBs so far with no indications of supply depletion.
Title: Re: PerfectWorldDF world creator utility
Post by: Major SNAFU on January 27, 2011, 04:15:06 pm
Great utility.

I am still struggling to create the type of world I want, but I am much more efficient at doing so.

What kinds of settings would you use to create large areas of Temperate rain forest in mountain foothills?

or large areas that are similar to Wales.....

Title: Re: PerfectWorldDF world creator utility
Post by: Schmlok on January 28, 2011, 05:38:30 pm
On the elevation generator, try turning the sliders either off or almost off in various ways, you should be able to get LARGE areas of single height.
Title: Re: PerfectWorldDF world creator utility
Post by: ZioAnthros on February 17, 2011, 11:10:01 pm
This isn't dead is it? it looks really cool, though the download link... fails.

edit:
Never mind, apparently, it's up now.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on February 19, 2011, 11:12:22 am
This isn't dead is it? it looks really cool, though the download link... fails.

edit:
Never mind, apparently, it's up now.


I'm going to try to update it when I get a chance. For now, I think the only new field is the night creatures tag, which should be easy to fix manually. I have to do something about these changing versions. Maybe I'll impliment an XML file similar to what DFHack does.
Title: Re: PerfectWorldDF world creator utility
Post by: Jacos on February 21, 2011, 03:09:54 pm
Does this work with the current version?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on February 21, 2011, 07:55:47 pm
Does this work with the current version?

Actually it does. I tested it yesterday. You can't set the nightcreatures number from within PWDF, but the game won't complain about it being missing. Just make sure you set that number how you like it, or just use the default value.
Title: Re: PerfectWorldDF world creator utility
Post by: Max White on February 21, 2011, 08:00:16 pm
This is realy cool! Does it work well with mods? Do new minerals appear?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on February 22, 2011, 08:05:13 pm
This is realy cool! Does it work well with mods? Do new minerals appear?

It only modifies the various map data that is exposed. It should work with any mod.
Title: Re: PerfectWorldDF world creator utility
Post by: Jeoshua on February 27, 2011, 07:12:51 pm
I have a question for the creator here... sort of a feature request.

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!
Title: Re: PerfectWorldDF world creator utility
Post by: nil on February 27, 2011, 10:04:39 pm
not the creator but
I have a question for the creator here... sort of a feature request.

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.
While this would be a cool feature, I have to ask... you know about the paintbrush, right?

Quote
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.

Regardless, it's all built off the output for the in-application worldmap painter (which a lot of people don't even know about because it's a terrible PW buried in menus), so I'm pretty sure there's not much cephalo can do to change the resolution.
Title: Re: PerfectWorldDF world creator utility
Post by: Jeoshua on February 28, 2011, 04:22:20 pm
I do know about the paintbrush that DF provides, but it seems to me to be very clunky.  It won't produce natural looking results like a peoper graphics editor could.  I don't have layers or templates or curve editors or whatever... easier to ask for an import/export mechanism than all that stuff, right?
Title: Re: PerfectWorldDF world creator utility
Post by: cryopyre on March 07, 2011, 10:55:46 pm
With the updates for metal scarcity variable, will Perfect World require an update?
Title: Re: PerfectWorldDF world creator utility
Post by: Jeoshua on March 07, 2011, 11:40:36 pm
It probably will.  Until any updates I'm just adding the metal scarcity parameter in by hand.
Title: Re: PerfectWorldDF world creator utility
Post by: cryopyre on March 07, 2011, 11:47:36 pm
Seems like a rational solution.
Title: Re: PerfectWorldDF world creator utility
Post by: rawrjay on March 20, 2011, 04:41:17 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: The Grim Sleeper on April 07, 2011, 04:07:53 pm
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.

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.
Beyond that, it's really more try-and-error kind of tool, but you can get feedback from your changes very quickly.
Is there anything specific you wish to accomplish and can't with your current knowledge?
Title: Re: PerfectWorldDF world creator utility
Post by: soul4hdwn on April 07, 2011, 06:12:36 pm
hey um...i used to have version 1.2 and it worked with the 31.25 version without upgrading to 1.4  for the cavern depths levels and stuff.

is that normal? and no i don't have it anymore.  sorry if i'm misinformed.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on April 07, 2011, 11:44:37 pm
basically the only difference between a map parameter in 31.01 and 31.25 is that the latter has a few fields the former doesn't.  if you use a parameter set that lacks a given field, DF will just use the default as a placeholder.  as a result, DF version changes haven't really ever broken compatibility with Perfect World and probably never really will.
Title: Re: PerfectWorldDF world creator utility
Post by: The Grim Sleeper on April 08, 2011, 07:26:24 am
I guess I browse the worldgen.ini for mosssing parameter for vulcanism then. thx.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on April 08, 2011, 09:36:30 am
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.

As far as actual volcanos go, this should be true. The main parameter governing volcanos is the 'minimum volcanos' parameter which will generally create that exact number of volcanos or reject the map if it can't. Changing the threshold doesn't change where the spots of highest vulcanism are.

However, though I haven't played the newest versions, it may make a difference as to what stone layers are there. 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. :)
Title: Re: PerfectWorldDF world creator utility
Post by: Jeoshua on April 08, 2011, 01:29:04 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: mnjiman on April 09, 2011, 04:48:09 pm
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.

This is one of my Fav't utilities for DF. I can not wait for this to be updated to be honest.
Title: Re: PerfectWorldDF world creator utility
Post by: Jeoshua on April 10, 2011, 06:56:08 am
It's not a huge thing to add the MINERAL_SCARCITY parameter.  But I'd like to see at least one more thing added in:

Temperature map import.

I've faked it by drawing a temp map in The Gimp, then importing it as a height map, exporting the worldgen parameters, then taking the elevation map and changing the tags in front of it... but you know, I'd rather not hack it.  There needn't be any in-program support other than an "import bitmap" button for it.  For that matter, I'd love to be able to import all the maps separately.  Right now you can only import an elevation map, but theoretically one could import each and every one of the tabs as a separate map.
Title: Re: PerfectWorldDF world creator utility
Post by: magmaholic on April 13, 2011, 08:37:50 am
the applicarion wont start :C
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on April 13, 2011, 09:10:19 am
the applicarion wont start :C

What's your OS?
Title: Re: PerfectWorldDF world creator utility
Post by: Jerkwhistle on April 15, 2011, 03:21:01 pm
Has anyone else been experiencing worldgen crashes when using perfectworld maps in the latest df version? Specifically, with ones generated using an imported bmp for the heightmap? I've had two different cases, one in which the map never gets past "placing lakes" before crashing and another in which it begins generating history at which point it seems to crash at a random year based on the seed. I can't wrap my head around it, and df is no help since it's crashing, not rejecting the world.

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. :)
Title: Re: PerfectWorldDF world creator utility
Post by: Jeoshua on April 15, 2011, 03:29:34 pm
I get worldgen crashes with pw maps... but I also get worldgen crashes with non-PW maps.

I think the biggest reason you're getting more crashes is that when you have an imported height map (or temp map - poke poke ceph), the game doesn't reject it because it's not meeting some kind of criteria.  Rather, it uses the heights (or temps - AHEM) faithfully.  This might lead to some oddness, given that a height map may be something that DF would not ever create on it's own.  You could LITERALLY be breaking new ground with a height map.

Another problem is that PW was coded for an older version of DF.  There are certain things that are not exported, and DF goes crazy with it's defaults to fill the gaps.

Example: PerfectWorld does not export a Night Creature number.  So every world will be generated with a default number of Night Creatures, unless you tell it otherwise.  I didn't notice this until I genned a world in which all civs died, slaughtered by the 52 Night Creature Types that the game decided it wanted.

Other examples include Mineral Scarcity and Temperature Maps (ahem)
Title: Re: PerfectWorldDF world creator utility
Post by: magmaholic on April 15, 2011, 03:34:45 pm

What's your OS?
windows XP
AND IT STILL KEPTIDH CRASHING!!!
Title: Re: PerfectWorldDF world creator utility
Post by: The Grim Sleeper on April 15, 2011, 04:41:40 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: Jeoshua on April 15, 2011, 05:51:37 pm
Low Erosion, turn off Periodically Erode Steep Slopes or whatever it is in the advanced options.

Also, look for mountain lakes.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on April 15, 2011, 06:47:34 pm
Low Erosion, turn off Periodically Erode Steep Slopes or whatever it is in the advanced options.

Also, look for mountain lakes.
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on April 16, 2011, 10:26:06 am

What's your OS?
windows XP
AND IT STILL KEPTIDH CRASHING!!!
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.

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?

At some version of DF, the vast majority of the volcanos tend to push up a small mountain. I have seen flat volcanos, but usually it causes an altitude spike in various degrees. Sometimes extending out a tile or two.

(or temp map - poke poke ceph)...(or temps - AHEM) ... Temperature Maps (ahem)

Heheh, I can't remember if you were involved in the previous discussion on this thread regarding temp maps, but the main reason I didn't sink my precious free time into that is because you can't control, nor turn off, the poles. The control you get from a custom temp map is almost non-existent, and this is an area that can cause problems with the game, with people melting and stuff. My thinking is that it would cause more problems than it solves.

If you can get Toady to include a world gen option to turn off the temperature gradient so I can experiment without interference, I will definately do some stuff with a temperature map. It would definately be cool to make it a function of altitude or perhaps a polar map with the north pole in the center. Even a designated 'melting zone' might be fun for some mods as long as its predictable and controllable.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on April 16, 2011, 11:03:38 am
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:

Get rid of the black and red stuff and you should be ok.
Title: Re: PerfectWorldDF world creator utility
Post by: sadron on May 19, 2011, 02:53:42 am
With the new version of DF, how are we going to use this?
Title: Re: PerfectWorldDF world creator utility
Post by: Rose on May 19, 2011, 03:41:03 am
it's unlikely anything would change.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on May 19, 2011, 07:58:27 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: sadron on May 19, 2011, 12:39:13 pm
Sounds awesome Ceph. I'd actually like to see your fort :D By the way what would I do to add the tags?
Title: Re: PerfectWorldDF world creator utility
Post by: runlvlzero on May 19, 2011, 05:58:51 pm
you need to go into the worldgen file manually and put them in by hand, look at the other sizes similar to the world your creating and copy over any missing tags ... i have no idea if the order their in matters or not but i would try to respect it knowing how finicky computers are =)

anyway good luck sadron

and thanks a ton cephalo i was fiddling with getting biomes to feel like i wanted and perfectworld did the trick, was not to hard to learn at all =) makes me glad i did not format to linux LOL
Title: Re: PerfectWorldDF world creator utility
Post by: santheocles on May 25, 2011, 02:32:05 pm
The only new tags in world_gen.txt are [MINERAL_SCARCITY:2500] (after volcanism frequency) and [NIGHT_CREATURE_NUMBER:52] (after demon number). At least those are the only ones in Large Region-Type maps; the values are also taken from those.

The defaults chosen by the game if those tags are missing can produce some strange results...

I've seen several complaints about 2500 being too high for enjoyable mining; so you could edit that a bit. 1000 is supposed to be quite nice, 100 will drown you in ores and gems, if I understood that correctly.
Title: Re: PerfectWorldDF world creator utility
Post by: nil on May 25, 2011, 02:44:38 pm
They can be added in via DF's advance worldgen settings, too; it's not necessary to go into the text file itself.
Title: Re: PerfectWorldDF world creator utility
Post by: santheocles on May 25, 2011, 04:20:05 pm
True, of course... but I tend to forget that. ;-) So I'd rather do it once and can then regen at my leisure.
Title: Re: PerfectWorldDF world creator utility
Post by: Elone on May 26, 2011, 04:17:10 pm
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. :)

For sedimentary layer, try getting low and smooth areas. Preferably, you will nudge the forest areas towards the middle, so that they end up in Warm climates. You create forests by creating a body of water, a smooth area, and blowing wind from the water to the area, so that it carries rainfall with along. I dont remember if too much creates swamps though, or if something else creates them. Let me know if this works for any of you.
Title: Re: PerfectWorldDF world creator utility
Post by: nenico87 on June 04, 2011, 05:22:10 pm
i try to make world template, i try 10 times to generate world, but i always end with all dwarfs civilizations dead :(
what i am doing wrong?

here is lines from world_gen.txt
http://pastebin.com/FbD1bxQH (http://pastebin.com/FbD1bxQH)
Title: Re: PerfectWorldDF world creator utility
Post by: Thundercraft on June 14, 2011, 02:39:21 am
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?  ???

Title: Re: PerfectWorldDF world creator utility
Post by: Old-one-eye on June 14, 2011, 04:10:19 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Joelz on June 16, 2011, 08:20:02 am
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.

There's a manual with a quick start guide included in the zip. Maybe you were looking for that?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 20, 2011, 01:18:30 pm
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?  ???

So far I've gotten my queen to take a lover, but she needs an heir to continue the story arc for the fort. Sorry its taking so long.
Title: Re: PerfectWorldDF world creator utility
Post by: sadron on June 20, 2011, 02:47:32 pm
Has the OP been able to get the program to work with current worldgen?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 20, 2011, 03:02:19 pm
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.
Title: Re: PerfectWorldDF world creator utility
Post by: GreatWyrmGold on June 22, 2011, 09:46:01 pm
How do you use this? Run DF, then PWDF?
Title: Re: PerfectWorldDF world creator utility
Post by: nil on June 23, 2011, 01:49:18 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 23, 2011, 11:45:24 am
Ok, my current fort is gonna have to be on cruise control while I wait for certain things to happen. So in the meantime I am going be thinking about a proper update to PWDF. I'm going to use XML to map the DF file format to the interface, which will make the app alot more version independent. I need to research a bit to see what my options are for that. I've use XML in the past on other projects, but I did it in a very fragile, bare bones, error prone way. I'd like to do it properly this time and maybe even use a schema. In the XML I'm going to put an tooltip field to describe the various parameters in detail, to help new people learn what all that stuff does exactly.

I'm going to add a temperature map, even though we can't really control that I guess we can try. I'm also going to add import and export of images from all of the maps not just elevation.

In the current version, is there anything you guys find confusing that could be made more clear? Do you find yourselves making mistakes that end up costing you alot of time?
Title: Re: PerfectWorldDF world creator utility
Post by: GreatWyrmGold on June 23, 2011, 09:06:28 pm
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?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 24, 2011, 08:16:22 am
Uh...Okay, how do you make a new parameter set?

Just type a new name in the param set name field and tab out of it. That will make a copy of the one you were previously looking at.
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on June 24, 2011, 08:40:11 am
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.

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.

Cheers.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 24, 2011, 09:00:04 am
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.

I did put this in there in a way. You can import a scratch image as your top example, and run a filter over it to smooth it out. You just have to position your sliders at the cutoffs you want. Can you think of a reason why my filtering process is not easy enough? I'm not sure how else I can do it.

The steps to accomplish what you mention are:
Turn that starting image into grayscale.
Import the image.
Put the sliders at the cutoffs so the colors match what you intend as mountains etc.
Apply the filter.
Add some noise and bang yer done!
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on June 24, 2011, 09:30:41 am
Ah I didn't know you could even import images. I must have missed an update or two.

I just tried what you suggested and I get this error:
Spoiler (click to show/hide)
With this image:
(http://dl.dropbox.com/u/14508972/DF/island.bmp)

Hitting continue lets me carry on using PW but I imagine you'd want to see the error message. Otherwise this is awesome, nice work!
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 24, 2011, 09:42:42 am
The error you mention appears to involve the mouse over the elevation map. The paint functionality is terribly buggy. You should be able to import a grayscale image without the error.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 24, 2011, 09:53:00 am
Here's the elevation map I got from that with some noise added.

(http://i51.tinypic.com/161ykav.jpg)
Title: Re: PerfectWorldDF world creator utility
Post by: Vattic on June 24, 2011, 10:53:01 am
Yeah pretty much the same as what I got. The error message didn't stop me using the program.

Thanks again for this wonderful utility.
Title: Re: PerfectWorldDF world creator utility
Post by: Joelz on June 24, 2011, 02:08:14 pm
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?
Also, can they be added to an existing map?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 24, 2011, 06:05:15 pm
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?
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Joelz on June 25, 2011, 04:59:23 am
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.

Pity. Thanks for clearing that up.
Title: Re: PerfectWorldDF world creator utility
Post by: GreatWyrmGold on June 28, 2011, 04:06:32 pm
Any idea why this wouldn't work on a netbook?
Title: Re: PerfectWorldDF world creator utility
Post by: 612DwarfAvenue on June 28, 2011, 09:49:06 pm
Any idea why this wouldn't work on a netbook?

What's the specs for it?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 29, 2011, 08:48:05 am
Any idea why this wouldn't work on a netbook?

Make sure you have .NET 3.5 installed on your machine.
Title: Re: PerfectWorldDF world creator utility
Post by: GreatWyrmGold on June 29, 2011, 06:23:23 pm
...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.  :'(
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 30, 2011, 08:02:26 am
...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?
Title: Re: PerfectWorldDF world creator utility
Post by: GreatWyrmGold on June 30, 2011, 12:56:52 pm
...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.
B. Error message: "The application failed to initialize properly (oxc0000135)."
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 30, 2011, 02:18:33 pm
...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.
B. Error message: "The application failed to initialize properly (oxc0000135)."

Ah, ok. That means that the .NET Framework v. 3.5 is not installed on the netbook. I believe you can download that from Windows Update.

To do the smiley face or America thing, you need to import a grayscale bitmap. See the back and forth between Vattic and I just above your first netbook post. Make a bitmap with Windows Paint or whatever, import it to the elevation map, run a filter over it to smooth it out if necessary.
Title: Re: PerfectWorldDF world creator utility
Post by: GreatWyrmGold on June 30, 2011, 05:14:54 pm
Thanks.
Title: Re: PerfectWorldDF world creator utility
Post by: sadron on June 30, 2011, 08:47:43 pm
Has the utility been updated to work with 31.25 yet?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on June 30, 2011, 09:29:20 pm
Has the utility been updated to work with 31.25 yet?

I'm working on a scheme that allows for version independence, but it will be a while. I want to stress though that the current version is very useable with 31.25. You just need to visit the advanced parameter screen to check a couple of things.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 15, 2011, 06:30:03 pm
Yay! I finally finished my fort. Now I can work on the next version of PWDF without distractions. Here it is!

Praisegems (http://www.bay12forums.com/smf/index.php?topic=88979.0)

Please keep the comments regarding the fort in the above thread.
Title: Re: PerfectWorldDF world creator utility
Post by: dree12 on July 17, 2011, 11:58:15 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 17, 2011, 07:13:47 pm
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.

Yeah, I'll do something like that.
Title: Re: PerfectWorldDF world creator utility
Post by: Thundercraft on July 17, 2011, 09:11:01 pm
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...

::) Why assume that the North pole should be the coldest? Are you using the Earth as a model? If so, it's a fact that the Antarctic (South Pole region) is the coldest place on Earth (http://en.wikipedia.org/wiki/Antarctica#Climate). There are two reasons why the Antarctic is colder than the Arctic: 1) Much of Antarctica is 3 miles above the ocean and temperature decreases with altitude. 2) Antarctica is a landmass, which does not hold the heat as well as solid ice (such as in the Arctic region).

Also, while one pole tends to be covered in more ice than the other, it tends to be colder at both poles on many planets. We know this to be true not only for Earth, but also for Mars and other planets in our solar system. (Mars has both a North polar ice cap and a South polar ice cap. But while many folks are aware that Mars has a North polar ice cap, the South ice cap is not common knowledge because it is much smaller.)

Edit:
That said, while very unlikely, it is theoretically possible to have a planet with either a frozen "North" Pole or a "South" pole. (By the definition endorsed by the International Astronomical Union, the north pole of a planet or satellite is the pole which points above the invariable plane of the Solar System.) There are some planets which has it's axis of rotation tilted very sharply towards the star it orbits. For example, the axial tilt of Uranus (http://en.wikipedia.org/wiki/Uranus#Axial_tilt) is almost 98 degrees, making it nearly parallel with the plane of the Solar System. However, Uranus' rotational axis still revolves around the Sun, meaning it has seasonal changes which take decades to cycle.

However, if one could find a planet with such extreme axis tilt that was tidally locked (http://en.wikipedia.org/wiki/Tidal_locking), so one side always faced the star it orbits, there could (in theory) be a small chance part of it would be habitable (that is, if the composition was compatible with life and the orbit was in the habitable zone). Since one pole is pointed at the star and the other is perpetually dark, one pole is always "hot" while the other is bitterly cold. The hemisphere pointed away from the star would probably be uninhabitable as it would be too cold and receive little, if any, sunlight. And the other hemisphere would have nearly perpetual sunlight. So it would probably be a hot and dry desert near the pole pointed at the star, with constant violent storms near the equator (where the air of the hot and cold, day and night hemispheres meet).
Title: Re: PerfectWorldDF world creator utility
Post by: Rose on July 17, 2011, 09:26:35 pm
Thundercraft you are entirely missing the point which is that DF randomly gives a temperature gradient with the coldest end either on the north pole or the south, and that this just assumes that DF will make it be the north.
Title: Re: PerfectWorldDF world creator utility
Post by: Thundercraft on July 17, 2011, 10:05:59 pm
Am I missing the point?  ???

dree12 suggested that PerfectWorld should "automatically assume the north pole is the cold one". (Are we talking about a "default" setting in PerfectWorld?) I was trying to explain that, based on real world physics, I could not see the logic in assuming the coldest end should always be the North pole... or to assume that it has to be either the North or the South as the coldest (even if DF randomly assigns "the coldest end either on the north pole or the south").

I do endorse the "user-settable heat gradient to the temperature map" suggestion. Since PerfectWorld is all about giving power to the player to customize the world as they see fit, it should (ideally) be customizable however the player wants. But as I was trying to explain, it's more "realistic" to have cold regions on both the North (top) and South (bottom) areas of a world, with the middle equatorial regions being the warmest. (With a user-settable heat gradient on a temperature map, this should be possible.) While having either one pole or the other being the coldest may be the way it works by default in DF, I tried to explain that (by real-world reckoning) finding a habitable world like that would be very unlikely.
Title: Re: PerfectWorldDF world creator utility
Post by: Rose on July 17, 2011, 10:10:47 pm
You're still missing the point.

whatever PW sends to DF, DF will allways make a temperature gradient on there, with one pole being cold, and one being hot, but PW has no way to know which one it will be.

so PW just has to assume that DF will make the north colder, and adjust for it.
Title: Re: PerfectWorldDF world creator utility
Post by: Thundercraft on July 17, 2011, 10:16:14 pm
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. :-[
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 18, 2011, 07:30:11 am
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. :-[

This issue is why I initially left out the temperature map. There's really no way to control what you get, so what's the point of fooling with it? However, alot of people still want to fool with it so I'm going to let them in the next version. Ideally, there would be a world gen option to shut off that temperature gradient, but as you know, Toady is a busy man.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 18, 2011, 03:02:28 pm
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.

If you want to change map size then you would want to first copy one of the default param sets that match your desired map size and configuration. That's probably the best way to do that anyway as things are now.
Title: Re: PerfectWorldDF world creator utility
Post by: dree12 on July 19, 2011, 12:10:54 pm
What functionality?  :D
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on July 23, 2011, 10:27:34 am
Whats the best way to mess with PerfectWorld to get a volcano next to an ocean? Not a flat volcano, but an elevated one.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 23, 2011, 05:02:20 pm
Whats the best way to mess with PerfectWorld to get a volcano next to an ocean? Not a flat volcano, but an elevated one.

Adjust the cusps on the volcanism map to the coast line. Flat or raised is hard to control though. It seems to change from version to version how much volcanos lift the surrounding area.
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on July 23, 2011, 05:50:57 pm
Cusps?
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 23, 2011, 08:59:15 pm
Cusps?

Yeah, two sliders you can use to adjust the most likely altitude for the volcansim. It probably makes more sense if you try it.
Title: Re: PerfectWorldDF world creator utility
Post by: Dienes on July 23, 2011, 11:17:05 pm
I'm rather new to DF but I am already a huge fan of perfectworldDF. I've been having a blast trying out different kinds of worlds that would be near impossible to get normally and I feel like I have barely scratched the surface. Thanks a ton for a program that helps make DF even better.

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.

I haven't used the resizing feature but if you want to preserve it here is an idea.  It would be more work but one solution would be to associate the values with the map size selected when they are entered. Then when the map is resized calculate the new value based on the value and map size as originally entered, not the most previous calculation. This way rounding errors would be thrown out rather than building up.

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.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 23, 2011, 11:55:40 pm

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.

My XML system for the easy adding of tags is working well so far. It will even tell you the line number of any errors you make in the XML file. :) It creates all the form controls at runtime from the XML, and you can also specify tooltip help for each control, so new people can know exactly what each tag does. Hopefully this compatibility issue will go away next version.
Title: Re: PerfectWorldDF world creator utility
Post by: lastofthelight on July 24, 2011, 03:04:00 am
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.
Title: Re: PerfectWorldDF world creator utility
Post by: Befenismor on July 24, 2011, 04:44:05 am
This tool gives me a headache. Worldgen never freaking works. AGH!
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 24, 2011, 10:11:49 am
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.

Red = max volcanism, and this is where volcanos are allowed to appear. There's no way to control the exact placement of volcanos, unless you have very few red squares and specify lots of volcanos. The 'min volcano' number in the DF map parameters is actually an exact number. You can set this to a max of 200. Volcanos do push up land a bit, so you might not be able to get a coastal volcano in a 3x3, you may need a large embark.

This tool gives me a headache. Worldgen never freaking works. AGH!

I'll need alot more info before I can help you with that.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 28, 2011, 08:02:15 pm
Ok, progress report. I have now finished the new XML parameter system and added all the current tags to the XML. Everything works perfectly.

Next I'll start work on adding a temperature map. This is not going to be easy. Temperature is one area that can affect the game in highly unpleasant, insidious ways that are not immediately obvious. That is why I have avoided it until now. Hopefully, I can do this in a way that won't cause all kinds of confusion and complaint. DF fans are usually fairly computer savvy, but any temperature problems are going to be complicated and difficult to explain. I need to do some research on this before I do anything so it will take time.
Title: Re: PerfectWorldDF world creator utility
Post by: negorath on July 29, 2011, 12:26:22 pm
Glad to hear a new version is being worked on :) Perfect World is probably my most used utility next to Dwarf Therapist.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on July 29, 2011, 03:27:25 pm
Ok, I've learned some interesting things today:

The temperature when embarking is capped at 10072 U. So even if you set the temperature way up, your dwarves won't melt.
 
When you import a temperature map, altitudes are automatically cooled as they get higher.

The gradient used to make a north/south pole is not linear. The closest thing I could find to counteract this was an arccosine function (kind of like a sideways cosine function (http://en.wikipedia.org/wiki/File:Arcsine_Arccosine.svg)) but this is not exact. The curve is a bit steeper than that. It might be a bezier curve.

The game really doesn't allow you to control temperature with the map import functionality. I'm really not very enthusiastic about doing this much work and then ending up with no control in any case. I can't think of anything useful to accomplish by importing a custom temperature map that is not better handled through the normal world_gen.txt channels. It will take a week of my free time to hook up all the controls and saving their settings and all. I think I'll skip it this time. If Tarn ever allows us to control temperature completely I'll revisit this, but right now I'd just be spinning my wheels.

Next week I'm going to focus on some other requests.
Title: Re: PerfectWorldDF world creator utility
Post by: cephalo on August 02, 2011, 01:06:16 pm
Ok, I'm starting to get really busy with other projects and upcoming family vacations and such, so I've decided to release what I have, and also fix any bugs that you guys find. I'll have to handle the other requests later.

Version 1.5 is up!

Now any XML savvy people can add worldgen tags for future versions of DF. It's hard to predict the future, but this system should be able to handle any new tags that come up unless Toady radically changes his previous tag patterns. See the ParamSchema.xsd file in the download to see how the system works.

EDIT: Also, I am entering the world of Visual C# 2010 express, so this is now running on .NET framework 4.0. I hope that doesn't cause too many problems for people.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: Dienes on August 02, 2011, 04:57:48 pm
Very cool. This looks like it should be able to handle most worldgen changes toady is likely to implement without us having to pester you for a new release.

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.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: cephalo on August 02, 2011, 05:55:02 pm

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.

Dang. Yeah this is because the first one is a validation error according to the schema, while the end tag error is technically a not "well-formed" xml file, and I'm only handling the first case. The .NET validator appears to be more specific in that regard than I thought.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: Dienes on August 02, 2011, 11:22:38 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: cephalo on August 03, 2011, 07:35:32 am
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.

Pretty much, although the XmlValidatingReader functionality is now wrapped into the XmlReader. But basically I'm handling one and not the other. It's an easy fix. Thanks for catching that BTW, I didn't think anyone would be messing with the xml until next DF version. :)

EDIT: Ok, I fixed it. I'm going to wait a few days to see if any more bugs pop up, and then release 1.6.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: lastofthelight on August 07, 2011, 10:02:34 am
Another question:

I'm using your 'suggested default' values for volcanism in sedimentary layers. I keep getting infinite worldgen rejections due to not enough volcanos. I'm on a large world, and I only have 50 volcanoes set. There are PLENTY of 1.0 point spots on the map, but when I go to generate, I see no volcanoes. What gives?

I'd love to upload the save file, but the dffd doesn't allow save files from your utility, alas. So I have uploaded the map ini file instead. http://dffd.wimbli.com/file.php?id=4795

Edit: Tried to fix it by placing a 'reasonable' number of point volcanoes using your paint tool. No luck. Used the large brush to paint an unreasonable number. Got the following error.

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.VolcanismMap.DrawTile(Int32 x, Int32 y)
   at PerfectWorldDF.VolcanismMap.DrawEdit(Rectangle rect)
   at PerfectWorldDF.Form1.picBoxVolcMap_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: 2.0.50727.3607 (GDR.050727-3600)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
PerfectWorldDF
    Assembly Version: 1.4.3935.31281
    Win32 Version: 1.4.3935.31281
    CodeBase: file:///C:/Documents%20and%20Settings/Owner/My%20Documents/Vanilla%20DF%20Plus%2031.25.2011.07.06/PerfectWorldDF_1_4/PerfectWorldDF.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    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: 2.0.50727.3614 (GDR.050727-3600)
    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: 2.0.50727.3053 (netfxsp.050727-3000)
    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.

Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: cephalo on August 07, 2011, 08:21:07 pm
Are you using a map size less than 257x257? If so there is a complication with trying to get volcanos next to sedement. For certain complicated reasons, in most cases it is better to generate maps on a high res map and shrink it down to the size you want. That is a technique I use in PWDF to provide uniformity across different sized maps. Generating on small maps directly gives very different results and requires alot of special case handling.

In this case however it makes things more difficult, as you are trying to create 1x1 spikes of volcanism. The problem is, when you do this on a high res map, and then shrink that map, these spikes get smoothed away. So the instructions I gave are easy on a 257x257 map because its what you see on the screen, but for a smaller map, your volcano 'dots' need to be bigger. Its quite a bit harder to control in that case.

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.  ::)
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: wrajjt on August 13, 2011, 10:58:48 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: cephalo on August 13, 2011, 09:59:24 pm
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'.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: wrajjt on August 14, 2011, 10:26:58 am
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'.

Really? I thought I did... what I want is the old "bottomless pit" or "bottomless chasm" features from DF.40 =) I need to check it out.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: thepaan on September 06, 2011, 07:30:02 am
This app thinks that the max end year is 2500, while the actual game accepts up to 10000.

Notwithstanding, kudos to the creators.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: cephalo on September 06, 2011, 04:25:06 pm
This app thinks that the max end year is 2500, while the actual game accepts up to 10000.

Notwithstanding, kudos to the creators.

If you prefer, you can change that in the XML file that comes with the app. It's probably some cut and paste error on my part.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: drakon136 on September 07, 2011, 10:30:28 pm
Sweet, this is an awesome utility. I've already used it now, and I love the worlds you can create with it.

And for some off-topic-ness: nice CIV4 map script too.
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: cephalo on September 08, 2011, 09:20:03 am
Thanks drakon136!

I have just posted version 1.6 which fixes the bug with the XML checker.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: BrosephStalin on September 24, 2011, 08:14:29 pm
I love this utility but I cannot for the life of me get my maps exported to Dwarf Fortress.
I'm using the North America map somebody on here made, and then I go to file>Export worldgen file
I load up DF, and go to design new world with advanced parameters, but the file doesn't appear as any of the options. I have no idea what I'm doing wrong, can anyone offer some insight?

If it helps, I'm using Lazy Newb Pack.

Thanks

EDIT: Disregard that, I figured out how to enter it into the DF files directly
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on September 26, 2011, 03:36:32 pm
The manual is a bit old, but still explains the work flow of the app.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Demiurge on October 01, 2011, 10:57:08 am
I'm having trouble with repeated world rejections when using the genesis mod. Its weird because I've had worlds generate successfully before with this mod and according to this utility its supposed to ignore every rejection set. Its rejecting immediatly after forming lakes.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Dienes on October 01, 2011, 07:54:50 pm
Its still possible to get rejections with this. My most common rejections are when I mess with min volcanoes, good/evil square counts, or don't have enough regions that civilizations can be placed in (too much savagery usually).

If you enable world rejection logging [LOG_MAP_REJECTS:YES] in the init file df will put the reasons for the rejections in map_rejection_log.txt and we can tell you what is actually going wrong.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on October 04, 2011, 10:59:25 am
Yeah, as Dienes said if you turn on the map rejection log you can see what the problem is. Usually when you get rejections with with PWDF it will not resolve itself until you know whats going on.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: nickbii on October 09, 2011, 09:01:52 am
@Cephalo
You should update the Mac/LINUX link you put in your first post. Apparently linux.com has moved the program we've been using to run PerfectWorldDF. Even if they hadn't moved it you'd need to update the link, because that specific version of Mono won't run v1.6

I'm downloading the latest version from http://www.mono-project.com/Main_Page, and I'll let you know whether it works.

Nick

EDIT: 1.6 runs on the latest version of mono. I'm gonna start making maps. If it doesn't work I'll get back to you.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on October 10, 2011, 09:05:57 am
Ok, thanks for the heads up. Let me know if you have trouble.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: nickbii on October 10, 2011, 10:10:12 pm
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
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: jaxler on October 22, 2011, 01:11:19 am
tutorial vid plz
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: revengefullobster on October 28, 2011, 05:13:18 pm
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
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on November 01, 2011, 03:06:02 pm
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

Yeah, let me explain that. This program uses the highest resolution available for a given aspect ratio, and then shrinks it to the desired size. So go ahead and make a 257x257 and then use it for any size map.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: jasonwill2 on November 12, 2011, 07:50:06 pm
i think this is just what i needed, thank you!
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Loud Whispers on December 27, 2011, 08:29:26 pm
OOoo I'm going to lurve this :D
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: 612DwarfAvenue on December 27, 2011, 09:24:28 pm
Holy damn, this thing is menaces with spikes of awesome.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Awessum Possum on January 05, 2012, 03:12:36 pm
There's a PW DWARf FORTRESS!?!? :o

Gimmie gimmie. 8)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Awessum Possum on January 06, 2012, 08:46:43 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on January 10, 2012, 02:55:39 pm
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.

I wish I could be of help here, but I can't! Did you run it from the command line?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: nickbii on January 11, 2012, 03:34:07 pm
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?

Is Mono installed? Do you have the command line running? What steps are you doing?

Nick
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Lawrence on January 15, 2012, 06:05:34 am
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!**
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on January 15, 2012, 02:54:04 pm
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!**

Well, the adamantine spires are due to a bug I'm pretty sure, to repeat it probably requires certain strange cavern settings. Also, volcanos tend to push up land, so it can be hard to find a flat one. You can maximize the likelyhood of this by making a world with lot's of volcanos. The 'min volcanos' variable in the world gen file will control this, the max is 200.

The deserts of course are the easy part, you just need low drainage and low rainfall.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Lawrence on January 16, 2012, 08:42:47 am
well i'll just generate worlds till i get it. Unfortunatelly i highly doubt to reach my end without almost unending wealth and actually endless water and magma on hand...
but when i'll get it
it'll be GLORIOUS

thank you for your help!
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Zet on January 31, 2012, 07:39:42 am
Amazing! This looks like the tool for me.
I'll probably make a YT video as an alternative for the tutorial some time soon - I need to get used to it myself first ;)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Alluvian_Est-Endrati on February 03, 2012, 11:12:44 am
Having a lot of fun with this tool (while waiting on the next DF update). Been tinkering around with the image importer lately, creating fun worlds based off of various images.

Khorne would be pleased
Spoiler (click to show/hide)

Anyways creating a world that is mostly flat deserts is pretty easy actually; you could do that within the normal DF advanced world parameters. You would want to set the Rainfall & Drainage parameters such that they fell mostly within the range of Desert biomes. Check out the following link on the wiki for those ranged
Link: http://df.magmawiki.com/index.php/Biome#Generating_a_Biome (http://df.magmawiki.com/index.php/Biome#Generating_a_Biome)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on February 14, 2012, 12:45:02 pm
Ok, I placed a new WorldGen.xml file for DF 34.01!

My attempt at predicting the future was not perfect however, PWDF does not handle the new alphanumeric seeds, and will error out if you import a world_gen.txt file with alpha chars in the seed paramters.

Let me know if you have any unforseen issues.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: insanityseanboy on February 18, 2012, 01:04:30 am
Thank you cephalo for creating this awesome program  :D

(http://i.imgur.com/DC7ty.jpg)

For some reason the whole ocean became haunted/terrifying. That sounds about right though, so I've left it.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Alpha Dwarf on February 19, 2012, 01:02:52 am
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.php
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Alpha Dwarf on February 21, 2012, 02:20:12 am
You buddy post that Australia map ------- And I mean the map file in Perfect World and the world gen file so I can get the temperatures you used.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Alpha Dwarf on February 21, 2012, 02:51:27 am
BUMP for clarity.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: insanityseanboy on February 22, 2012, 06:12:17 am
Nice map. Would you be nice enough to put it on here: http://dffd.wimbli.com/index.php
Yeah sure, what do I put up there? The height map, the pwset or the simulated world?

I simulated it until 2012, which turned out to be a bad idea; humans are extinct and there are only two single-tile dwarf civs that survived. I'm going to simulate it again with the new DF version.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Alpha Dwarf on February 22, 2012, 12:21:08 pm
I would just need the pwset, thanks. Does the map have default temperature ranges, 25-75?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: insanityseanboy on February 28, 2012, 10:03:24 am
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.


Here you go: http://dffd.wimbli.com/file.php?id=5725

Enjoy.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: PTTG?? on March 01, 2012, 04:02:09 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: nickbii on March 01, 2012, 06:41:57 pm
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

IIRC some minor things related to new features might be problems, but in general it works fine.

Nick
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Dienes on March 01, 2012, 06:47:05 pm
If you download the new xml file this works fine with 34.04.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Weaselcake on March 03, 2012, 12:33:34 pm
Why is the sea on the right side suddenly look like that?

(http://i.imgur.com/pp4LQ.jpg)

I want it to look like water, not some muddy landscape thing. >:(
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Joelz on March 03, 2012, 03:23:50 pm
I think that means the sea is evil. Thus embarking next to it might net you some fun.

Don't know how to fix that though. Tried generating it again?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: nickbii on March 03, 2012, 03:29:59 pm
Re-genning won't work. Some of the oceans have to be evil.

He might be able to manipulate the world-gen settings so there's a bunch of sea-zones in PW, and then re-gen until only the little ones he can't see are evil, but that may be overkill.

Nick
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Weaselcake on March 04, 2012, 05:57:24 pm
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?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Crioca on March 04, 2012, 09:28:34 pm
It doesn't have to be evil, but you've specified in your parameters a minimum number of evil regions / tiles, if you want you can drop the number of evil tiles or alternatively you can change the mineral scarcity to alter the distribution of good / evil & savage / peaceful
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: nickbii on March 04, 2012, 10:49:18 pm
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?
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.

I'm not sure that particular proportion is moddable. It may not be -- quite a few people have  had trouble getting playable maps on PW because they didn't include enough mountain ranges for one to be neutral-aligned and non-savage, so no dwarf civs could be placed, and the advice from the guy who made the program wasn't "change setting x so they'
re all neutral," it was "make more mountain biomes."

But if it is you'll have to go back into perfectworld. On the first page there's an option about the size of evil biomes, which seems like a promising place to start

Nick
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Nice Save on March 05, 2012, 02:48:48 am
Try setting "minimum evil squares in large regions" (or something like that) to 0. I think the tooltip mentions this.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on March 05, 2012, 09:20:15 am

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?

You can stop this. The reason you always get this with the default settings is that 'large' regions are actually very uncommon, and almost always end up being the ocean. If you set the evil or good 'large' region count to even 1 tile, it's almost always going to be an ocean. What I do is set the large region counts to zero, and then pump up the medium region counts to a much higher number. I feel this gives a much better balance and variety of regions.

EDIT: Yes, in the example screenshot you can see that your only large regions are the two oceans. Since the tile counts for large regions for good and evil are both above zero, you have exactly one good ocean and one evil ocean, and zero neutral oceans. :)

Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Ghizz on March 06, 2012, 07:32:45 am
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!
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on March 06, 2012, 09:23:50 am
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!

I would say that the key parameter you're interested in would be the MINERAL_SCARCITY tag. Set this to a low number. I always imagine dwarves as insanely rich miners so I always use a low number, and usually you have everything you need. Flux can be more complex however.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Captain Crazy on March 10, 2012, 05:12:51 pm
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!
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Blakmane on March 10, 2012, 07:10:38 pm
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....
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on March 12, 2012, 12:01:42 am
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!

Glad you figured it out. Yeah, map rejections don't usually happen with PWDF, especially since most of the rejection criteria is turned off. The logging is very helpful with finding those few problems with a map. Since you're using static data, they will usually reject forever if they reject at all.

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....

Thanks for the nice compliments Blakemane.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: runlvlzero on March 19, 2012, 06:09:07 am
Just wanted to say thanks again, its been awhile since i've got a chance to use this but its 100x better then the earlier versions =) its also able to make some amazingly cool maps P
Title: Re: PerfectWorldDF world creator utility v.1.5
Post by: runlvlzero on March 24, 2012, 09:45:36 am
...
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.  ::)

oh just a minor update, I too get this error... might be a bug in .net itself... (wouldn't be the first time) drawing on the map almost always causes it, its rare I can get away with more then a few clicks.

Spoiler (click to show/hide)


****UPDATE*****

I did some further testing. I moved the program to a shorter path (C:\games) and I used the brush without resizing the window. <<<< Newp still got a crash after changing the brush size to 0.000 trying to erase edits.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: miauw62 on March 28, 2012, 01:29:07 pm
One more thing would make this perfect:
A 'discard all changes'  button, so i dont have to endlessly undo.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Deon on April 05, 2012, 11:50:36 am
Why is the sea on the right side suddenly look like that?

(http://i.imgur.com/pp4LQ.jpg)

I want it to look like water, not some muddy landscape thing. >:(
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.

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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: runlvlzero on April 05, 2012, 12:33:16 pm
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.

Nope whether its at the north or south is up to RNG (entirely random) =/ I wanted to have a hot equator and cold poles for the longest time, its the first thing I tried to get the generator to do. Maybe someone on the DF hack project could figure out how to tweak temperature values during world creation in memory but that's about the only way I think the community could figure it out.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Rose on April 05, 2012, 12:37:12 pm
can't you apply a reverse gradient and have a 50/50 chance of it being corrected?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: runlvlzero on April 05, 2012, 12:47:45 pm
Quote from: http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation#Temperature
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.

From what I understand, the game decides what 0 and 100 latitude is an all in between sets the temperature based on a gradient from that. You would have to find a way to force the values (PF doesn't do this for some reason, I think it may be buried up in the thread). You would need to hack the gradient values in the game engine to go from low to high at 50, then low again at 0. It simply may not be enabled in the game yet and be on toady's to do list (preset temp values) like you have for volcanism etc... Otherwise you could just override the game completely. And there is no way to apply your own temperature gradient yet.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: dree12 on April 05, 2012, 02:40:14 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on April 06, 2012, 08:28:21 am
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.

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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: dree12 on April 07, 2012, 07:24:55 pm
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.

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.
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: vjek on April 07, 2012, 09:23:08 pm
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?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: runlvlzero on April 07, 2012, 09:52:37 pm
Could be a badly formatted file, have you made any changes? How did you save the new xml file?

Works ok in 34.07 for me
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: vjek on April 07, 2012, 10:02:23 pm
Nope, no changes.  Just a normal world_gen.txt, but whatever, that's fine. I've started from scratch and copied over the parameters by hand.

I only have one goal I want to accomplish with a program like this:

Have all volcanoes at the embark level or lower, no volcanoes above the map elevation.

I've tried:

Percent Below Zero Volcanism: 1
Percent Below Igneous Extrusive Threshold: 1
Percent Below Volcano Threshold: 1

Percent Below Zero Volcanism: 99
Percent Below Igneous Extrusive Threshold: 99
Percent Below Volcano Threshold: 99

Percent Below Zero Volcanism: 1
Percent Below Igneous Extrusive Threshold: 99
Percent Below Volcano Threshold: 99

Percent Below Zero Volcanism: 1
Percent Below Igneous Extrusive Threshold: 1
Percent Below Volcano Threshold: 99

all similar variations for the elevation cusp map:
Higher Elevation Cusp: 0
Lower Elevation Cusp: 100
Elevation Cusp Map Weight: 100

Higher Elevation Cusp: 100
Lower Elevation Cusp: 0
Elevation Cusp Map Weight: 100

all with no noise.

And I can't even get close to reducing or removing the change in elevation caused by above-embark-level volcanoes.  If anything, all of these settings are making the problem worse.  All other aspects of the map are fine, and working as expected.

Any ideas?  I'd be happy with just getting all volcanoes to be underground, to start.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: runlvlzero on April 08, 2012, 12:21:39 am
Thats extremely hard to do with volcano's in this version of DF, I managed to get 1 in a low desert, that was it. After like a hundred gens, and not using the PF settings. (I wasn't trying, just playing with the randomness of Toady's weighted maps). You could try something like:

[ELEVATION:100:400:1600:1600]
[ELEVATION_FREQUENCY:6:8:4:3:2:1]
[VOLCANISM:0:100:1200:1200]
[VOLCANISM_FREQUENCY:6:1:1:1:1:1]
[EROSION_CYCLE_COUNT:500] (or upto 1000), but erosion over 500 creates bad river canyons, 250 is the best compromise
[RIVER_MINS:800:400] <---- This is tricky but if you can get rivers to go over your volcano's, they'll flatten out.

If you set your elevation mins to 100, turn of your ocean edges to zero.

There's a link how to get volcanoes speckled everywhere for maximum volcanoes in low lying area's in the first post from cephalo on the project, he's kept it up to date.

http://www.bay12forums.com/smf/index.php?topic=57428.msg1424214#msg1424214

You have to set your threshold sliders to 99-98% and set your cusp sliders far apart, and max out your noise sliders in volcanism. The above link describes it much better then I can.

[VOLCANO_MIN:200] be sure to set that to mucho high numbers like 200 if your doing the speckle thing with the volcanism map, if your doing it right it will look mostly green with 1 pixel red dots.

If you use PF for elevation maps and stuff you don't need to tweak weighted rangers or min/maxes.

If you do it on anything less then 257x257 map your going to have to figure out how to get the dots the right size, they need to be bigger.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on April 08, 2012, 10:14:06 pm
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?

Yeah, it might be misleading, but PWDF doesn't actually work with the world_gen files from already genned worlds. I think you need to put a [WORLDGEN] tag in front of the info. Theres a missing expected tag in those.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Pirate Bob on April 30, 2012, 05:08:57 pm
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...
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on May 02, 2012, 09:20:12 am
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...

I'm sorry you had to go through that.. ;D Unfortunately I can be of no help when it comes to linux.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Jeoshua on May 02, 2012, 06:25:19 pm
I am having a bit of trouble with the vulcanism map.

I'm trying to get specific places to have volcanos on a large map, but the only choices for volcano range are 1-100% below volcano range.  This leads to the choice between, on this size of map, either 331 possible volcanos or 0 possible volcanos, setting the slider at either 99% or 100%.

It would be very nice if there was either an option to export a "raw" map from Perfect World, without the weighting of it, or to specify that the program should make an exact number of squares that should have their vulcanism set to 1.0 (100 on export).  This would save me a lot of trouble when wanting to specify exactly where volcanos should go, as the only other option is to use the very clunky in-game painter interface.  It takes about a minute just to scroll to the area I want to paint, let alone actually paint it correctly.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on May 02, 2012, 07:21:49 pm
Hmm, I think that when the volcanism map is clean, before you generate any noise or what not, the map defaults to 0.5 on every tile.  You can then use the buggy paint functionality in PWDF to paint 1.0 on only the volcanos that you want. (save often) On maps smaller than 256x256, this may be easier said than done, since the map will be automatically shrunk to fit and there won't be a 1 to 1 relationship between PW map tiles and DF map tiles.

Let me know if that works.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Jeoshua on May 02, 2012, 07:41:22 pm
I'll try that...

Nothing doing.  The sliders keep moving and don't give me a choice.  The granularity of the expected number of volcanos just doesn't allow for it on this size of map (257x129, 99% = 331 squares.  100% = 0 squares.  No middle ground).

So my choices are either to use the in-game painter (ugh) or paint 331 volcanos into the map, then hack the game to make sure it generates them all, so I can be sure that the volcanos I paint actually show up, leading to a very very very volcanic map.

In a pocket region it might be possible (1% of 17x17 = ~2.5 square granularity... so there would still need to be extra volcanoes painted in that situation), but on this map it's just not going to work.

I know the map data itself can support any specific values and be understood by DF.  Possibly I could intentionally paint 200+ "fake volcanoes" with 0.99 as their specific value, then Find+Replace that with 0 or something when importing the data... but it seems a very hackish way to get things done.  Ultimately it may be what I need to do...

===

Well, here is a needed feature.  Very simple too Ceph.

A [CLEAR] button.

Some way to erase all information and clear everything back to null without closing the program and re-doing all the other maps to get what you need on the one screen you just need to clear out.

I know I ask for a lot, but this program is amazing and there are just some things that I can't do with it, even tho I know they're very possible (like telling the program not to "bend" the output to fit some kind of expected percentage, as an option, or adding a button to clear the whole tab out without wiping out any of the other data).

((EDIT: Nope, this won't work either.  The slider sets the amount of squares that will be exported with a value of "100" exactly, letting them be volcanos.  If PWDF thinks they're volcanos there seems to be no way to trick it into exporting them as any other value.)

===

Also, the paint functionality isn't "buggy" unless I use the Large Smoothing brush and push those percentage sliders beyond the breaking point.  Using the point brush works fine, every time, but once it goes past a threshold it annoyingly moves a slider or otherwise "bends" the output to fit the percentage sliders again.  This is what I was running into with the volcanos.

I'd have all the volcanos painted on there as 1x1 boxes, in precisely the area I'd want them, then once I passed a threshold (99% below volcano, 331 count on a 257x129 map), !!BOOM!! All of a sudden the slider moved and I have thousands of volcanos, which once were Igneous Extrusive layers (seems it grabbed the next closest value for the volcanos, and since there was nothing between 0.7 - 1.0, it said all of that range was 100% volcano territory).  Then the program freaks out and turns the slider up again sometimes, meaning that there were NO volcanos.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Jeoshua on May 02, 2012, 08:34:50 pm
I'm back, this time with pretty pics of a successful hack, not some feature request.

Step 1:
(http://img821.imageshack.us/img821/1008/step1gi.jpg)
Make a set of boxes in the upper left of the map.  This works best on an island region, obviously, since you have all that deep water to play with.  These boxes are 5x5, each tile is vulcanism 1.0 exactly, and the borders (directly to the right of each set of 5) is vucanism 0.0 exactly.

I painted these box by box until the slider screwed up and said that there were no volcanoes (changed to 100% Below Volcano Threshold), then I backed the boxes up one by one until I could set the volcanos at 99% again.

I then drew set one MORE box in this grid to 0.0 volcanism, and proceeded to set one tile on the map, proper, to be a volcano.  Then I exported the map.

Step 2:
(http://img812.imageshack.us/img812/9402/step2o.jpg)
Using Notepad++ (although any text editor with a Find/Replace option will work), I searched for every instance of "100:100:100:100:100:0:" and replaced it with "0:0:0:0:0:0:".  There was also the odd count of the last row, and I set these to 0 manually.  The picture is actually "wrong" in that I forgot that extra ":" the first time around.

I also set the file to contain a line stating: "[VOLCANO_MIN:1]"

Saved the file and started up Dwarf Fortress.

Step 3:
(http://img268.imageshack.us/img268/6719/step3m.jpg)
One Volcano, precisely where I told it to be.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on May 03, 2012, 09:41:29 am
Lol, sorry for all that work just to place a volcano! I just didn't think of the possibility that people would want to place them exactly. I mean... it's obvious, but I didn't think of it. I may have been suffering from burnout since it was the next to last map to be handled. Sometimes I get sloppy near the end of a large project.

Another issue that may come up is that having no underlying noise in the volcanism values may have an undesireable effect on the world's geology. I'm not sure how volcanism effects that exactly, but having only zeros and a few 100s might create monotony in the layers. I haven't actually seen that however.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Jeoshua on May 05, 2012, 08:56:36 am
It does affect the underlying rock strata, and a 1.0 volcano next to a 0.0 sedimentary layer generally won't "bulge" very much.

In the method I was using, however, I did have the noise and elevation cusps set.  The only thing my method does is remove all the automatically added volcano spots.  Only the ones I manually add get to be 1.0, the rest being considered after export to be Igneous Extrusive.  So the former volcanos are actually just igneous zones.

I'm just happy I can finally make my volcanic desert area like I want it, even if it does take a bit more work than before.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Gatallorsith on May 13, 2012, 05:51:38 pm
OK need some help here  ::)
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)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: the_game_hunt on May 13, 2012, 05:56:09 pm
OK need some help here  ::)
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)
Its the beast end year,or, increase it, or place more beasts.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Gatallorsith on May 24, 2012, 07:13:12 pm
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)

Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: vjek on May 24, 2012, 09:05:22 pm
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)

To have large open caverns, set your worldgen parameters as:

   [CAVERN_LAYER_OPENNESS_MIN:100]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]

and all the other values to their minimum. 

   [LEVELS_ABOVE_GROUND:1]
   [LEVELS_ABOVE_LAYER_1:5]
   [LEVELS_ABOVE_LAYER_2:1]
   [LEVELS_ABOVE_LAYER_3:1]
   [LEVELS_ABOVE_LAYER_4:1]
   [LEVELS_ABOVE_LAYER_5:2]
   [LEVELS_AT_BOTTOM:1]

Even if you manually edit the worldgen file, the best you can do is one layer between caverns,  (they will NOT interconnect, vertically, typically) and 5 layers from embark to top of the first cavern.  DF appears to be hardcoded to give those top 5 layers, minimum.

I tried these parameters:

   [CAVE_MIN_SIZE:500]
   [CAVE_MAX_SIZE:500]
   [NON_MOUNTAIN_CAVE_MIN:800]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]

Even with 800 non-mountain, max sized caves in a 33x33 world, the best you can do is get an embark level cave.

The only time I've seen "natural" vertical open space interconnect between caverns is from natural caves, and the placement of those is random.  Theoretically, you could luck out three times and get a natural cave from embark to first cavern, a natural cave from first cavern bottom to the top of second cavern, and a natural cave from the bottom of second cavern to the top of the third cavern..

But I wouldn't bet on it being easy to find. :)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Gatallorsith on May 25, 2012, 06:39:43 am
Vjek you gave me the other extreme, if I'm not wrong.
What I'm searching is the "middle ground", if possible, where I won't have mazes everywhere but also not a totally empty space (not so fun to explore as well, I guess).
Looking here (http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation#Cavern_Parameters) it seems 50\50 has still too many mazes, so I tried 10-30 for sensity and 50-90 for openness (some randomness is good to have). I don0't know what ideal numbers should be, though.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: vjek on May 25, 2012, 10:23:18 am
Yeah, you'll have to gen a dozen worlds or so and see what the RNG comes up with.  What is underground, from what I've seen, is much MUCH more random than what you can control above ground.

Natural caves, of course, are also filled with nasties and very bad things, so you'll likely have to fight your way through them to get down to the caverns.  Which in many of the worlds I gen'd with those parameters, has undead towers, various animal men civilizations, and similar challenges.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Triskelli on June 04, 2012, 04:30:02 pm
So now that we have an official size for each tile (2m x 2m x 3m, if I recall correctly), has anyone tried their hand at recreating a 1:1 map of real-world landmasses?

Quick math:


So for example Long Island is approximately 190 km by 37 km.  That would make its map in DF about 124x24, or around the size of a medium island/region.

....yeah, this means that we might not be able to generate full continents using the method, but a worthy effort in the name of realism.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Richards on June 14, 2012, 06:40:51 pm
Why is the sea on the right side suddenly look like that?

(http://i.imgur.com/pp4LQ.jpg)

I want it to look like water, not some muddy landscape thing. >:(
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.

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.

Can you post the text file for such a map?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: adasdad on August 08, 2012, 05:50:46 pm
is it possible to make a world bigger than 257x 257?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: slawr34 on August 11, 2012, 07:14:06 pm
is it possible to make a world bigger than 257x 257?

Nope, pretty sure that limit is hard-coded in.

Also, how can I make "flat" volcanoes (ones that don't cause Extreme cliffs EVERYWHERE)?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Delta_02_Cat on September 01, 2012, 08:02:22 am
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!
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: dominusnovus on September 02, 2012, 07:28:48 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on September 05, 2012, 09:34:39 am
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!

Dwarves need neutral non-savage mountain ranges. Make sure you have plenty of mountains in the non-savage zones.

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.

I usually try to put my volcano cusp right near the altitude where mountain meets non-mountain. Is that what you mean? Also, the lower cusp controls whether volcanoes come up from under the sea. You should be able to bottom that out.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Blue_Dwarf on October 16, 2012, 05:28:21 pm
This keeps crashing when I use it, is that normal?

edit: It happens when I try to modify any default values.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on October 18, 2012, 08:34:31 am
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?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Just Some Guy on October 25, 2012, 06:49:08 pm
Do I replace the WorldGen with PerfectDF or just add the new one?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Blue_Dwarf on October 26, 2012, 06:07:27 am
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?

I think it solved itself, because I can't recreate it anymore. Sorry for the trouble.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: moisesjns on December 19, 2012, 02:40:44 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Vattic on December 19, 2012, 03:30:38 pm
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.

I don't think there is one big manual but I can answer some of your questions.

You can't manually place rivers and won't be able to until Toady decides to make that possible within DF itself. River sources are placed randomly during world gen and the rivers find their own way downhill. They do follow the lay of the land which is why you'll often see rivers in roughly the correct places when real life height maps are used.

As for volcanoes Jeoshua figured out how to place them (http://www.bay12forums.com/smf/index.php?topic=57428.msg3248692;topicseen#msg3248692). It's fairly hackish but looks like it works well enough.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: moisesjns on December 19, 2012, 05:31:54 pm
Oh ok. Is there a way to make water inland through elevation? using the brush covers the water or is it hard coded that water can only be on the E,W,N,S and inland?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Rose on December 20, 2012, 02:43:53 am
water will always be on any elevation that's below sea level, but it can also form in lakes where it feels like.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Bot Hack on January 03, 2013, 09:34:36 pm
Dear cephalo, great sire! I would like to present my map, The Planets of Enchanting, I think you must agree, it is quite fantastic!

http://dffd.wimbli.com/file.php?id=7279

I hope you may edit the front topic page to include a list of DFFD map downloads that are quite marvelous or unique.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Flobulon on January 10, 2013, 03:44:40 pm
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!  :)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: AnnanFay on March 29, 2013, 09:55:03 am
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)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Deon on March 29, 2013, 11:02:32 am
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!  :)

Just what I need. Amazing.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on April 02, 2013, 04:00:33 pm
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)

This is not possible out of the box, but someone earlier posted an idea of importing maps as altitude maps, and then copying the text output into the other maps like rainfall etc. In your case, it sounds like too much work. You would have to convert that data to grey scale for each map you wanted to alter.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: ZeroMcUrist on April 07, 2013, 12:53:32 pm
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?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on April 17, 2013, 08:57:31 am
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?

Hmm, you should be able to import a 257x129 map without stretching if you set the size before you import. Is that not the case?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: thepaan on April 18, 2013, 10:48:46 am
All my maps are generating a single tile of ocean along the top and right sides. Is there any way I can fix that?
(http://i.imgur.com/C5Z94IU.jpg)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Rose on April 18, 2013, 12:57:14 pm
There's a setting somewhere weather a map is an island or not.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: thepaan on April 19, 2013, 09:55:24 am
That worked; thanks.

Under the Map Parameters tab, under the Map Generation Parameters tab, at the bottom there is a field called Min. Complete Ocean Edges. It was set to 4. I changed it to 0 and now the water bar seems to be gone.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: evictedSaint on May 06, 2013, 06:06:32 pm
Jeez, I hope I'm not necro'ing this too bad...

I am literally unable to create flux in any world that I create using the perfect world creator, despite whatever settings I use.

I've even gone as far as setting "Percent Below Igneous Extrusive Threshold" to 97%, but I can't get more than a speck of the map to produce flux stone. (Yes, I've used the site finder).

Am I doing something wrong? I've searched the thread, but aside from the volcano "how-to" I can't find anything that really relates to this problem.  If someone could explain what to do, I'd be eternally grateful.

EDIT: Okay, yeah, never mind, fuck me.  I set mineral scarcity to 195 instead of 1950; when you have it set really low, flux becomes nearly non-existent on the map.  That was why I couldn't find any flux.  Disregard this post, sorry for the necro.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on May 08, 2013, 08:43:44 am
Heh, don't worry about the necro. This tool still works. I'll try to have it working for next DF release as well.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: dewboy on June 07, 2013, 12:30:21 pm
An answer to the flux question. The site finder doesn't always display flux at an embark site. i don't know If your talking about a 3rd party program or the in game one though...

Now my question, I usually play on frequent or everywhere mineral deposit settings. Is there a way to control the amount of minerals that are creating using PW?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: nickbii on June 10, 2013, 11:31:03 pm
As far as I can tell, no. Not within PerfectWorld, which was written before mineral scarcity was variable.

You may be able to build your perfect map, load the settings into DF, and then before you use DF to generate the actual world you edit the mineral scarcity. But I haven't tried this so I can't tell you whether it works.

Really this post is mostly a bump so somebody who does know this can comment.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: C4lv1n on June 19, 2013, 03:00:37 pm
I would open the file in notepad to do the editing, since I'm not sure if DF would alter the changes that PF makes.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: vcordie on June 21, 2013, 03:53:11 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on June 26, 2013, 02:34:39 pm
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.

Make sure to press the 'Generate' button to generate a cusp map based on your elevation map. If it is just an orange square it's because you have no elevation data.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: milaga on June 28, 2013, 10:06:15 am
Good to see you are still making better worlds. All of them, better worlds.

Can't wait to try this on DF, PerfectWorld was a requirement to playing in FfH.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: vcordie on June 28, 2013, 01:13:43 pm
I had done that tons of times, still got nothing but a orange box. me sad. :(
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on June 28, 2013, 03:05:13 pm
I had done that tons of times, still got nothing but a orange box. me sad. :(

The reason why you are getting all orange or all black is because the whole map is all the same value, so there is no way to differentiate between values. If you have a valid elevation map, the button should give you something more usable. If you are trying to generate a volcanic map without an elevation map, then the cusp map doesn't have any meaning, but you should still be able to use noise instead.

On the 'Map Parameters' tab, make sure you have the 'use' checkbox for elevation map checked, and that the elevation map is generated. If you try to make a volcano map before the elevation map, the cusp map won't have a reference for altitudes.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: vcordie on June 28, 2013, 08:14:49 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on June 30, 2013, 03:11:05 pm
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.

This is one of those things that tends to change from version to version in DF. I've seen volcanos push up mountains, and then a version change comes and it goes back to just pools of magma on flat ground. I'm not sure how to coax it to stop pushing up.

The cusp map means that there is an altitude you can set where the most volcanism is. There are two 'cusps' actually, one that comes from the highest altitude and another that comes from the lowest altitude, so you can have volcanoes in the mountains, but also some coming up from the ocean floor. It's kind of an arbitrary way to handle it, but I though it might be useful to some people in addition to just using noise.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Vattic on June 30, 2013, 05:54:25 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: TheCoolSideofthePIllow on July 07, 2013, 04:21:45 am
delete me
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Defacto on July 13, 2013, 05:16:31 pm
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
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on July 15, 2013, 09:33:50 am
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

Make sure to read the manual that comes with it. That should prevent many if not most problems.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: CR055H41RZ on August 02, 2013, 02:39:59 pm
I love using this to muck about.
A suggestion: make a slider bar for the value input
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Zavvnao on September 20, 2013, 12:59:21 am
This fun, it will be interesting to see how these types of utilities will work with latter DF updates also.
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Sallen on January 02, 2014, 09:47:45 pm
I just created my first world. Didn't know what I was doing, but kept clicking stuff anyway. The result is utterly epic and really shows what the terrain generation code in DF is capable of...

Truly epic stuff
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on January 15, 2014, 10:51:54 am
So I am working on a new version of this, and I can now support text based parameters in the world gen file. At this time(34.11) those are the alphabetic seed values for the random generation, but there may be others in the future.

Now that I am revisiting this code, it would be a good time for requests. Since I haven't used this in forever, I don't remember what the remaining issues are. I suppose the manual could use an update. Is there anything that new users find extremely difficult to understand?
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: Meph on January 15, 2014, 10:54:40 am
A way to paint volcanoes would be nice. :)
Title: Re: PerfectWorldDF world creator utility v.1.6
Post by: cephalo on January 15, 2014, 11:34:25 am
A way to paint volcanoes would be nice. :)

Yep. That has to be solved.

I have to decide how to do this. I wonder if I can just treat volcanoes as a special case, or if there are general issues with the way the sliders interact with the paint function that could be improved for the other maps as well.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on January 16, 2014, 05:06:31 pm
Ok, 1.7 is up! Take it for a spin and let me know if I broke anything. PWDF now supports text based world gen tags and has a more precise volcano slider that makes placing volcanoes in specific places much easier.

Just turn the volcano slider to 100 so that there are no volcanoes, then click the numeric control to set the percent to 99.999. That will create exactly one volcano somewhere on a large sized map. Painting then with the point brush at 1.0 value will create additional volcanoes and also re-set the percentage more exactly so that your painting is not erased like it was when only whole percentage points were supported. 
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: paxy97 on February 18, 2014, 06:49:39 am
Is this program open source?
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Dragula on March 13, 2014, 11:52:01 am
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. :(
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Zavvnao on March 13, 2014, 04:38:22 pm
and I cannot find that world map someone made before.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on March 14, 2014, 10:38:47 am
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. :(

Most paint programs have a command for inverting the colors of bitmaps. That should take care of that.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Ddynamo on June 11, 2014, 07:14:20 pm
Excuse me, I'm a bit stupid.

How exactly do I do this....I can't use any parameters. I tried following the instructions but I'm stupid/lazy

(http://i.imgur.com/p4GKEXp.png)
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on June 11, 2014, 09:50:34 pm
Import the world gen file first. Those fields should not be greyed out.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Ddynamo on June 12, 2014, 06:40:06 am
Still grey.

First I downloaded perfect World (and extracted it all)

Then I replaced the WorldGen file with the one in the link

Then I ran it and made a map using the all of the tabs

I exported it, and then imported it.

Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on June 12, 2014, 09:01:24 am
You have to import the world_gen.txt file that it is in your df**/data/init folder. PWDF works by modifying that file. See the DF wiki for advanced world gen to see what that file can do in DF. You'll want to know all about it to get the most out of PerfectWorldDF.

This file is something different from the WorldGen.xml file, which is a slightly confusingly named file that PWDF uses to match a particular version of DF. It's purpose is that when a new DF comes out, no code changes are needed to handle new world gen tags and so forth.  Someone just has to add the new tags to this xml file.

Got it?

EDIT: Also, import and export means in and out of PerfectWorldDF. So when you import the world_gen.txt, you are copying it to PW from DF. When you  export it, you copy the modified file to DF from PW. So the process is, get the file from DF, modify it, and then send it back to DF.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Ddynamo on June 12, 2014, 10:56:23 am
Spoiler: Warning MASSIVE (click to show/hide)
Looks a bit like Australia........wait until you see the evil map. Also, why the hell is there such a massive lake in the middle of the primary mountain. I didn't put that there.

Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on June 12, 2014, 01:33:52 pm
That lake is awesome! It has a nose and two eyes made out of desert. It's like the whole world is the carcass of a defeated god.

If I were you, I would add a touch more noise to it. Then again, I just like noise.

EDIT: Also, the good/evil mechanics are kinda strange. Any number in the large region count greater than zero is likely to affect the ocean. In this case it made your ocean evil and your main mountain range good. Personally, I like to increase the amount of medium good/evil regions and have the largest regions at zero so they remain neutral.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Ddynamo on June 12, 2014, 02:14:14 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Timeless Bob on June 21, 2014, 03:33:04 am
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.

I like to set Dwarves to spawn in Mountain and Forests - the logic being: Elves are militant about trees because dwarves like chopping em down and burning them so much...
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on July 08, 2014, 08:44:49 am
Ok, 40.01 is out! Yay! So far I only see one new world gen tag, 'Generate Divine Materials' which sounds exciting, but might just be an option for HFS cotton candy. I'll have to figure it out before I release a new WorldGen.xml file.

EDIT: Cool, this tag for new secret stuff! I love it! Ok, i'll get this in the new xml file.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on July 08, 2014, 11:24:16 am
Ok, the new WorldGen.xml file has a link in the OP! I think this series of DF is gonna be great! Have fun!
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on July 08, 2014, 02:53:22 pm
One fairly large change in world gen is that the 'large' good/evil square counts have been fixed. DF now does a much better job at finding a large region that contains the desired amount of tiles.

It used to be that any non-zero number in this field would likely turn the ocean good/evil. Now it will pick a region that is closer to the number of tiles you want. If you set this field to '1' now, you will get no effect from it, since no large region will be that small.

I also get the impression that region sizes have been shrunk somewhat. Medium regions now seem quite small on a large map.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on July 16, 2014, 08:13:11 pm
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?
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on July 16, 2014, 09:24:13 pm
XD  I am dieing to play the new dwarf fortress but  I need to build the world and get all the proper programs and mods and such!
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Greiger on July 17, 2014, 12:14:04 am
It already works, just replace the worldgen xml in the directory with the one here (http://dffd.wimbli.com/file.php?id=8756) so it recognizes the new tag.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on July 17, 2014, 06:39:23 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on July 17, 2014, 10:35:36 am
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?
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on July 17, 2014, 09:56:38 pm

So this should be fully operational now?

Yes.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on August 02, 2014, 05:33:29 am
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...
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: therahedwig on August 02, 2014, 05:40:19 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on August 02, 2014, 12:46:34 pm
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.

Iv just spent the last 4 hours doing tests, it is 100% the utility, I just launched the game with the most basic of settings, first roll on each and didnt tinker with any of the details like Titans and such, I dont understand whats wrong, I just cant figure it out, Iv not altered the settings at all and still civs would not expand, this time none of them did and the game went 600 years in only a moment, the fastest its ever done before... that is not a good sign as it means there is nothing to celculate... This does not happen with un PW maps and I am running out of options.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Greiger on August 02, 2014, 01:02:42 pm
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.

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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on August 02, 2014, 02:27:12 pm
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.

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.
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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on August 02, 2014, 06:22:42 pm
We really need to figure this out, I and many others cannot enjoy DF properly without this utility, hopefully the information iv presented and my relentless testing can be used by the creator to fix this as soon as possible.

what I know for sure.
Its not related to any mods it happens with clean versions of the game.
It happens with even the most basic settings and pretty much hitting random every time.
as far as i know there is no work arounds and at this moment the utility is completely and utterly unusable.

What could possibly be the problem? It happends just about every time now, I cannot generate a world no matter how hard I try.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: vjek on August 02, 2014, 08:51:11 pm
With respect to worldgen customized settings, everything done in PerfectWorld can be done with the in-game painter, built into DF. 

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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on August 02, 2014, 09:14:09 pm
With respect to worldgen customized settings, everything done in PerfectWorld can be done with the in-game painter, built into DF. 

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.
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.

I dont know how it works, but iv been testing for hours and hours, my entire day practically dedicated to this, at this point its impossible that it is anything other than the PW Utility.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Greiger on August 02, 2014, 10:28:26 pm
Open world_gen.txt in the data>init folder.  It contains all the data for the world generation paramaters.  Any world generations modified by PWDF or DF's built in world painter (http://dwarffortresswiki.org/index.php/DF2014:World_painter) will have a bunch of lines looking like this
Code: [Select]
[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.

All Perfect World DF does is generate those values.  DF's built in world painter does the same thing it just does not have the capability of generating random terrain.

Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on August 02, 2014, 11:32:24 pm
One thing that might cause confusion is that PWDF will allow you to overwrite pre-set map data, but there's no functionality to delete only the pre-set data. If you make a world using all the data maps, and then decide not to use a pre-set savagery map, the savagery map you genned previously will still be there even if you re-genned all the other maps. Make sure you're either using a clean param set with no existing map data, or make sure you're using all the data maps so that you aren't using garbage data from a previous map.

EDIT: One scenario I can think of is that if you check the box to use a PWDF savagery map, and then not bother to generate anything on the savagery tab, it will output a flat map with all the same value in every tile, which would likely prevent civ development.

EDIT2: Yeah, after a quick check, if you check the 'Savagery Map' box and not generate a savagery map, it will default to full savagery across the whole map which will stop civ growth. If you don't want to use a particular map, make sure not to check it's respective box. If you already exported a param set with it checked, and you want to still use that same param set without a particular data map, you'll have to delete it manually with a text editor.

The easiest thing would be to start with a fresh, unaltered world_gen.txt file, and don't alter the pre-existing param sets, instead, copy them by selecting the one you want to copy and typing a new name into the param set name field (Not exactly intuitive.). That way you can delete the param sets that you create without messing up the original ones. I probably should have enforced that practice somehow, but I didn't and I probably don't have time to make a major change like that.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: ptb_ptb on August 03, 2014, 05:52:22 am
On the 'Elevation Map' tab of PerfectWorldDF - what does 'import bitmap' do?
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: therahedwig on August 03, 2014, 06:13:36 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: ptb_ptb on August 03, 2014, 06:19:01 am
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).
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on August 03, 2014, 08:03:40 am
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).

Check the weights of the different maps. When you import a map, it is mixed with the rest at a weight of '100'. If you want the pure map to be your elevation map, set the other weights to zero. I don't remember if it has to be a certain size, but having the proper aspect ratio will prevent stretching and squishing. It's funny, since I made this app more than four years ago, there's a lot of specifics I don't remember. :) You might hunt through this thread to the time I introduced that function to see what I said about it at the time.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: DizzyCrash on August 03, 2014, 12:11:41 pm
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!
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on August 03, 2014, 08:32:06 pm
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!

Yeah, that has always been an issue with setting too many caves, titans, etc. It sure makes worldgen go fast though.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Nahno on August 07, 2014, 06:26:53 am
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?
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on August 07, 2014, 08:29:52 am
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.

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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Nahno on August 07, 2014, 04:45:33 pm
Areas that are low drainage are swamps and sand deserts, depending on the rainfall amount.

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?
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on August 07, 2014, 07:37:41 pm
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?

Heheh, yeah, the three sliders define four intervals and... I don't remember all of them. Hey, it was four years ago! :)

The rain sliders are more straightforward. The intervals are desert, plains, forest and jungle.

EDIT: Here is a useful table of biome selection (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Biome_Type_Requirement_Table). It doesn't include jungle but I may have figured that one out with my own research back in the day.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: Lightningy on August 14, 2014, 03:43:43 pm
Don't know if its been mention before, but can you influence the number of rivers in a world
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on August 19, 2014, 09:52:35 am
Don't know if its been mention before, but can you influence the number of rivers in a world

You used to be able to in the normal world gen parameters, but river generation changed at some point and I have not personally tested them to see if they do anything. They are named River number before and after land erosion.

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.
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: KippLeKipp on August 20, 2014, 04:38:21 am

Quote
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.

Hopefully this means I can recreate my tropical savage island archipelago in DF and found dorven Manila. Yay, patriotism!
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on August 25, 2014, 10:18:26 am
So, I'm getting ready to implement the temperature map, and I would like to discuss any temperature options people would like to have while I'm doing this.

My plan so far is to have several gradient options that can do the same things as vanilla DF as far as North and/or South poles, but at any angle. Also a radial gradient option for 'polar' type maps, similar to how the radial gradient works on the savagery map.

I also want to include an option to have altitude more strongly influence temperature, but there is some weirdness to this approach. The thing is, 'mountains' in DF are purely a function of altitude, whereas in the real world, it is a function of altitude change. In the real world, there are mountains that are quite large that do not have high altitude peaks (an example would be the Olympic mountains west of Seattle). In DF, such a thing is impossible. If altitude affects temperature, then you can't have things like jungle next to a mountain.

Another issue is that DF automatically does some altitude based temperature adjustment, but it is rather subtle. Anything I do would be in addition to what DF does. I wonder if I should leave altitude based temperatures alone.

Also, there will be the normal noise map with an adjustable weight.

Does anyone else have any thoughts on what the temperature map needs to do?

Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: nil on August 31, 2014, 09:10:36 am
Something to incorporate milder temps near bodies of water?
Title: Re: PerfectWorldDF world creator utility v.1.7
Post by: cephalo on September 02, 2014, 08:40:33 am
Something to incorporate milder temps near bodies of water?

I won't have time to do that this version, but I might be able to do it later. I also canceled the plans for altitude based temps to save some time. I'm not hugely in favor of Earth-like planetary weather systems in a fantasy game, although I know a lot of people like to add a bit more realism. As a workaround, there will be the option to paint temperatures as usual.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on September 11, 2014, 03:27:11 pm
I hereby present version 1.8! Finally we have a temperature map in PerfectWorldDF! Big thanks to ToadyOne for giving us the POLE:NONE option that made this possible. As this is a major update, keep an eye out for bugs that surely have been introduced. Make sure you set the Pole option to 'None', otherwise you will get a combination of PW's poles and DF's poles. Here are some examples of what can be done with the temperature map:

Here is the standard North and South pole, which is basically like the one that DF can do except that you can adjust the amounts of each temperature range.
(http://i62.tinypic.com/2q9dvgp.jpg)

As we are dealing with fantasy worlds, maybe there is no north or south! Maybe it's just cold and warm. You can decide.
(http://i62.tinypic.com/15xq3km.jpg)

Here is an example of a polar map. We are looking down at the North Pole in the center of the map. Can you take an adventurer to the North Pole? Probably.
(http://i60.tinypic.com/fom0m1.jpg)

Here you can see the cold northern lands giving way to warmer climes radiating south. You can almost see the curve of the Earth. Is that Earth? I don't know.
(http://i60.tinypic.com/34ou9zm.jpg)

One thing that I discovered in my experiments is that you can't use the temperature map to make the world cold or hot enough to kill dwarves. As the numbers that you input approach the extremes, they have less effect on the actual temperature. The effective range of world painter values goes from about -30 to 140. Values outside of that range have almost no effect on temperature.

Here's the breakdown for sea level temperatures:
<-1 Freezing
0 thru 14 Cold
15 thru 49 Temperate
50 thru 74 Warm
75 thru 119 Hot
>120 Scorching
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: Vattic on September 11, 2014, 06:04:17 pm
Nice work as always. More temperature control was a long time coming.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on September 11, 2014, 06:17:29 pm
Thanks Vattic!
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: PTTG?? on September 13, 2014, 12:57:55 am
I've been waiting for this for a loooong time. Thank you Vattic, and toady one!
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: Vattic on September 13, 2014, 07:34:45 pm
It's cephalo's work not mine, he was thanking me for my compliments.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: Ddynamo on September 22, 2014, 06:05:00 pm
Small thing but should the temperature gradient have a scroll bar, I can't see to create noise.

(http://i.imgur.com/9eHcdfg.png)
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on September 22, 2014, 08:24:02 pm
Small thing but should the temperature gradient have a scroll bar, I can't see to create noise.

Yep. I guess I missed that. Thanks for reporting it.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: vjek on September 23, 2014, 12:36:19 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on September 23, 2014, 03:12:29 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: vjek on September 23, 2014, 06:40:26 pm
... 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:
Spoiler (click to show/hide)
Embark on the southern edge of the map.  Everything on the surface will be dying/dead within the first season, possibly within the first month.  The surface temp should be 10113U at the far map edge with a worldgen world temp min/max of 140 and a single pole.  120 is 10099 and 100 is 10086.  Melting point of fat is 10078.

Similar results for cold, iirc, at -90 or below.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on September 24, 2014, 11:08:55 am
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. If for example, you set all the temperature data in PWDF to 140 (you can do this by putting the last temp slider to zero) and use a north pole, I don't think you will get fat melting temps at the bottom of the map. I could be wrong though, I thought I tested this but I may have made a mistake.

I'm super busy at work this week, if someone could test that for me it would be great.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: vjek on September 24, 2014, 11:54:43 am
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. 

We can't set the temps outside a limited/capped range (that specifically is NOT lethal), even if you use a pre-set-values map.  However, if you use poles and set the temperature high enough or low enough and let the old (pre 0.40.9) pole behavior produce the gradient, you can get lethal temperatures.

Short version; with poles = potentially lethal temperatures.  without poles = ~always "friendly" temperatures.

Another interesting behavior I noticed when testing this... if your temperature is high enough or low enough, on the embark finder, you'll get the "NO TRADE" warning come up.  In the past, that would prevent trade caravans from visiting.  Currently (at least, in 0.40.12) this is no longer true, and Dwarven Caravans visit (and suffer cold damage, at least) regardless of this setting.
This has the consequence of causing potentially tremendous damage to containers, resulting in carried goods being.. "liberated" or destroyed from the caravan while they're on the surface.

Also, if the temperature is high enough or low enough, no animals of any kind will visit the embark surface.  This, too, has some interesting possibilities for certain challenge forts.  Even though animals will not visit normally, though, currently this doesn't stop the dwarven trade caravan.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: Silpion81 on October 08, 2014, 02:56:52 pm
Is there a required setting to enable the general/map generation/map rejection parameters? Everything except the four seeds is grayed out / disabled. I'm using the version supplied with the Dwarf Fortress 40.13 Starter Pack r4.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on October 08, 2014, 04:11:00 pm
Most of those parameters are greyed out until you import the world_gen.txt file. The manual is a bit outdated, but still very much worth a read.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: Zavvnao on October 08, 2014, 09:34:27 pm
is there a way to scroll down to look at the rest of the options? everything is windowed strangely.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on October 09, 2014, 08:26:41 am
is there a way to scroll down to look at the rest of the options? everything is windowed strangely.

There is a bug on the temperature tab that prevents scrolling. Is that what you mean? For now, the only way to get at them is to make the window bigger. I will have this fixed for next time.

EDIT: I suppose small screen users might be out of luck for now. Sorry!
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: Zavvnao on October 09, 2014, 11:17:23 am
Take your time then ^^
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: MIC132 on November 11, 2014, 06:09:13 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: cephalo on November 11, 2014, 10:18:36 am
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.

Yes, it's a super easy fix. I can't believe I released a major update with only one bug. Are there NO other bugs guys? I can do another update to fix this, I was just holding out for more bugs. The only workaround is to increase the window size big enough to show the whole panel at once. On my 1280x1024 monitor, this is no problem, but I suppose certain font sizes and environments could make this impossible.

Shall I update?
Title: Re: PerfectWorldDF world creator utility v.1.8 (Temperature Map Update!)
Post by: MIC132 on November 11, 2014, 10:24:55 am
Yeah, I'm playing on laptop, and on 1366x768 whole third part of the panel is inaccessible.

I guess if it's an easy fix you could release it as 1.8b or something. As long as it's not a lot of work. If I'm reading correctly the last release was 2 months ago, so if there were any major bugs someone would notice them by now.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on November 11, 2014, 11:11:16 am
Well, that took 5 whole minutes. Sorry to make everyone wait two months! Here is the bug fix.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: utunnels on November 21, 2014, 11:33:00 am
Hey, I just tried it for the first time. The result is amazing.
I googled some elevation maps of earth and did some test.

Earth 257x129
Spoiler (click to show/hide)

Earth 257x257
Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Pirate Bob on December 01, 2014, 04:33:18 pm
Did you have to take a few tries to get the evil areas aligned with Russia and Texas (257x129), or did your RNG just have a good sense of humor?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: draeath on December 06, 2014, 03:06:08 pm
If anyone else wants to have a go at it, there's a good heightmap here (http://asterweb.jpl.nasa.gov/gdem.asp).

If you want a more detailed map of a particular area, USGS has more resources. (http://ned.usgs.gov/)

The important thing to remember is you need an 8-bit greyscale image to work with.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: King Kravoka on December 07, 2014, 09:15:43 am
I need a scroll wheel for temperature map ASAP.

Spoiler (click to show/hide)

EDIT: Thanks for that update!
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: madk on December 10, 2014, 08:09:23 am
It took some work for me to get this running on OSX, so I thought I should share my solution. Hope this can be useful to someone!

You'll need Mono to run the application. Currently there's an issue with the latest release, I found a fix here (http://forums.xamarin.com/discussion/27011/fix-for-gdipcreatefromcontext-macosx-and-other-macios-gdi-issues), which recommends installing the fixed version available here (https://www.dropbox.com/s/wrjnv7p8zj1rh5u/MonoFramework-MDK-3.10.0.26.macos10.xamarin.x86.pkg?dl=0) instead of from the Mono website. Once it's been installed, open a terminal and navigate to the directory containing the executable. Enter "mono PerfectWorldDF.exe" and the window will appear after just a moment.

Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ArmokGoB on January 19, 2015, 05:46:32 pm
I wish the savagery map had the same options for gradients as the temperature map (angle and linear/radial vs. what we have now).
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on January 20, 2015, 12:03:05 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ArmokGoB on January 20, 2015, 04:04:20 pm
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
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Fieari on January 22, 2015, 06:50:47 am
Would it be possible for the system to allow "broad strokes" designs for a world?  By that I mean that you would paint an area designated as "mountains", and it won't just stick a uniform cliff there, but simply weight the normal random fractal algorithm to be much more likely to stick mountains there, so that it still looks natural.  Likewise for hills, plains, coastlines, and water.  The end result is that you could stick in a sketched out general map, and the algorithm would "rough it up" and make it look naturally generated.

Then instead of requiring a detail heightmap, you could take the map from, say, one of the 8/16bit era Final Fantasies and generate a realistic looking world that ALSO conforms (in a general manner) to the old time map.  Or you could take a map from your D&D game that you drew with pencil and see it realized in game, and not have it look completely like crap with brightlines and whatnot.

I feel like it would work similar to seam carving (http://en.wikipedia.org/wiki/Seam_carving), and so shouldn't be too hard, but then again, I know that things that sound easy tend not to be when you get down to brass tacks.  I'm just hoping.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Vattic on January 22, 2015, 07:00:39 am
You can sort of do what you are asking Fieari at least for height-maps. I asked about it here (http://www.bay12forums.com/smf/index.php?topic=57428.msg2383995;topicseen#msg2383995) and got an answer in the following post with some instructions and further down the result. The maps you input can be fairly primitive with just blobs for different heights.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on January 22, 2015, 08:19:45 am
Yeah, what Vattic said. You can put some crude windows paint drawing in there and smooth it out automatically. Then add in some noise and you have what you are asking for.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: DizzyCrash on February 23, 2015, 05:58:23 pm
Is this still active? I cant find any current 2015 downloads for this, but it seems like there are new options.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Greiger on February 23, 2015, 06:51:43 pm
Still active as far as I know, and it's not symbols or DFhack dependent like many other utilities so it's mostly version independent.  As long as Toady doesn't make any significant changes to the mapgen code1 this utility should work just fine into the foreseeable future.  Though as far as I am aware it is completely up to date with the current DF version.

1 And even last time Toady DID make a change to the map code this utility still worked fine before it was updated, DF just set the missing data to default and it worked hunky dory.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on February 24, 2015, 09:38:54 am
Is this still active? I cant find any current 2015 downloads for this, but it seems like there are new options.

Yeah just release a new version a couple of months ago.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on March 24, 2015, 07:43:10 pm
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?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on March 25, 2015, 08:48:09 am
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?

Make sure you set the pole settings to 'None' if you are using PWDF temperatures, otherwise you will get a combination of DF's temperature map and your temperature map.

Also, DF messes with the temperature a bit according to altitude and possibly also drainage. You should get a great many 'scorching' biomes, but there will be some temperate ones mixed in. The name 'tropical' is used for wetter areas like forests or swamps. 
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on March 25, 2015, 11:50:49 pm
I just did another test world with % below forest set to 0, % below scorching to 0, and % below dune/swamp to 100. I also ensured that all noise weight is 0 and the pole setting is none. The map has very few scorching biomes; most are warm or hot. Are you sure the temperature has nothing to do with being considered tropical? This map seems to correlate well, having very few tropical biomes, all of which are either hot or more often scorching (I am unable to locate a warm tropical biome). Also, my testing indicates the lack of scorching biomes is the same regardless of drainage. I haven't finished testing lower rainfall settings. do you think that could affect the temperature?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on March 27, 2015, 08:12:19 pm
I had done some testing with DF 40.16 which I had on hand, and I got at least half scorching all over the map, with the rest being warm and hot and a few temperate. Maybe something has changed. I'll have a look at it when I get a chance.

I think 'tropical' is hot or above, but I don't remember.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on March 30, 2015, 10:58:44 pm
I used dfhack to get some region tile info and it looks like the upper end of the temperature range looks like so:

Edit: It looks like these values are only true for worlds without a pole. With one or more poles, DF seems to allow more variance with some temps above 90 remaining temperate and some temps below 85 also being tropical.

Edit2: Another quirk I found involving the poles is that without them there will be no Mangrove Swamps or Tropical Dry Broadleaf Forests. Mangroves seem to be randomly placed anywhere a Tropical Saltwater Swamp could occur, or at least I can't find any parameter that differentiates the two. The same is true for Tropical Dry Broadleaf Forests and Tropical Moist Broadleaf Forests.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on April 01, 2015, 02:09:30 am
I've finished the matrix I was working on. It shows a breakdown of what sort of biomes you can expect with different rainfall and drainage settings. This is more detailed than the descriptions given in the user guide.

PWDF biome distribution by rainfall and drainage:
http://dwarffortresswiki.org/index.php/File:PWDF_Biome_Distribution.png (http://dwarffortresswiki.org/index.php/File:PWDF_Biome_Distribution.png)

I was originally going to use some qualitative criteria such as "many", "some", and "few", but the results of some sections were too complicated. I wrote this script instead and ran the same test world through each combination of drainage and rainfall to get quantitative results.

DFHack script to check every world region tile:
http://dffd.bay12games.com/file.php?id=10725 (http://dffd.bay12games.com/file.php?id=10725)

I did not differentiate between freshwater, brackish, and saltwater for lakes, swamps, and marshes. Neither did I account for frozen biomes; all land biomes which are frozen become tundra except those where drainage is 75 or above (everything 0% on the drainage tab).

The temperature threshold for freezing is -5 and below, unless you have one or more poles. Taiga replaces Conifer Forest (and maybe Broadleaf Forest too) between -4 and 9 inclusive, and anything 85 or above is Tropical. As I stated, the temperature rules become flexible when one or more poles are used. More weirdness when using poles includes apparently random substitution of Tropical Dry Broadleaf Forest for Tropical Moist Broadleaf Forest, and Mangrove Swamp for Tropical Saltwater Swamp.

Finally, cephalo, would it be possible to get additional sliders on the rainfall tab to allow for more granularity with regards to the grassland biomes? Currently you can get a mix of Grassland, Savanna, and Shrubland, but not really a map covered in any one of those. I think 5 sliders instead of 3 would be perfect.

Biome distribution by DF rainfall and drainage values:
http://dwarffortresswiki.org/index.php/File:DF_Biome_Distribution.png (http://dwarffortresswiki.org/index.php/File:DF_Biome_Distribution.png)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on April 01, 2015, 08:22:18 am
Wow, what a complicated mess! Yeah, there's a lot of little exceptions and weird rules in there. I gave up on understanding it in too much detail.

One thing does concern me, can you confirm that the pole settings can allow/prevent certain biomes from occurring? What if you use PW's poles? There may be some under the hood percentage finding inside DF, and when you present a map with all one temperature, this percentage finding might fail.

Instead of using all one setting per map, you might try banding without noise. When I did my research, I used a linear gradient from 0 to 100 in one direction for rainfall, and then another gradient for drainage in the other direction. That gave me boxed regions where I could examine the interplay between rainfall and drainage. Some of the other maps might influence this also, but I didn't research it. My temperature research focused on what was 'hot', 'cold', 'freezing' etc. rather than biome.

The drainage map doesn't allow gradients in PWDF, but you can fake it using a map that does, and then copying and pasting the resulting text output into another text file and doing a find/replace operation to change the name of the row tags.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on April 02, 2015, 03:24:22 am
Thanks for the pointers. I finished running through a bunch of tests and discovered some things.

First, Mangrove Swamps appear to be Tropical Saltwater Swamps where drainage is 9 or less. The reason they don't show up when a map is generated through PWDF with poles set to none is that all tropical region tiles generated are inland. They are either freshwater swamps or not swamps at all. This behavior does not change between maps where the entire world is set to scorching and maps where a pole is simulated by PWDF alone. Using either the all-scorching world or PWDF-simulated poles world, and adding either a north, south, or north and south DF-generated poles, produces Mangrove Swamps.

Second, I continue to be baffled by the Tropical Moist/Dry Broadleaf Forest. It seems that the pole presence does indeed influence this biome. One map, using the gradients you suggested and the world temp map set to 200, had Dry and Moist variants adjacent to each other with north, south, or north and south poles. The same map had only Moist variants with no poles. Here are some of the values I pulled from one of the mixed maps:

Region  x:223  y:205    Tropical Moist Broadleaf Forest
elevation      = 130
rainfall       = 100
drainage       = 89
temperature    = 66
salinity       = 0
is land?       = yes

Region  x:220  y:206    Tropical Moist Broadleaf Forest
elevation      = 122
rainfall       = 84
drainage       = 88
temperature    = 82
salinity       = 0
is land?       = yes

Region  x:228  y:208    Tropical Moist Broadleaf Forest
elevation      = 118
rainfall       = 84
drainage       = 91
temperature    = 82
salinity       = 0
is land?       = yes

Region  x:227  y:211    Tropical Moist Broadleaf Forest
elevation      = 126
rainfall       = 100
drainage       = 91
temperature    = 66
salinity       = 0
is land?       = yes

Region  x:223  y:204    Tropical Dry Broadleaf Forest
elevation      = 145
rainfall       = 100
drainage       = 89
temperature    = 66
salinity       = 0
is land?       = yes

Region  x:222  y:204    Tropical Dry Broadleaf Forest
elevation      = 147
rainfall       = 100
drainage       = 89
temperature    = 66
salinity       = 0
is land?       = yes

Region  x:224  y:205    Tropical Dry Broadleaf Forest
elevation      = 121
rainfall       = 94
drainage       = 90
temperature    = 72
salinity       = 0
is land?       = yes

Region  x:225  y:205    Tropical Dry Broadleaf Forest
elevation      = 110
rainfall       = 94
drainage       = 90
temperature    = 72
salinity       = 0
is land?       = yes


The final thing I learned is regarding the temperature. With one or more poles set, biome distributions get very weird. For example, I found a Mangrove Swamp with a temperature of 27.


Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Vattic on April 02, 2015, 06:45:51 am
I wonder if it has anything to do with the weather simulation; Poles influence weather which influences the biome type? In real life dry broadleaf forests occur at a specific latitude so maybe it's distance from the poles?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on April 02, 2015, 09:40:58 am
The mangrove swamp thing might also be related to the minimum ocean edges tag. Maybe an edge is required for the salt to penetrate inland.

EDIT: Never mind, I am definately getting saltwater swamps. I'll do some checking on the tropical ones.

EDIT2: Yep, I have located mangrove swamp on a map with no poles (but with PWDF poles). I can also see some separate tropical saltwater swamps that are not mangrove swamps.

I think the issue might be that if you use the 'elevation standard deviation' map on the drainage tab without noise, drainage is tied exclusively to elevation slope, which will lead to few coastal areas with low drainage. I always turn up the noise on the drainage map to make things more varied and not so dependent on the elevation contours.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on April 02, 2015, 09:40:39 pm
In real life dry broadleaf forests occur at a specific latitude so maybe it's distance from the poles?

Wow. I think you may be onto something here. I had just given up on figuring out this last bit and had generated a world to start a new game. This world is about 30% Broadleaf Forest and, while looking for an embark, I noticed that the dry forests are all more north than the wet ones. There seems to be a division right around 205 which is sometimes either dry or wet, but north of which is always dry and south of which is always wet.

World Parameters:
  Elevation:        25%-85%, west and south forced ocean, turbulence 100-25-50, noise 25-50-75
  Rainfall:          2%-17%-90%, wind 30*, noise 50-75-25
  Drainage:        7%-22%-80%, noise 50-75-25
  Temperature:   5% freezing - normalized - 55% scorching, linear gradient (193,0) 120*, noise 50-75-25
  Pole:               North
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on April 03, 2015, 09:12:14 am
I can confirm that having DF poles changes quite a bit. For one thing, when I turned poles back on and deleted my PWDF temperature data on the same map, I suddenly was getting map rejects for having too many subregions. So using DF poles creates more biomes on the map than PWDF can create without them. I also started seeing some tropical dry brdlf forests where I didn't on the first map, but I wonder what else on the map is different.

The subregion limit on the first map was 3500, then when I switched the poles back on I was overshooting that by 53~136 causing map rejects.

EDIT: If it's just tropical dry brdlf forests we're giving up, maybe it's worth having control of temperature. If there's more to it however, maybe it's best to let DF do the temperature map and not use PWDF for that. Really, if you think about it, the only thing that PWDF offers over DF is the ability to do curves and weird temperature changes. The DF options as they are now with the new controls are really quite satisfactory.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on April 05, 2015, 06:53:27 pm
If it's just tropical dry brdlf forests we're giving up, maybe it's worth having control of temperature.

I don't think the loss of one biome is worth giving up the temperature control. Especially when, afaik, there is nothing unique to that biome. The temperature stuff only seems to break down on the tropical end, but can easily be countered by using both a DF pole and PWDF temperatures. I can get a larger tropical range with the combination than I can with only a DF pole, and I think that extends to any specific biome someone might be looking for. For that functionality, I think it's worth keeping in.

I'd still like to be able to make a world close to 100% Shrubland though. ;)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on April 06, 2015, 10:48:40 am
I'd still like to be able to make a world close to 100% Shrubland though. ;)

Hey, I ain't Roger the Shrubber.  :P

Also, thanks for finding the pitfalls (albeit minor) of turning off DF's poles. It's good to be aware of that. :thumbsup:
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Deon on April 09, 2015, 06:09:38 pm
I've opened a thread for your custom creations. If you have an interesting or beloved map to share, please proceed to the ✫ Cartographer's Lounge ✫ (http://www.bay12forums.com/smf/index.php?topic=150001.0).
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on May 01, 2015, 07:21:11 am
Hey, I ain't Roger the Shrubber.  :P

I'm not requesting that you bring me a shrubbery like those silly knights. But, perhaps you could put in a couple extra sliders so I can make my own shrubberies?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on May 01, 2015, 02:27:06 pm
Haha! I've been waiting my whole life for someone to ask me for shrubbery so I could use that joke. It's gotta be a once in a lifetime thing right?

Anyway, here's my trouble with adding more sliders. Once I've made a decision to put in a slider for everything slidable, I think it starts to diminish the usability of the application to present an even more intimidating wall of sliders. In my mind, I just can't imagine why someone would want shrubland, and not savanna, or plains. In game terms they just seem like exactly the same thing to me, they are all the place where humans tend to end up.

Another issue that may come up is that these values do tend to change as DF changes, trying to exactly find where shrubbery begins and ends may only result in temporary control. The purpose of the sliders is to give you general control over the values curve to emphasize certain areas if you want, but trying to pinpoint this or eliminate that is likely to fail. For example, when I first released PWDF, I had the rainfall needed for the jungle trees pinpointed, but now it's only a very rough estimate. It's still a useful slider since it exists at the end of the rain spectrum, but its no longer aptly named.

PWDF is already kind of a beast for new DF players, I really don't want to make it beastlier.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Ddynamo on May 16, 2015, 08:43:22 am
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.

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)

Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ArmokGoB on May 25, 2015, 03:46:42 pm
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.

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)
How did you pull the heightmap?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Ddynamo on May 27, 2015, 05:59:12 am
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.

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)
How did you pull the heightmap?
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.

After that, go to wherever you downloaded Space Engine to, and open the export folder. In it, there should now be six height maps. Pick whichever one you want.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ArmokGoB on May 30, 2015, 09:15:36 pm
Is this still under development?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: nickbii on May 31, 2015, 11:57:51 am
Is this still under development?
Depends on what you mean by under development.

If you mean is the guy whose doing it issuing updates every two weeks with cool new features, the answer is no.

If you're asking whether it gets upgraded as the DF Worldgen engine changes, then the answer is yes.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ZeroMcUrist on June 03, 2015, 10:34:18 pm
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?

Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Klisz on June 03, 2015, 10:43:57 pm
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?

There's no way to control the placement of evil. Evil and savagery are uncorrelated AFAIK.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ZeroMcUrist on June 03, 2015, 10:52:33 pm
(http://e-lect.net/wp-content/uploads/2014/06/Ataka-Facepalm.jpg)


Oh well. Thanks for the info.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: nickbii on June 03, 2015, 11:08:42 pm
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?
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.

With Evil weather, and more aggressive animals, a savage evil biome earns it's name of Terrifying, and a savage nuetreal biome (UNtamed Wilds") is also more fun then Joyous Wilds.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: GrizzlyAdamz on July 26, 2015, 10:42:29 am
Don't suppose this works with mods? (fear the night) -Trying to use the FTN world map config, will see how it goes.

Also, how/can you resize the map windows? Zoom level, check.

Getting a 'color above max' error whenever I use the brush tool.

Wait, vulcanism cusps, is the lower cusp for making a caldera or something?


I'm still getting poles generated when I go to create the world. Temp is set to ignore, pole options are 'none', but in the advanced param settings in-game it's still listed as N&S, north, south.

Ok, something's gone wrong.
Reinstalled everything, re-opened the world file & this time got an error when I started switching on the 'use pwdf' options.
No DF-generated poles this time, but the uh, the oceans look like deserts.
And it stopped responding when I tried making an adventurer to investigate.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on July 27, 2015, 08:37:52 am
Don't do anything drastic, you shouldn't have to re-install anything over PWDF. The paint functionality is a bit buggy, outside of that there shouldn't be any bugs (that I know of.. Ok there might be a few bugs.) If you want the map options that you choose in PWDF to stick, you'll want to do it while DF is not running I think. If you have the map parameters open in DF and then change the world_gen.txt out, it won't be seen by DF.

The volcanism cusps are hard to explain.. One of them sets an altitude for the most volcanism, and the other raises another cusp from the ocean floor as sort of a 'mid Atlantic ridge' kinda thing. It's just something I made up, not something you're supposed to know.

If the oceans look like deserts, make sure it's not just 'evil' ocean. That looks kind of like mud. If you don't want the ocean to be good or evil, you should set the 'large region' count to zero.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: GrizzlyAdamz on July 27, 2015, 09:12:30 am
Huh, I think I may have found why it wasn't happy.
Fear the Night's for 34.11, but it's up with the rest of them for 40.01+.
BRB

Also, aaaahhh, got it. I uh, I don't mean to be critical, but that's better than the directions you've got up on the manual, "Just play with it and look at what happens". So yep, feedback.
Heh, now I kinda want to see what an evil ocean looks like. Are there carp?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Greiger on July 27, 2015, 09:21:34 am
Hehehe Carp would be the least of your worries friend.

Spoiler (click to show/hide)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: GrizzlyAdamz on July 27, 2015, 09:44:57 am
That's a big carp.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Benjamin the Rogue on August 26, 2015, 08:31:17 pm
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.

(http://www.jpl.nasa.gov/spaceimages/images/largesize/PIA17037_hires.jpg)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Ddynamo on August 26, 2015, 08:40:41 pm
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.



Perfect World goes by darkness ranges. Dark colors are ocean bottoms, light colors are peaks. Your image details height by color instead, so it's not compatible. The shadows in the image are probably also throwing it off.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on August 27, 2015, 01:31:12 pm
I would say that image would be very difficult to convert into a greyscale height map. It would be possible to read the hues perhaps in gimp or photoshop, but the lighting and shadows also throw a lot of complexity to the mix. I'm not sure how this would be done.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Isngrim on August 27, 2015, 09:53:01 pm
here is three versions in grayscale:
Spoiler (click to show/hide)
gimp has three ways to grayscale
also.....PTW
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Rose on August 28, 2015, 12:27:58 am
And none of those will produce the correct terrain.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Freak2121 on August 29, 2015, 03:15:55 am
I couldn't find a greyscale heightmap of Vesta for you but since it's a rocky and atmosphere-less body in the solar system, pretty much any other rocky body will look like it. Our own moon has fairly similar terrain and there's plenty of high resolution heightmaps available for it. Here is one. (http://wms.lroc.asu.edu/lroc/view_rdr/WAC_GLD100)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Ddynamo on August 29, 2015, 07:27:06 am
Space Engine (http://en.spaceengine.org/) can also give you randomly generated height maps, although your computer needs to be pretty beefy to run it.
Spoiler: My DF World (click to show/hide)
Spoiler: Space Engine (click to show/hide)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Benjamin the Rogue on September 10, 2015, 12:48:47 pm
Thanks, everyone! It took me a while to get back here.

I see the problem now. i was converting it to greyscale, but I didn't think about the shadows. Why shadow a map meant to show altitude? Dumb. It all almost worked, except blue and red turn into the same colors when you convert it, damn it. I'm going to look around for more maps then that don't have that problem.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 13, 2015, 08:14:34 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 15, 2015, 04:23:43 pm
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.

Make sure there isn't some complex interaction with DF's temperature map and PW's temperature map. If you are using PW's, make sure you switch the pole settings on DF to 'None'.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 15, 2015, 05:24:49 pm
The pole settings are at none, that's the problem the only temperature map I'm using is the one from PW, which leads to the conversion of high rainfall areas that should be tropical to temperate. This happens during world gen btw, one of the first few steps.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 16, 2015, 01:12:53 pm
Are the temperatures in your world uniformly high? Is it an all 'hot' map?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Vattic on September 16, 2015, 02:39:43 pm
Could this be related to the talk a few pages back of pole-less worlds not generating tropical biomes properly?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 16, 2015, 02:56:29 pm
Possibly, I wonder if Xilian can try to re-create the map with DF poles instead of PW poles, and see what changes. We have already determined that there are some biomes that PW can't make without help from the DF poles.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 16, 2015, 04:57:42 pm
I tend to have percentage below scorching at 80% so it's usually pretty hot I'd say.
I was planning on making a new map again, so I'll do some testing while doing that, using df poles and without. I'll outline how to recreate it properly after I try to pinpoint it down exactly, but so far it seems rather consistent.

EDIT: @Vattic, I read so far that dry broadleaf isn't being generated, which I have noticed but that doesn't seem to be this problem. I've tried generating mangroves swamps too but no luck so far only ever got Tropical or temperate saltwater Swamps, even with a drainage below 9. This however seems to be somewhat different I think, the only biomes affected by this problem appear to be tropical swamps and forests, as they require high rainfall, the shrublands and savannas appear to be generating as they should. Somewhere in world gen, I believe right before it starts forming lakes or during (it goes by rather fast I can't see it that well), the map first shows the icons of a tropical broadleaf forest, yet it will convert them to temperate somehow. This resulted in me having areas in which PW map says the temp is 130-134 shown as temperate and Warm or hot on the embark screen, where some around 100 would show up properly as scorching/hot and tropical, which appears directly linked to the rainfall value in PW. But as I said I'll do some more testing just to be entirely sure.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 16, 2015, 10:53:04 pm
one thing that also affects temperature in a hard coded way is altitude. If you export the final temperature map from DF you might see a pattern where the unexpected stuff is happening and some variance from what you imported from PW.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 17, 2015, 02:34:39 am
If you know of a way to test altitude I'd love to test that too, though I'm not sure how to use scripts in dfhack and such to get a huge amount of data from the map as was done before in this thread I believe. I ran a few tests however and the problem is very easy to replicate:
Generate a world with an ocean in PW.
In the rainfall tab put the percent below forest at 70% and below grassland at 30%. Desert at 0%.
In temperature below scorching at 0%.
Check in the biome map which regions have a rainfall value over 80.
Generate the world and check the biomes of high rainfall and they will be temperate. The ones under that will be tropical. Anything other than swamps and forests are unaffected due to lower rainfall, so they are all tropical.

Another map was generated with percent below forest at 0% giving the whole map a rainfall value of 89 and above. Once more temperature at scorching (0% below), and the whole map was broadleaf and warm/hot biomes no scorching or tropical insight.
Using DF poles with this appears to create nice bands of tropical areas not under influence of rainfall. This does however mean your entire temperature map gets screwed up as you no longer have direct control. Using north and south pole in the all scorching map with forest below 70% made poles that were temperate and a band near the middle of the map tropical. So it fixes the problem but you lose control.

On a sidenote I'd have to say that this problem can be easily circumvented by turning the below forest threshold at 100%. this can still produce some areas with rainfall above 80 but these are always directly next to an ocean. Since a rainfall value of >75 is required for moist broadleafs forest these become increasingly rare if you don't carefully align your noise maps to keep rainfall in some areas between 75-80. Else they will either give you temperate biomes in a full tropical area, which appears to screw with the temperature in some way ( I'm not sure how, I should probe the given tiles for temperature using DFhack, though I'm not sure how to do so in a fast large scaled way.) or you will get no moist broadleafs and only confer forests, which will be tropical but delete an enermous part of fauna you get from the moist broadleaf forest.
On another sidenote I am still unable to generate mangrooves, I know it's possible according to an earlier post but I have yet to figure out how.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 17, 2015, 09:22:07 am
What are you doing with the drainage map?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 17, 2015, 10:27:53 am
Drainage is at 15% below dunes, 50% below rocky/grass and 85% below hills, Standard deviation map filter size: 15
I'll try to change the drainage and see what happens
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 17, 2015, 11:20:57 am
Allright I ran some tests

All worlds were generated in a 0% below scorching temperature PW map unless stated otherwise.
All worlds use the same elevation, temperature, volcanism and savagery map unless otherwise specified.
Elevation map contains a west ocean and east mountain range.
Rainfall shadow map generated at 321.1 degrees.

Results:
World 1.
Rainfall: 0% below desert, 0% below grassland, 100% below forest.
Drainage: 0% below Dune/swamp, 0% below Rocky/Grass, 0% below Hills.

World was entirely tropical except for a few regions which had a rainfall value > 80

World 2.
Rainfall: 0% below desert, 0% below grassland, 100% below forest.
Drainage: 0% below Dune/swamp, 0% below Rocky/Grass, 100% below Hills.

World was entirely tropical except for a few regions which had a rainfall value > 80

World 3.
Rainfall: 0% below desert, 0% below grassland, 100% below forest.
Drainage: 0% below Dune/swamp, 100% below Rocky/Grass, 100% below Hills.

World was entirely tropical except for a few regions which had a rainfall value > 80

World 4.
Rainfall: 0% below desert, 0% below grassland, 100% below forest.
Drainage: 100% below Dune/swamp, 100% below Rocky/Grass, 100% below Hills.

World was entirely tropical except for a few regions which had a rainfall value > 80
Special notes: Abundance of Mangroove swamps. Appear to replace tropical saltwater swamps where drainage < 9. Further testing required.

World 5.
Rainfall: 0% below desert, 0% below grassland, 0% below forest.
Drainage: 0% below Dune/swamp, 0% below Rocky/Grass, 0% below Hills.

World entirely temperate.

World 6.
Rainfall: 0% below desert, 0% below grassland, 0% below forest.
Drainage: 0% below Dune/swamp, 0% below Rocky/Grass, 100% below Hills.

World entirely Temperate.

World 7.
Rainfall: 0% below desert, 0% below grassland, 0% below forest.
Drainage: 0% below Dune/swamp, 100% below Rocky/Grass, 100% below Hills.

World entirely temperate.

World 8.
Rainfall: 0% below desert, 0% below grassland, 0% below forest.
Drainage: 100% below Dune/swamp, 100% below Rocky/Grass, 100% below Hills.

World entirely temperate.
Special note: No mangroove swamps, instead temperate saltwater swamps. Confirms the suspicion that mangrooves replace only tropical saltwater swamps with a drainage < 9.

Further testing for mangrooves:
World 9.
Rainfall: 0% below desert, 0% below grassland, 100% below forest.
Drainage: 100% below Dune/swamp, 100% below Rocky/Grass, 100% below Hills.
Temperature map 100% below hot.

No mangrooves appeared, world was entirely temperate.

World 10.
Rainfall: 0% below desert, 0% below grassland, 100% below forest.
Drainage: 100% below Dune/swamp, 100% below Rocky/Grass, 100% below Hills.
Temperature map 100% below scorching.

Mangrooves appear.
Special note: nearly no tropical climates. Tropical climates occured in regions with temperature values > 105. Mangroove swamps occured only in regions with a temperature > 105.

Conclusion: Drainage appears unrelated to the problem. Rainfall appears to be the only correlation to the occurrence of the problem.
Mangrooves swamp generation requires: Rainfall value 66-80 (66 because that the lowest value for swamps, and 80 cause over 80 they turn into temperate climates.), Drainage < 9, Temperature > 105

I hope this gives enough proof of the problem, it would be nice if someone else could confirm this for me. If it's a problem solely I am having there might be something wrond with my world gen, though I have not modified these files whatsoever.

EDIT:
I was wondering whether a temporary solution to this problem could be minimising the maximum rainfall value to 80 and making the threshold for forests contain the rainfal values of 75-80 or 70-80 directly controlling the amount of broadleaf and conifer forests as well as swamps, circumventing the tropical to temperate issue?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 17, 2015, 03:49:11 pm
I'll do some more research on this when I have the time. You may have found a bug that has gone unnoticed because most people don't use so much scorching biome. Except the problem doesn't happen when DF poles are being used... I'm not sure what's going on.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 17, 2015, 04:21:51 pm
If you need me to run some more tests just say the word. Right now I put below forest threshold at 100% to keep rainfall below 80, however it is incredibly difficult to form broadleaf forests since rainfall values between 75-80 are scarce like this. and broadleafs contain by far the most fauna.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 17, 2015, 10:51:04 pm
Just to be clear, this issue does not occur when you leave the PW temperature map out right? Like if you uncheck the box that uses the temperature map? A normal DF temperature map mixed with the other PW maps has areas of jungle?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 18, 2015, 04:22:06 am
That is correct, not using the temperature map at all gives normal tropical regions and using the poles with the PW map gives normal tropical regions aswell.
Something of note is that using DF temperature map can generate tropical regions in warm biomes whereas that is impossible with PW, though that is a different problem alltogether.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 18, 2015, 10:16:26 am
I have confirmed the problem, but I'm having trouble understanding it. At first I thought that maybe rainfall amounts are invalid above 90 or so, but the problem goes away using the same rainfall map and temp map with DF poles. I get the feeling that latitude does determine certain biomes, and not having poles destroys that input.

All I can do is feed numbers to DF, I can't tell DF what to do with them. Thanks for finding the bug. I'm feeling that using the PW temperature map is just not ready for prime time. If you're making a serious Dwarf Fortress world, I don't recommend using PW's temperature map. There's too much missing stuff.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Xilian on September 18, 2015, 10:48:28 am
Back to the drawing board then, time to make a new world lucky me I saved my map set for once. It's a shame though as the temp map gave a lot of control over which biomes you'd want where but maybe a later time.
I have another question though, Do you happen to know the correlation between volcanism and ore type distribution? I ran some shallow tests and couldn't find any real connection. It seemed more connected to drainage and elevation, though that is just a hypothesis.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on September 18, 2015, 11:18:56 am
I believe the geology generation has changed somewhat since the first version of PW came out. I believe that low volcanism can create sedimentary layers or used to, but I'm not sure on that anymore. Once you get down some number of z levels, it gets pretty random. If you set the MINERAL_SCARCITY tag to 100 (lowest) you will get everything get-able on your embark map.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on December 02, 2015, 09:35:18 am
No world_gen.txt file changes for the new version (42.01), so everything in PWDF should still work.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: PeridexisErrant on December 02, 2015, 07:27:10 pm
No world_gen.txt file changes for the new version (42.01), so everything in PWDF should still work.

Awesome!  If anyone has bug reports, I'll pass them on  :D
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: lurtze1 on December 14, 2015, 11:27:56 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on December 14, 2015, 12:19:52 pm
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.

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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: KillzEmAllGod on December 17, 2015, 03:53:58 pm
Wait when did the temperature map break? I do remember it working at some point rather well.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Geltor on December 18, 2015, 05:03:50 pm
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.

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.
wish wed had noise painting though, that would make placing elements accurately a breeze
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: KillzEmAllGod on December 19, 2015, 05:39:12 pm
There's a problem when using the brush with the savagery map by using it can cause an error due to the percents used for the map.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on December 21, 2015, 12:02:37 pm
Wait when did the temperature map break? I do remember it working at some point rather well.

It seems to be working great, but the fact is that some biomes just don't show up when you use the 'None' pole option in DF. It could be a minor issue, but it bugs me enough that I wouldn't use it in my worlds.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Gotham123 on January 09, 2016, 04:45:00 pm
Hi I have a question before I download this mod. is this compatible with the Latest Dwarf Fortress version (42.04)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on January 11, 2016, 09:24:51 am
Hi I have a question before I download this mod. is this compatible with the Latest Dwarf Fortress version (42.04)

Yes.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ArmokGoB on March 10, 2016, 10:32:22 pm
What language did you write Perfect World DF in?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: PeridexisErrant on March 10, 2016, 10:34:43 pm
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
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: jomen on August 03, 2016, 12:14:31 pm
Hi everyone !

I'm trying to make a map with Perfect world . I downloaded a BMP files to have my pre erosion map set , but when i launch the world generation in the game, the result is totally different from what the map should be . How can fix this and have a map fitting the the elevation map you created ?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Zorbeltuss on August 06, 2016, 07:45:06 am
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.

(http://www.jpl.nasa.gov/spaceimages/images/largesize/PIA17037_hires.jpg)
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://i.imgur.com/eW5yso2.png)
Should work if you cut it down to the areas you want, unless you want the white parts (I'll go into that later) and use some auto level tool of any decent image editor, gimp, paint.NET (albeit this can only do that it cannot produce the image in the first place), Adobe Photoshop or Corel Paintshop should do this nicely.
For doing this yourself you need to split the image into Hue, Saturation and Value (lightness also works but will make it impossible to work in the peaks later).
Remove the value layer/image first, we don't need that at all, and only if you're interested in the peaks should you hang onto the Saturation layer/image.
Despeckle the Hue image, to get rid of minor faults, and use negative colors on the image.
You should now have an image similar to mine, and you could stop here, but I'll explain how to do the rest.

If you want the real peaks first you need to retouch  the areas with peaks (as they are likely to have faults like the black bowling pin in mine since the despeckle can't get rid of it all, do a copy of the image, after that adjust the brightness levels of the image to the approximate proportions of the colored bands height compared to the difference in height over the wole image (so that the white turns grey), then despeckle the saturation image as well as you can, and apply negative colors. Now take the copied image that you didn't apply a level change to, by gamma or levels or any other means, make sure you only have the most clear white left, the rest should be black or 0% alpha, use this as an alpha layer to your created saturation image, put this as a top layer on the image and set the layer mode to screen, then adjust the levels of this top layer until you ahve a few pixels that have the maximum brightness.

These extra steps may seem a bit difficult though, but except for retouching and checking the height levels of the different colors someone who is skilled in gimp (not me or i'd rather have done that long ago) should be able to write a script to do this.

/Zorbeltuss
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: jomen on August 08, 2016, 04:20:27 am
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 PF
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: nickbii on August 08, 2016, 10:59:17 pm
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 PF
So you have Perfectworld output. Have you saved it to the text file that has all the DF world-gen rulesets properly?

I haven't done this in years, but I remember it was quite finicky, and IIRC I frequently ended up saving to the wrong text file, and even after I'd gotten it in the right spot I occasionally selected one of Toady's premade worldgen parameter sets rather then my buetific map.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: jomen on August 09, 2016, 11:49:17 am
I saved it properly in the correct world_gen file. I named my map "test" and it was effectively in the menu in the game. I even changed the world history end at only 10 years so i could know that the proper map settings. I do have the world gen stopping at 10 years , but the map different from what it should be.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: LordKnows on August 10, 2016, 12:18:14 pm
Here are some maps I made and had success using with perfectworld. Imgur upload seems to have automatically converted them to .png, so they have to be made back to .bmp to use:

LOTR Lonely Mountain region:
(http://i.imgur.com/0pql0kT.png)

Western Norway crappy quality, increase erosion in world gen to smooth out:
(http://i.imgur.com/YSwmqEO.png)

Middle east:
(http://i.imgur.com/89JNyn2.png)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: jomen on August 10, 2016, 04:31:22 pm
Ok ! Thank you really because knowing that it worked for you , i had to figured it out what was wrong with my maps. So i check or unchecked everything to get it work and finally it did !

Problem was with perfect world generated maps which weren't checked properly. I didn't see this simple mistake  ::) Thanks you !
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: nuker22110 on October 02, 2016, 09:09:49 am
How do i use PF to generate a world with a large amount of flat embarks with medium to high level of soil?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on October 21, 2016, 02:08:53 pm
How do i use PF to generate a world with a large amount of flat embarks with medium to high level of soil?

Sorry for the late reply. I'm thinking such an area would be easy to find in almost any world made with PWDF.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ANickel on November 05, 2016, 12:37:03 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Thundercraft on November 05, 2016, 11:42:32 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ANickel on November 05, 2016, 09:27:57 pm
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.

Good to know it isn't just me being stupid and screwing with some weird setting!  I've been editing the generation, but still no luck with doing anything that raises elevation.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: soul4hdwn on February 21, 2017, 07:46:23 pm
if perfect world says "yes" instead of "using PW", it uses previously used PW (inside the world gen).  is there any way to convert that to "no"?  just asking in case mp explodes or something because of an odd alignment map, which might not be so bad but just in case. XD
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Morcaster on February 24, 2017, 01:15:00 pm
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...
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on March 07, 2017, 09:45:57 am
I have been missing for a number of months! Sorry everyone.

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.

This is something you can set in the world gen settings. The wiki should describe it in detail. You can set how many z levels of air, how many cavern layers, etc. I think you can get ridiculous if you want. Beware of low frame rates with a super deep world.

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...

Not sure what the problem is, but there are basically three options for each map. You can have PW generate it, you can have DF generate it, or you can use the pre-set data that is saved in the world_gen.txt file. To have access to that data, you have to first import the world_gen.txt file that you want to work with. If you have already made a world with PWDF, that world_gen.txt should be around somewhere unless you overwrote it by accident.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: ANickel on March 17, 2017, 09:26:07 pm
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?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Veroule on March 18, 2017, 11:43:37 pm
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
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: hurpfry on April 23, 2017, 12:14:50 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on April 27, 2017, 02:34:01 pm
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?

Unless you have discovered something I am unaware of, I would expect to get the same number of layers. Test a couple of sites and let me know what you find. Make sure the worldgen.txt file has the settings you expect in there, and that you did not accidentally overwrite them or something.

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

Thanks for noticing, I fixed it.

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.

Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Galaxyfalcon on April 28, 2017, 05:48:17 pm
Hello,

I've been playing around with PF but need some clarification on the sliders:

Spoiler (click to show/hide)

In this example, is the percent below dunes/swap the amount of territory I can expect to be dunes/swap? So 30% of this map would be dunes/swamp? Similarly, rocky/grassland would have roughly 40% of the map as those terrain types? (btw, what does 'rocky' refer to? Is that rocky wastelands?)

Or am I reading this wrong? If so, would the percent below dunes/swamp actually be affecting the frequency of a different type of terrain, while the difference between dunes/rocky is the actual frequency of dunes/swamp?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on May 10, 2017, 11:18:34 am
I think the wiki has all the thresholds of what combinations of the different maps will do what(see the entry for 'Biome'). That 30% will make 30% of the map dunes or swamp depending on rainfall, and 40% of the map will fall between the two thresholds, and 20 percent of the map will be above the 'hills' threshold for drainage. What the terrain actually turns out to be will depend on the interplay between the maps, and these sliders just give you some control over the curve. I tried to make the sliders fall on useful thresholds, but they could also be arbitrary and still be useful.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Galaxyfalcon on May 27, 2017, 05:11:38 pm
Hey cephalo,

Thanks for answering my previous question! I'm just looking for a little more clarification on how to use the volcanism menu. Can you run me through really quick what I'm looking at here??

Spoiler (click to show/hide)

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.

If volcanoes need to occur in igneous extrusive layers, looking at how I have the map set up here, there's 20% of the map that is igneous extrusive but not eligible for volcano placement? What type of terrain would I find in the areas below 0 volcanism?

Elevation cusps: It looks like these shift where volcanism occurs: for example, at really high terrain or really low terrain. Is there a way to make volcanoes appear at both high terrtain and low terrain? Would setting these sliders both to the middle mean that mid-level terrain is where volcanoes would appear?

Thanks for any help explaining this.

Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Uzu Bash on May 27, 2017, 07:46:27 pm
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on July 27, 2017, 08:50:59 am
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.

Sorry for the late replies you two! Volcanos only appear at full vulcanism which is above the top slider. Also you must set the number of volcanoes in the map parameters.

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.

You should be able to undo the brush with ctrl-z. If I remember correctly I went overboard on this function and you might actually be able to undo it even after saving it as a pwset file.

The way the import export works is like so: If you import a world_gen.txt file that already has data in it, it will preserve that data unless you choose to throw it away. It doesn't actually import that data into PWDF for further editing. If you want to save a world created with PWDF, you have to save it as a pwset file if you want to edit it again. You can't restore your PWDF info from the world_gen.txt file.

So in summary, there are two files here. There's the world_gen.txt file that is there purely to interface with DF, but saving your work has to be done through the pwset file, which you save in the 'File' menu under 'Save Map Set'.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Ianflow on August 11, 2017, 01:22:18 am
Does anyone know how to get the noise maps to resemble the worldgen parameters I have defined in the file?
I'm having trouble generating stable worlds without perfect world (trying to avoid too many oceans, but wanting Complete Edge oceans or Partial), but I have trouble using PerfectWorld because it doesn't seem to generate noise maps based on my parameters, or I can't really tell if it sources from defined parameters. I don't like having 500+ rejections, but I don't also like having to spend an hour or two working on PerfectWorld maps only to get a world that I'm lukewarm about.

EDIT: That, and at this rate I'll have to isolate the Perfect World gen code that flags for filling in oceans smaller than a certain size to add to dorf fort gen'd worlds.

EDIT2: pull the trigger piglet, I wasn't aware that perfect world gen exports are just an export of result, rather than the variable that toggles the ocean filling gdi
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on August 15, 2017, 08:52:08 am
PWDF does all of it's own generation in terms of noise maps. It doesn't use the noise parameters in world_gen.txt. In fact, those should turn red as soon as you generate a map with PWDF, indicating that they are ignored.

PWDF also uses a different method to make coasts. You don't need the normal ocean edge settings for PWDF.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on November 29, 2017, 05:14:32 pm
No world_gen.txt changes detected for 44.02. Let me know if any problems crop up.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Sadday on November 30, 2017, 09:55:07 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on November 30, 2017, 10:19:49 am
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.

What are the dimensions of the map you are trying to import? Normally, they should be the same height and width for square maps. I think they will be automatically resized if the aspect ratio matches, but you should aim for 1 pixel per tile if you want full control.

If you are trying to generate a world that was already genned with DF, you should be able to use the map seed and just regen the elevation map, but PWDF will get in the way rather than help because it crashes when you don't check the 'elevation' map first. What you can do though is manually edit out the [PS_EL: X:X:X] tags and DF should use your seed to regen the elevations but still use your temperature and savagery maps.

Be mindful that the pre-set temperature maps aren't implemented fully in DF, and there are a couple of biomes that don't occur if you use them.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Fleeting Frames on December 01, 2017, 09:47:57 am
I think that's mainly just tropical dry broadleaf, which requires at least 129 tall world with pole(s). Though using temp maps without poles does prevent one from having freezing tropical biomes and such.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: MachinaMandala on December 01, 2017, 01:34:26 pm
I'm gonna be honest, I have no idea what I'm doing with this. Is there a guide? I want to make Middle-Earth. (Deon did it ages ago but most areas were just one giant region which meant all savage and uninhabitable.)

EDIT: Puzzled it out. Read the fucking manual, guys!
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Rusty_knight on December 11, 2017, 03:21:30 am
Can we have an option to import bitmaps for things other than elevation? Would it be hard to implement?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on December 13, 2017, 09:52:32 am
Can we have an option to import bitmaps for things other than elevation? Would it be hard to implement?

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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: NoMan on December 15, 2017, 04:15:59 pm
The program tends to crash when drawing on the savagery and temperature maps. I haven't checked the others maps to see if they crash as well.

To reproduce the crash:
1. Generate the gradient map and noise field for savagery
2. Start drawing close to and around the bottom of the map

When doing this, the program will sometimes crash with the error:
Code: [Select]
ColorHelper.GetNormalizedValue greater than max.

Savagery crash details:
Code: [Select]
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.

Temperature crash details:
Code: [Select]
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Rusty_knight on December 16, 2017, 02:59:15 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on December 18, 2017, 10:06:51 am
Thanks for the crash info NoMan. I've had a heck of a time reproducing that bug reliably. Really, the drawing code is a huge mess. I didn't do any of it in a standard way. When I look it now, it seems deranged. It makes me afraid to get involved, like I will become a lunatic again.

Rusty_knight, if you put the 'Gradient Center' in the middle of the map, you can do North and South poles, or even East and West poles, or SW and NE poles, or even cold equator, hot poles maps. Play with that.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: speciesunkn0wn on January 11, 2018, 06:35:34 pm
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?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on January 23, 2018, 09:32:28 am
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?

You can import a black and white image into the elevation maps. Do you have a link to that self portrait? I wanna see it.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: wierd on February 19, 2018, 03:51:29 am
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.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Enemjay on February 22, 2018, 04:09:32 am
I wanna make Greyhawk but as far as I can tell there's no way to manually designate the placement of cities, sites or rivers. Is this true? Doesn't anyone know if there are any workarounds or is it the fact that due to the nature of DF's code it would never be possible?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Rose on February 22, 2018, 04:13:38 am
It will never be possible.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on February 22, 2018, 03:43:57 pm
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.

Are you using the WorldGen.xml file for 34.11?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Enemjay on February 22, 2018, 05:46:37 pm
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
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: nickbii on February 24, 2018, 11:50:24 pm
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
No.

And I doubt it would be possible in a map creation tool.

A DF world is not just a map, it is a world full of virtual creatures who have lived a simulated history. If the goblins have a fort at the place this river meets the bay that means a group of goblins either founded the fort, or stole it from someone else. Without a full world-building tool where you could name the goblins, type in their history, and place the fort exactly at that spot, there's no way to guarantee that.

In theory someone with real programming chops could probably create a tool that allows you to do that, but to my knowledge that has not happened yet.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: DizzyCrash on April 10, 2018, 09:52:31 pm
hey has this been updated to the new version of DF yet?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Showbiz on April 20, 2018, 04:08:40 pm
I just made earth with perfect world. It works perfectly with the new DF version
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Rose on April 21, 2018, 12:04:49 am
hey has this been updated to the new version of DF yet?

This doesn't actually need updating to new versions.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on May 18, 2018, 07:05:59 am
The only time this needs updating is when the world_gen.txt file changes, and then it can be done with xml.

Something terrible happened at work. Someone got fired for playing a lot of games, and now there's this draconian, all encompassing web filter that covers anything that has to do with games. I can't even discuss games with people except at home. If I was into knitting, or horseback riding, or origami, I could surf the web all day, but games are contraband. Interesting.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Bob69Joe on August 02, 2018, 02:33:34 pm
Hello. My worldgen.world is stuck at rivers. Where normally it will count down the rivers then the lakes and then display the little map with rivers finally entered, it will just say "rivers" and show rivers appeaeing on the map and not complete the generations next steps.

http://dffd.bay12games.com/file.php?id=13939

Here it is. The map file that will not work with any worldgen parameters I was setting. Other maps worked fine, but I didn't try to alter them too much. I spent the usual time I do with this map just setting drainage noise and temperature and savagery. I didn't brush anything to the map.

Jus tried again a new map, moving noise maps around, the usual. No brushing. The world gets stuck at "rivers..." No count downs, no lakes countdown, though the map shows lakes first and then rivers. I've ran a successful generation of only producing noise maps without moving them around.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: cephalo on August 09, 2018, 08:33:53 pm
I'll try to check it out when I have time. What version of DF is this? I'm banned at work from visiting bay12, so keeping tabs is difficult.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Bob69Joe on August 14, 2018, 06:03:27 pm
Excuse me for the long delay. The version is 44.12. I have attempted several maps, and it appears if I invest any effort in moving the noise maps around, the generator will cease functioning at the rivers.

I will not be able to upload the worldgen that was linked to that map because I deleted it before thinking to make this known.
_____
*****¡!¡!¡*****
Hey, my bad, I seem to be making a fuss over nothing. Unlike default DF generation, there is no countdown to rivers, lakes, or any other aspect to generation. Though, I gave it a few minutes and it kicked up again at placing caves, witch it did countdown for, and the rest of the generation went along normally. I'll be playing this "Perfect" world(I do really enjoy how it came out) extensively to see if there are any awesome glitches in the terrain. Thank you for your work!

One question Cephalo! Is there anyway to change the revolution of the world? Eastern or Western sun rise?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Fleeting Frames on August 15, 2018, 02:21:16 am
No. Afaik, sun doesn't exist.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: lastofthelight on September 10, 2018, 08:29:21 pm
Is there a database of 'interesting' Perfect World-generated mapsets somewhere?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Bob69Joe on September 30, 2018, 03:24:01 pm
Is there a database of 'interesting' Perfect World-generated mapsets somewhere?

Not sure how I didn't notice this post for tenty days in my 'replies' tab, but DFFD will probably have any. Look up 'pre-generated maps' or 'perfect-world' in the search bar, or something similar.

Here's a start: http://dffd.bay12games.com/search.php?string=perfect&id=14

Arrakis, a desert world (http://dffd.bay12games.com/file.php?id=12920)
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Fleeting Frames on September 30, 2018, 11:10:56 pm
There's [MAPS] ✫ Cartographer's Lounge ✫ (custom worldgen map repository) (http://www.bay12forums.com/smf/index.php?topic=150001.0). I recall there was a thread with variety of earth maps as well somewhere...Shagomir gives some advice on heightmaps here (http://www.bay12forums.com/smf/index.php?topic=61417.msg1498507#msg1498507), the OP of which has a map of Central+Western Europe.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Betrix5068 on October 25, 2018, 10:41:50 am
How is the importing bitmaps thing supposed to work? Because it keeps saying that the resolution for the images has to be the same as my world size, which is not how the maps are exported at all. Is there somthing I have to do like downresing or is something wrong with my exported files?

EDIT: Yea, you've got to downscale. If the program would do that automatically that would be great but I understand why it's not in.

EDIT_2: Would like to mention that the megabeast check start is 10 at minimum when the ingame paramiter has it at 2 and the default generator has it at 5. This wouldn't be an issue except that this one error causes the entire world gen permitted unusable for importation.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Immortal-D on November 21, 2018, 08:11:08 pm
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).
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Dunmeris on January 28, 2019, 11:27:17 pm
Is there any way to possibly, conceivably decipher/translate the name seeds and, in essence, force a created world to generate with a specific name?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: thepaan on February 26, 2019, 01:44:24 am
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).

There are three sliders on the Rainfall tab. If we assume each slider represents an even distribution of the values then they define splits around 25, 50 and 75 rainfall. Savanna is 20-32 while Shrubland is 33-66 rainfall. This would mean that we want the majority of regions to be between the first and second sliders (top slider to the left, and middle slider to the right). If you want to avoid marshes, then you'll want to have most/all of the drainage values above 33 as well (either the top one or two sliders to the left).

Keep in mind that savagery is independent of good/evil. AFAIK, the only way to influence good/evil is randomly by the good/evil square counts under general settings. Joyous Wilds are savage good, so you could bump up the savagery then also the minimum number of good squares. Be careful on the savagery though; civilizations will not start in savage regions, so you may have to bump up the noise to get them placed.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: darkomen on August 13, 2019, 01:32:56 am
Hi

Fantastic tool to do whatever you want in World Gen ! Thanks for making it, it helped me A LOT !

I have some minor -but annoying- bug while using the brush : whenever I paint on the map, it changes the values of the sliders, quite randomly actually. So I have to change them back... Same thing happens for temperature, rainfall, savagery or drainage

If I may add a suggestion :

It seems to me that the brush is powerful enought for what we have to do. The only little problem is the value of the brush : Whenever you want to change it, you have to type it with your keyboard and then press ENTER. To make it more fluid, it would be better if we can simply right click on a tile of the map so that the brush takes the value of the tile, just like an eyedropper tool would work.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Rekov on December 11, 2019, 12:43:54 pm
Possible bug: When you load a map set, the Temperature Map Noise Control Weight is remember, but does not actually seem to be applied to the temperature gradient unless you update it's value.

Steps to reproduce:

1. Create a set of maps with a Temperature Gradient Map and Noise Field.
2. Set the Noise Control Weight to something like 8.
3. Save the map set and close PerfectWorld.
4. Open PerfectWorld and open the map set.
5. Go to the Temperature Map and adjust the Noise Control Weight to 9, then back to 8.

When you first go to the Temperature Map on step 5, the Temperature Map will appear as though the Noise Control Weight were set to 50. Only after updating the number will the map look as it was when you saved the map set.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Bob69Joe on January 21, 2020, 03:26:11 pm
Eyy, I can't upload pwset files to DFFD so I need to know what I can post to get some help on an issue. I am unable to get dwarves to survive in a world, although elves, goblins, and humans are spawning.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: DonPerotti on July 26, 2020, 04:34:46 pm
Does this still work with for DF 47.04? Also would it be possible to add a function to define evil/good alignment in the same way you define temperature? Or is this impossible because of how the world generation works?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Fleeting Frames on July 27, 2020, 12:27:55 am
Yes, but you have to give it right base parameters (or just paste the outputted PSV values into worldgen base preset of your choosing) - ensuring that your worldgen includes all new worldgen tags introduced since eight years ago.

You can't directly paint evil/good areas, yeah. You can however ensure medium regions are all evil and good regions are all large, then paint medium(25-99) and large(100+) regions where you want evil and good biomes.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: DonPerotti on July 27, 2020, 02:24:09 pm
I'm sorry I don't know what PSV values are, do you mean those walls of text that get generated on the world_gen file?

Also I don't understand the part about the medium/large regions, how do you ensure a part of the map is a medium region and another is a large one?

As for the right base parameters, do you mean things like max civs or mineral scarcity?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Fleeting Frames on July 28, 2020, 02:53:41 am
Yes.

By carefully controlling the size of biomes PSV marks out

I mean stuff like [ALLOW_NECROMANCER_LIEUTENANTS:1]
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Eктωρ on August 23, 2020, 05:21:53 pm
Just how exactly would you do that?
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: DizzyCrash on September 22, 2021, 10:21:22 pm
is this utility still supported? nobody has commented in 120 days.
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Bralbaard on December 09, 2022, 01:45:46 pm
Still seems to work fine with the current version
Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Fantastic Damage on January 10, 2023, 05:43:45 pm

You will also need this:

WorldGen.xml file for 40.09 thru 44.05:

Download here. (http://dffd.bay12games.com/file.php?id=9672) Put this file in the same directory with PerfectWorldDF.

WorldGen.xml file for older versions of DF:
(http://[spoiler])
WorldGen.xml file for 40.01 thru 40.08:
Download here. (http://dffd.bay12games.com/file.php?id=8756)

WorldGen.xml file for 34.01 thru 34.11 versions:
Download here. (http://dffd.bay12games.com/file.php?id=5491)
[/spoiler]



Apologies for being such a mouth-breather about this, but I am not getting anywhere parsing your instructions. Do you mean to put the XML file in here, like so? What is the Intended result I'm looking for?
Thanks for your patience,

(https://i.imgur.com/ws6oafV.jpg)

Title: Re: PerfectWorldDF world creator utility v.1.9
Post by: Ironlion on January 15, 2023, 08:09:55 pm
Still seems to work fine with the current version

Yes, I even used worldgen files created by this utility for the last pre-steam verson on the steam version without issue.