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Messages - cephalo

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766
DF General Discussion / Re: world generation
« on: June 05, 2010, 08:19:01 pm »
You can try the new utility I made, PerfectWorldDF(see sig). It gives you alot of control over alot of stuff.

767
DF General Discussion / Question about the new graphics modes.
« on: June 04, 2010, 05:37:35 pm »
Ok, I have some questions about the new SDL stuff that Baughn made. I prefer to use the character set over the graphics creatures. If I turn the graphics option off, does that mean there is no performance increase over the older non-SDL versions? Though I prefer to use normal characters for aesthetic reasons, I'm not sure its worth a frame-rate hit. Is the graphics mode alot faster than the normal mode?

768
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.

769
DF Dwarf Mode Discussion / Re: The goblins have sunk to a new low.
« on: June 01, 2010, 12:34:04 pm »
You might notice that in the latest versions, almost all goblin historical figures die out and are replaced by the descendants of kidnap victims. The only goblins you will really see in fortress mode are the randomly generated ones.

770
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.

771
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.

772
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.

773
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.

774
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.

775
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.

776
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?

777
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.

778
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.

779
On small or pocket worlds its common for this to happen. Medium sized worlds are big enough to make it almost guaranteed that you will have every civilization around.

Uh, oh. somebody read the title and assumed what this thread is about... Maybe I should change the title.

780
I just generated a new huge world for actual playing on, and there are a few goblin civs left intact, but the vast majority are replaced. There is one 'goblin' civ that is fully 100 percent elves! There are quite a few goblin dark fortresses that are controlled by human civs that have a goblin 'administrator' lol.

This world seems to have a mix, which I like, but in general I would say that the kidnap rate is maybe too high. In a thousand years there should on average be no more than half of goblin civ members be non-goblins. Not a hard cap or anything just fewer kidnappings.

It's interesting that once you are kidnapped by goblins, after a probationary period you seem to have all the rights and responsabilities of full goblin citizenship. Pretty funny.

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