![]() ![]() I also like using the clone stamper and soft brushes (in Photoshop). So you can use the dodge and burn tools to level a landscape, or create mountains out of nothing. Something to remember here, is that light and dark does not mean just that, it also translates to elevation in your final DEM. Fantasy landscapes do not have to follow real-world rules after all. Here you are just going to grab whatever interests you, say a mountain range, and slap it somewhere else to make a new landscape. You can smash things together at random, or try and match geologically related landforms in plausible ways. You are taking existing shapes and moving them around to form something new. What you are doing here is a lot like making a photo mosaic or rearranging puzzle pieces. It is hard to describe this section without sounding like “step 2. I drop all these images into a empty Photoshop. One trick that works anytime you are worried about coarse data, is to work at a much larger scale than your final image. Ideally I hope to work out how to export at the original bit depth of the DEM, modify in that bit depth, and then make the finished DEM at that same bit depth, but you can still get good results with my current workflow. This leaves you with what is essentially a bunch of 8bit rasters, which might be a lot less than your original DEM, but you are going to be hacking at them like Frankenstein later on anyways. tif files at that scale through the layout tool in ArcGIS Pro (400 dpi). I am sure there is a better way to do this, but currently I export snippets of each tile as. For my example map, I am aiming for a area about the size of western Europe, so I will be working at 10,000,000km (rounded to make things easier). The same features can look very different at different scales and you want your data to look consistent, just like real terrain would. You then want to decide what scale your eventual fantasy map will be at. As I have said before, you can make any area unrecognizable, but I also enjoy going for more obscure terrain (if you are from the US or Europe of course) to begin with just to make it as fresh and exciting as possible. I got a tile from South America around southeastern Brazil, western India, and part of the Sakha Republic in Siberia (Russia). Does not have to be of a particular place, the goal is to get a lot of stuff to work with and pare it down later. I grabbed some elevation data from GMTED (you can get it here). Adding to names will automatically add them to possible names without needing to change code.The first step is downloading this data. Most data used in game like possible civ names and colors used are stored in JSON files located at Data folder. You can get some instructions by clicking the questionmark Code Data ![]() There is a separate flag generator for just generating flags than can be then saved Once you are done you can move to generating civilizations with done. Saved maps are found in: C:/Users/user/AppData/Roaming/Godot/app_userdata/World MakerĪlternatively you can type in your own chosen save locationĪlso after generating there are buttons to adjust map with additional erosion etc. ![]() More plates generally mean more mountains.Īfter generating you can use the controls in lower left corner to save maps. You can also adjust amount of continental plates in the world. Larger maps will take longer to generate but will be more detailed. On left panel you can pick size of map generate. You can download a working version in releases page or on itch.io. You can also export these maps as png files. Little project for fun that generates a world map.Ĭurrently generates maps based on seed for: ![]()
0 Comments
Leave a Reply. |