Yes, but you can however, remove them all yourself for an easier and quicker load. I just tried removing all the unnecessary bits on the map I'm working on and it regenerated in 2 minutes instead of 15 minutes.Īnd when you "drop dirt" doesn't it reset all the biomes too so shouldn't it do as it does with reset and also remove all the previous "drop dirt"s? Edited Octoby SekiryouĪnd when you "drop dirt" doesn't it reset all the biomes too so shouldn't it do as it does with reset and also remove all the previous "drop dirt"s? The darker the area, the lower the elevation. All items listed are planed features that will be added in no particular order, note changes may happen depending on what is released for information and what is released for the final program. So what exactly is a highmap Its literally just a greyscale image (16bit. On at 14:55, hvergi said: I plan on building a toolkit for the unlimited version of wurm. ![]() The file would keep small and would go much faster when regenerating. Posted (edited) When using the Wurm map generator (below) you dont have to use it to generate the hightmaps, you can make one using any method you like and then import it. Shouldn't it be more logical to instead of adding an "undo" lines, to remove the previous "add" line and in the case of "reset", remove all the previous biomes instead? But I mean EVERYTHING, all the Undo actions, all the reset actions etc. So if you create a map and save it, then generate a new seed and save THAT map, it will probably overwrite the previous map. I was also told that you can generate a map using the Map Generator, set the cave seed to your liking, then copy and paste the 'mapcave.map' file over the one for the other map, and it will use the newly generated one. I assume it will generate on the first loading of the map. So I looked at the map_actions.txt file to see what's in there. There's a 'bug' right now where if you click the button to generate a new seed it isn't updating that value in the map name textbox next to the Save Actions button. This is what was said in IRC by the testers. That's what I did with a map I was working on and the program has been loading for the last 15 minutes. If you want to, lets say, close your computer and continue working on a map you're making another day, you basically have to "regenerate" the map using the "Load Actions" options, right? ![]() Just in case, the whole code of the current version of the program is on my GitHub account.I've just noticed something. The whole program would become much easier and quicker to use while keeping the possibility to change how generation will look like and allowing use of plugins. It is adapted from earlier programs by Budda and Eitr to run on JavaFX and add some new functionality. ![]() On the other hand, freeing huge part of screen would allow to fit more details about how modules work and how changing any values will influence the map directly on screen instead of the documentation. The Wurm Map Generator FX is a program that helps you to create a new server world in Wurm Unlimited. While this would take away some freedom, map generation is mostly linear process anyway (you cannot generate rivers before generating terrain, or generate rivers and drop dirt in parallel, or - most extreme case - create forests before generating terrain height, because this would lead to unexpected results). Wurm Unlimited Modding Spotlight Tutorial, featuring Google Maps Generator.Java. ![]() I am thinking about changing the program to work in more linear way, using simple list of blocks instead of graphs. I have to admit that it looks and works pretty good, but is simply not that suitable for this specific task (map generation). While doing map generation stuff I figured out that most of operations are (or even must) be linear, and this makes the whole graph-based design pointless.
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