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Map Generator


Baggins

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A map maker where I can modify roads, mountains, rivers and lakes as I wish. I don't have to spend hours knocking out unnecessary blocks and filling them with water. Or I spend hours stacking the sand blocks on top of each other until there is a mountain where I want it. I would also go fishing...

Edited by Baggins (see edit history)
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Anything that lets you manually adjust things is going to take hours of work simply because it is manual.  You can manually edit the road map (splat3.png) or water map (splat4.png) to get what you want but it's not something you're going to do in a few minutes.  It takes time.  You can also edit the heightmap (dtm.raw) but that also takes time to do.  If you want a fast way to edit things, you need something that will generate the map for you.  It can offer you more options than RWG does but it would still generate it for you.  If you want to have full control, it will always take lots of time.  They could improve the tools but that won't prevent it from taking a long time to do the work manually.

 

If you want something that generates maps automatically like RWG but offers you far more control over the output of that automatic generation, take a look at Teragon.  Just keep in mind that it has a steep learning curve and until you get the hang of using it, it will also take a long time to create the kinds of maps you want.  Once you do learn it, you can create maps really easily, though.  But it is automatic.  It may give you a lot of control but it's still automatic.  That means, you don't modify roads and rivers and mountains and lakes by hand with it.  To do that, just like with RWG, you need to manually edit it either in the world editor or in a paint program and that takes a lot of time.

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Try using Krita.

 

it's free

 

open the .png file

then on the right side of the window, right click on layer one

go down to split alpha

Alpha into mask

you will have two files

uncheck the black or white one

select the other one and you will see the correct image

PNG files have a mask layer, this easily removes it.

edit to desire then save

PS. make sure to use the correct color or you will have invisible holes in the terrain.

 

you can then CTRL A        CTRL C and paste it into photoshop if you want to further

enhance it.

 

Edited by 4sheetzngeegles (see edit history)
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There are various tutorials available for editing maps.  Everyone I know uses Gimp for it.  You have to work with the alpha channel and/or transparency for some of these, I believe, so programs that so not support that will not work.

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53 minutes ago, 4sheetzngeegles said:

image.png.4c83f589c71c956a29444d55e1c22a79.thumb.png.c13f00ae0f39207dc93be7f560de87ee.png

A bekarikázott rétegen kattintson a jobb gombbal, és kövesse a fenti utasításokat, mindkét réteget látni fogja.

I've reached that point. But after that comes the couple of pictures I posted above. A sandy road appears instead of water. I copy the color of the water

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This isn't a turorial but just a few quick tips.
First it may be a bit different than before. I only
did a quick test render. It took two files for it to fill
completely. the first was splat4_processed, which i opened in
krita, did a   control a   control c on the non alpha layer
and pasted it to photoshop. Then I opened dtm_processed.raw
in photoshop also. I edited the area i wanted with water in the
imported splat file.

 

Made a new channel in the raw file,
copied the splat to it
magic waned the splat layer where the water will go
selected the grayscale layer of the raw file and painted
a few blocks lower than the nearest land to water.

 

deleted the imported splat layer. saved the raw as dtm_processed.raw

deleted all regions in the save
started the game.

 

PS: when you import the raw file flip it vertically then edit it.
when finished flip it back then save.

 

since I normally do a manual terrain build, i also contour roads to match.

to go more in depth Callum123456789's advice is better.


hope it helps

4SheetZ

 

A21.0_2023-08-06_03-07-37.jpg

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1 hour ago, 4sheetzngeegles said:

Ez nem bemutató, csak néhány gyors tipp.
Először kicsit más lehet, mint korábban. Csak
egy gyors teszt renderinget csináltam. Két fájl kellett ahhoz, hogy teljesen kitöltse
. az első a splat4_processed volt, amit megnyitottam kritában
, megcsináltam egy c controlt a nem alfa rétegen,
és beillesztem a Photoshopba. Ezután megnyitottam a dtm_processed.raw-t
Photoshopban is. Megszerkesztettem a kívánt területet vízzel az
importált splat fájlban.

 

Létrehozott egy új csatornát a nyers fájlban,
átmásolta rá a jelet,
varázslatosan elhalványította a jelréteget, ahová a víz kerül,
kiválasztotta a nyers fájl szürkeárnyalatos rétegét, és
néhány háztömbbel lejjebb festette a vízhez legközelebbi területnél.

 

törölte az importált jelréteget. a nyers fájlt dtm_processed.raw néven mentette

törölve az összes régiót a mentésben
elindította a játékot.

 

PS: Amikor importálja a nyers fájlt, fordítsa meg függőlegesen, majd szerkessze.
ha kész, fordítsa vissza, majd mentse el.

 

mivel általában kézi terepépítést végzek, az utakat is úgy alakítom ki, hogy megfeleljenek.

elmélyüléshez Callum123456789 tanácsa jobb.


remélem ez segít

4 SheetZ

 

A21.0_2023-08-06_03-07-37.jpg

You are God. I suffered with the 2 splat files. I managed to put the water in place. I just need to find the right raw modifier color because everything is mountain the moment :D

image.thumb.png.b8caf15cf856f37cd49078df39f0d3b1.png

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Using the raw file, in photoshop
select         channels
uncheck the top channel that looks like blocks

 

then highlight the  bottom channel with the smooth colors
this is the one to edit.

 

to get the right color  use the eyedropper
go to the area that is on the border of the water
it will have 3 of the same number,   example  58 58 58
then move the slider down 3 or 4 to show      54 54 54 all three must be same number
hit ok and use this to paint the water area.

 

A quick note.   all of the maps range from 0 0 0 to 255 255 255

0 0 0 is bedrock dead bottom,  255 255 255 it hard limit of the sky

when all three numbers match it is always shades  of gray from black to white

 

To do it more naturally you would need to go to the Paint bucket
tool, and switch it to the gradient tool.

the pic should help

 

river4.thumb.png.be8ef1c5ef9c202c07d282dc1a7d3529.png

You can do it, next you will start full teraforming,

Edited by 4sheetzngeegles (see edit history)
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im a little confused, is that a .png file?

the raw files should only have
1 Layer. and 2 channels as far as ive seen.  The white layer
may need to be deleted. if it is a .raw file. if it is a png
file its the wrong save format.

the tab to the right has the "channel"
to work with.

then save as raw file, not .png.


kicsit össze vagyok zavarodva, ez egy .png fájl?

a nyers fájloknak csak
1 réteg. és 2 csatorna, amennyire láttam. A fehér réteg
esetleg törölni kell. ha .raw fájlról van szó. ha png
rossz mentési formátumú fájl.

a jobb oldali fülön található a "csatorna"
valakivel együtt dolgozni.

majd nyers fájlként mentse el, ne .png-ként.

 

tutorial.thumb.png.7e56f1b3428e8445be83bcda48a2a3bb.png

make a copy of your dtm_processed.raw file. in case of accident. open dtm_processed.raw file. select and edit the Channel with the white

arrow pointing down. when finished save as dtm_processed raw. The file I opened in krita is splat4_processed.png   its black and green.

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On 8/7/2023 at 5:57 PM, Baggins said:

A két kép „ugyanaz” az Ön számára. De jelenet a kettő teljesen más. Lehet, hogy a PS nincs jól beállítva?

Nyers fájl
image.thumb.png.060cc8030a1bbd7bed745f3144ed8081.pngimage.thumb.png.9eaa581d2b12cd627fac26f8bf5e0a16.png

There will be a problem with Photoshop. I looked at the 2024 beta out of curiosity. Abba copied the raw file flawlessly. But unfortunately I couldn't find a raw save function at the moment.

Edited by Baggins (see edit history)
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