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==== Generators ==== Generators override the terrain, and wipe out everything above them in the stack. There's no point using more than one of these, they just override each other. The "New Seed" button gives a different random terrain. The green minimap in the bottom left shows a preview of the terrain that will be generated. *'''fBm Fractal''' - basic hilly terrain. Hill frequency is (more or less) the number of hills in the area. Roughness is the steepness of the hills (I think - it doesn't actually seem to do much). Detail adds smaller hills between the large ones. This is the most useful generator for most areas. [[File:MBW_Screen2.jpg]] *'''Rigid MultiFractal''' - produces ridges or sand dunes. This is used for most of the terrain along the SS-Elms route. Frequency and detail as above. [[File:MBW_Screen3.jpg]] *'''Canyon Fractal''' - Produces steep-sided canyons. Think of Sarsfield, or The Maze. Chaos adjusts how winding the canyons are. With low numbers of canyons and moderate roughness, this can produce rolling hills. [[File:MBW_Screen4.jpg]] ''Low Chaos'' [[File:MBW_Screen5.jpg]] ''High Chaos'' *'''Sinus''' - produces small bumps all over the map. The graph will be important for a lot of operations, so it's worth explaining how it works. The height of the graph shows how much of that size effect will be part of the final terrain - large bumps on the left, small ones on the right. A couple of examples: [[File:MBW_Screen6.jpg]] ''Small Ripples'' [[File:MBW_Screen7.jpg]] ''Large Ripples'' [[File:MBW_Screen8.jpg]] ''Varied Ripples'' * '''Bitmap''' - claims to use an 8 bit bitmap as the base for a terrain. Unfortunately I can't work out which folder it looks in for bitmaps. Anyone who works it out, let me know.
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