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| == Creating a Wilderness Map ==
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| === Terrain Generation ===
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| Unlike race tracks, the whole area is important.
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| Look at other maps in the area, try and work out how they were created.
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| Using an empty map to demonstrate. Sun is turned down to reduce glare, fog is removed.
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| Red outline - terrain repeats. Can change size of area.
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| Terrain terraform editor mode. Two types of transformation - generators and modifiers.
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| ==== Generators ====
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| Override the terrain, and wipe out everything else. No point using more than one of these. 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.
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| *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 for most areas.
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| *Rigid MultiFractal - ridges or sand dunes. This is the terrain along the SS-Elms route. Frequency and detail as above.
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| *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.
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| *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:
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| * 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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| ==== Modifiers ====
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| *General - sets max and min terrain height. This is the biggest effect on the "hilliness" of the terrain. This is always the first transformation, and can't be deleted.
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| Other modifiers work in order from top to bottom. They can be layered to produce complex effects.
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| *Turbulence - adds extra noise and roughness to the terrain. Requires a new seed before seeing any effects.
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| *Smoothing - the opposite. Smooths out rough edges and makes a more even, rolling terrain. Number of iterations has the biggest effect on the outcome.
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| *Smooth Ridges/Valleys - smooths only the top of mountains and ridges. Useful to avoid sharp peaks that cars have trouble driving over.
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| *Filter - applies a transform based on the height of the terrain - each input height can be linked to an output. Can be used to shave the tops of mountains, and other clever things. I haven't played with it much, but here are a couple of examples.
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| *Thermal Erosion/Hydraulic Erosion - don't appear to do anything, although I'm open to correction on this.
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| === Automatic Texture Generation ===
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| === Sculpting the Map ===
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| ==== Regenerating Textures ====
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| === Car Paths and Spawn Points ===
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| === Decorations ===
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