User:Wolfsbane/Sandbox: Difference between revisions

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Look at other maps in the area, try and work out how they were created.
Look at other maps in the area, try and work out how they were created.
Using an empty map to demonstrate.  Sun is turned down to reduce glare, fog is removed.


Red outline - terrain repeats.  Can change size of area.
Red outline - terrain repeats.  Can change size of area.


==== Fractals ====
Terrain terraform editor mode.  Two types of transformation - generators and modifiers.
 
==== Generators ====
 
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.
 
*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.
 
*Rigid MultiFractal - ridges or sand dunes.  This is the terrain along the SS-Elms route.  Frequency and detail as above.
 
*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.
 
*Sinus - produces small bumps all over the map.


==== Modifiers ====
==== Modifiers ====
General - sets max and min terrain height.  This is the biggest effect on the "hilliness" of the terrain.


=== Automatic Texture Generation ===
=== Automatic Texture Generation ===

Revision as of 11:15, 21 November 2010

Creating a Wilderness Map

Terrain Generation

Unlike race tracks, the whole area is important.

Look at other maps in the area, try and work out how they were created.

Using an empty map to demonstrate. Sun is turned down to reduce glare, fog is removed.

Red outline - terrain repeats. Can change size of area.

Terrain terraform editor mode. Two types of transformation - generators and modifiers.

Generators

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.

  • 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.
  • Rigid MultiFractal - ridges or sand dunes. This is the terrain along the SS-Elms route. Frequency and detail as above.
  • 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.
  • Sinus - produces small bumps all over the map.

Modifiers

General - sets max and min terrain height. This is the biggest effect on the "hilliness" of the terrain.

Automatic Texture Generation

Sculpting the Map

Regenerating Textures

Car Paths and Spawn Points

Decorations