Eitr

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Everything posted by Eitr

  1. Try doing it in topo view if you haven't yet. A lot more accurate
  2. This is why I added the "auto drop dirt" checkbox. Rivers are generated on the heightmap, so to actually see a difference the dirt needs to be re-dropped based on the new heightmap.
  3. Rivers aren't saved in actions. It directly edits the heightmap, so once you have the rivers you like you should export the heightmap. If you want to use it with actions, restart the program afterward and then load the saved heightmap. That way the action history includes loading the heightmap with rivers included.
  4. This only works for lowering the terrain, but I like your thinking.
  5. Interesting. Do we know what the Freedom server water height actually is? It'd be nice to know if map water height actually effects the game world.
  6. What do you mean? Seems to be working for me. Water wasn't touched on the last release.
  7. How did you even get it to do that? I assume it only did it once. That one actually came from dropping dirt after the river.
  8. Just a tip for people wanting to contribute, the best way of doing so is probably just telling me you would like a pull request from your GitHub fork. It's the code I need, and that way I'm able to create a pull request into a new branch that I can then merge into my master. I can't actually do anything with your compiled jar file, so you don't have to worry about generating it. (as long as you know the program runs)
  9. Update 2.6 - Separate Biome Inputs / Heightmap Normalization Added biome specific input values saved to config file (credit to Snowtech) - Each individual biome saves its inputs - Generating a biome will save those settings - Added export biomes button to store values in a global config file (same for all maps) - Biome default values are imported automatically on program startup Added normalize low/high ratio input to heightmap - Changes how the land is stretched bottom vs top - Lower values means more land will be flatter - Higher values means more land will be mountainous - May have to adjust water height since it's based on default 33% Added undo river button (export/import heightmap on river generation) Added memory usage display and some cleanup (Disclaimer: the OutOfMemory error is usually due to the API trying to display such a large image at once, not the calculations) Fixed river generation bug Normalize Ratio of 20%: Action files are not compatible with previous versions
  10. Undo rivers would have to reload the height map because it's changing too much on it. So I guess it could auto save the heightmap before editing (probably good anyways, so people don't accidentally lose maps like before). I could add the reverse for land painting, but I don't want to turn it into a map painting tool because there's far better programs out there for that. The land wouldn't look very natural. Also thanks for the bug, forgot to check for bounds when I added the erosion.
  11. Neato, but square. No matter how many times i go through it, even with a seed i manually input, its square. There may be some varied areas, but its still pretty much square. Is there something i am doing wrong here? It did not do this until 2.2. Hundreds of generations later, the map comes out roughly the same, nice and square. Perhaps its something i am not setting properly? The main reason it's square is because "more land' is checked, which raises the base layer of rock across the map. Uncheck it or raise the water level until some of the land sinks. I had to redo the dirt algorithm because the previous one was leaving ridges down the center of the map. It's actually more multi-threaded now, but yes it takes a bit longer to be more accurate with dropping dirt.
  12. Oh you weren't kidding. I hope you can page ~238gb worth (according to your math). The real problem is getting a server to host a map that big.
  13. Update 2.5.3 - Fixes Added localized erosion on rivers.Added cliff ratio and land slide to actions.Fixed drop dirt only dropping 1 dirt. Thanks everyone for finding bugs so fast. Hopefully this is the last time I have to fix the dirt. If you can successfully generate one I'd be happy to
  14. Make sure the program is in a writable folder. If you have to, try running a command prompt as admin then executing the program (java -jar WGenerator.jar). Thanks, I'll get that in on the next release. Also I'm looking into the dirt issue. It seems the cliff ratio is removing too much dirt now.
  15. Hm, I was going to leave erosion up to the user, but a localized smooth over probably wouldn't hurt. And a checkbox for reverse border weight could work.
  16. Sorry That's what I get for copy/pasting fixes.
  17. Update 2.5.2 Fixed dirt drop not smoothing at max height. Fixed cliff ratio bug. Fixed map name bug.
  18. The only issue I noticed was that the Cliff Ratio doesn't seem to work anymore, tried 1 and 5 which should be drastically different, but I didn't noticed anything change. Oh cool! Better than I expected. And oops, I accidentally left that part out when I fixed the drop dirt earlier.
  19. WGenerator - Arpy's Edit

    I just found a bug in the dirt drop function, so now it actually caps the dirt at the max height. This leads to flattened tops though: I'll see if I can't tweak it to drop less dirt proportional to how close to max height it is.
  20. Update 2.5 - River Painting Added river/lake painting - Click "River Painting" mode (under Drop Dirt) and draw on the map where the river should be. - Clicking "Generate Rivers" will alter the heightmap with the current river settings (depth/width/slope). - It will automatically queue a drop dirt action after that unless you uncheck "Auto Drop Dirt". - "Reset Rivers" will throw away the currently drawn rivers. - Eroding afterward will make the river look more natural. - Drawing in topo view will be more accurate. - Rivers are not compatible with the Actions import/export (save the heightmap before/after editing, then import later). - Width input determines how big the base of the river is, Slope determines how steep the dirt is dug for the river (higher = steeper). - It's advisable to drag your mouse slowly or zoom in to get a smooth river. Saves current view as default view (instead of map view). Fixed drop dirt creating ridges down the center. Fixed digging on rock tiles (credit to Blayze). Added height (in dirt) to coordinate marker. River painting (before) (After) Don't want to spend all week digging a canal? Generate one! If anyone wants to load a generated river in game, I'd be happy to see what it looks like. It will definitely take some tweaking to get the rivers looking just right.
  21. Also, part of being able to import heightmaps is that you can export them from WGenerator. So if you generate a good height map, you can just export it for later instead of having to re-seed it.
  22. Thanks, I'll look into fixing that. Looks like every 250 dirt, but the topo map is being generated from the API. I can add a height label for mouse location though.
  23. It changes the heightmap. That way you can erode multiple times in different ways to the same map. If you want to keep the original heightmap, you can export it before eroding. I'll just make it stay on the current view instead of reverting . That way you don't have to fiddle with too many checkboxes.
  24. Update 2.4.2 Fixed zoom on mouse! Fixed infinite biome seeding bug (when seeding is impossible). Fixed map zoom resetting on view change.