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WGenerator - Wurm Unlimited Map Generator

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WGenerator

Map Generator for Wurm Unlimited Servers

 

Download Here | View Source on GitHub | Paypal_DonateButton.gif

 

WGenerator allows you to generate maps for Wurm Unlimited with a large amount of flexibility. Generate a heightmap to suit your tastes, erode it to smooth out the rough edges, and drop dirt on it to build up your desired dirt layer.
From there you can add as many biomes as you want for all tile types, restricting biomes to certain height ranges, certain sizes and rarity. Generate an ore map with your desired ore distribution, and save it all with a history of actions taken, map dumps and actual map files needed for servers. If you need to edit or load a previous map, simply edit the text file of saved actions, or load the actions file back into WGenerator and keep working on your map from where you left off.

 

iB5AuhJ.png

 

Detailed Instructions

 

HeightMap Generation:

Map Size: Map width and height in tiles, defaults to 2048. (Deliverance sized maps are 2048, Independance sized maps are 4096, Xanadu sized maps are 8192).

Seed: Seed used to randomize heightmap generation.
#: Automatically generate a new seed.

Res: Resolution of the heightmap. Higher numbers for large land mass, smaller numbers for smaller islands and archipelagos.

Iterations: How many times to pass over the heightmap adding more details. Lower iterations will leave a smoother, less detailed map.

Min Edge: The minimum amount of tiles between the borders and first bits of land.

Border Weight: How steeply the land will taper off near the borders. Higher number for steeper edges.

Max Height: Maximum height for tiles (measured in dirt).

More Land: Increases the base height of everything to create more land.

 

HeightMap Erosion:

Erosion Iterations: How many times to pass over the map eroding the heights.

Erosion Min Slope: Erosion ignores all slopes below this value (measured in dirt).

Max Sediment Per Iteration: Amount of sediment that will be moved for each iteration, higher will cause smoother lands faster.

 

Dirt Dropping:

Biome Seed: Seed used for random generation in dirt droppng and biome seeding.

#: Automatically generate a new biome seed.

Dirt Per Tile: How many dirt to drop on each tile total.

Max Dirt Slope: Dirt will start flowing downhill above this slope.

Max Dirt Slope (Diagonal): Dirt will start flowing diagonally downhill above this slope.

Max Dirt Height: No dirt will be dropped above this height. For a few tiles just below this height, a smaller amount of dirt will be dropped.

Water Height: The height of the water level (measured in dirt).

 

Biome Generation:

Dropdown: What type of tile to place with the biome generation. Tree and bush types will only be placed over other trees and bushes, or on grass tiles.

Seed Count: How many initial seeds of the biome to place, each seed will spread to a certain size.

Size: How far each seed can possibly spread to depending on growth percentage.

Max Slope: Biome will not grow if the slope to the next tile is above this.

Min Height: Biome will not grow below this height.

Max Height: Biome will now grow above this height.

Growth % N/S/E/W: Percentage rates that any tile will spread in a given direction. 100/100/100/100 will make every biome spread in a diamond pattern skipping no tiles.

Add Biome: Adds the new biome.

Undo Last Biome: Removes the last biome added - only stores the last biome, so can only use this once at a time.

Reset Biomes: Reset all biome changes.

 

Ore Generation:

Each entry box holds the percentage of tiles that will be a given ore type. Rock is automatically calculated so everything adds up to 100%.

Note: Default ore generation values may be very dense, you may want to test this.

 

Saving & Loading:

Text Box: Name of the map. All files saved and loaded will be saved to the "./maps/name/" folder from where WGenerator is launched.

Save Actions: Saves all actions taken for the current map generation to a text file. Text file can then be edited to remove certain lines, or shared with others etc.

Load Actions: Loads the actions file from the current map name directory. All actions will process through the UI in order, so may take a fair bit of time to load and generate everything.

Save Image Dumps: Saves the map dump, topography map and cave map to the map name folder.

Save Map Files: Saves all map files to the map name folder. If you want to test those maps with WGenerator still running, you may have to click this button twice before copying the maps, else it doesn't save the files completely.

Show Map View: Shows the map dump view in the WGenerator window.

Show Topo View: Shows the topography map view in the WGenerator window.

Show Cave View: Shows the cave view in the WGenerator window.

Show Height View: Shows the heightmap view in the WGenerator window.

 

Tips & Tricks

 

Heightmap Erosion and Dropping Dirt both take a fair amount of time to complete. Keep in mind that we're dealing with 4.2million tiles for a 2048x2048 map, and both erosion and dirt dropping are making around ~50 passes over every tile, maybe more depending on your settings. Don't be surprised if everything is taking a long time to complete, especially with large maps. With a (fairly) top end PC, erosion and dirt dropping still take 7-8 seconds each on a 2048 map for me. With older PCs and laptops, that can be at least 30 seconds each, if not longer.

If you've clicked a button and the program is hanging, just wait until it completes - the button will stay pressed while everything is working.

 

If you're clicking a button and something isn't finishing properly, e.g. clicking Drop Dirt and it finished in a few seconds with no change, you may be running out of memory. You can run from command line to confirm that.

In order to fix that, run the jar from command line specifying how much RAM to use: "java -Xmx2048m -jar WGenerator.jar" where 2048m is how much RAM to use.

 

Remember to check your maps folder fairly often. Map files tend to be saved a fair amount, so if you're generating a lot of maps, a lot of files will be created.

Be sure to delete any folders for maps you no longer require, otherwise your storage drives might start getting full fairly quickly.

 

That should be everything. Any questions feel free to ask here.

 

Thanks to Xyp, Vardoj, Keenan and Tathar for testing, changes and feedback over the last few days helping to get this out in time for the WU release.

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Had some problems, first thing I did was click the "Drop Dirt" selection box and the software froze, had to force close it through task manager


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Clicking that without the heightmap generated will just throw up an error box - clicking it with the heightmap generated might freeze things up for a while.


 


Erosion and dropping dirt both take a fair amount of time to complete depending on the settings you've used and the speed on your PC.


 


Default settings for dropping dirt take around 8 seconds on my PC, on someone elses laptop is took 30 seconds. If the button looks pressed down, just leave it running and it should be fine.


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I saw this and I said on TS, OMG, Budda just posted his map generator. Super excited!

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Hm, I must be missing something, I hardly changed any of the default settings (only the map size and the "res"), but when I go to "drop dirt" (after I did gen heightmap and erode heightmap) nothing happens (the button becomes clickable after 5 seconds, so it should have "happend").


 


But when I want to add a biome after that, I get a popup "Tilemap does not exist, add dirt first" (map stays at this grey-white-black foggy image, the one that appeared after clicking gen heightmap, erode heightmap did not change anything visual to the foggy picture as far as I could notice)


Edited by Lycanthropic

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Lycanthropic, could you run the jar from the command line and see if any errors occur when you click Drop Dirt?


 


(Open cmd in the same folder as the jar, and type java -jar WGenerator.jar)


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I have a few questions what would you recommend for tar so there is not big globs of it in spots and is there anyway to zoom in on the map so we can get a more detailed view of where the tar is placed and how large it is?  (like for instance how many tiles is a size 1?) 


 


Edit: It is a great tool by the way. Maybe you should add a paypal donate button to the post   :)


Edited by Kegan
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Lycanthropic, could you run the jar from the command line and see if any errors occur when you click Drop Dirt?

 

(Open cmd in the same folder as the jar, and type java -jar WGenerator.jar)

 

I get the following:

VnVoevU.jpg

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For Tar I'd recommend a lot of seeds, with size being 1 or 2 max.


 


To zoom in on the maps, you can save the map images and load them up in any image viewer and zoom in.

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I get the following:

 

Ah right, it's running out of the default memory for that huge map.

 

To launch with more memory, run from the command line with the following:

 

java -Xmx2048m -jar WGenerator.jar

 

Where "2048m" is how much memory to give it. You may need to play around with this amount.

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I would still love a way to zoom in and move the map around but other then that it is doing well so far for me too :)


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Very nice tool, works great.


Generates very good maps.   :)


 


If I could wish for one thing it would be that the values for each biome type was saved when you switch between them.

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i generate maps pretty quick with this, older quad core at 4.4ghz per core. Im amazed that i can do 100 iterations quite quickly. Ty budda, will there ever be a way to import files or save files so that you can change them later if needed?


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Ah right, it's running out of the default memory for that huge map.

 

To launch with more memory, run from the command line with the following:

 

java -Xmx2048m -jar WGenerator.jar

 

Where "2048m" is how much memory to give it. You may need to play around with this amount.

 

That worked, many thanks!

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I cant tell that the erosion section is doing anything what does that do exactly? Also how do you get smaller islands with larger heights? It seems like most of the height always wants to go to the larger land mass and thats fine but i would like a smaller island with some height too. .


Edited by Kegan

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Any tips on smoothing out mountains? or making them steeper?


 


Also any rules as far as map height?


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Any tips on smoothing out mountains? or making them steeper?

 

Also any rules as far as map height?

 

Aye, was wondering to, any settings to make some landmark-mountains like dragonfang on Inde? (altho a bit more natural looking and not that pointy :P)

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i generate maps pretty quick with this, older quad core at 4.4ghz per core. Im amazed that i can do 100 iterations quite quickly. Ty budda, will there ever be a way to import files or save files so that you can change them later if needed?

 

You can use the Save/Load Actions file - there's currently no way to import a map beyond that.

 

 

I cant tell that the erosion section is doing anything what does that do exactly? Also how do you get smaller islands with larger heights? It seems like most of the height always wants to go to the larger land mass and thats fine but i would like a smaller island with some height too. .

 

Erosion is more visible if you drop dirt first, then erode, and switch back to the map dump view. If you crank it high enough, it visible smooths out the land.

For smaller islands with higher spikes, turn the res down for the heightmap generation.

 

 

Any tips on smoothing out mountains? or making them steeper?

 

Also any rules as far as map height?

 

 

If you want higher maps, increase the map height under terrain generation - that tends to stretch stuff towards the sky more.

For smoothing them out, spend more time on erosion, decrease the max slope, up the iterations and up the max sediment.

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If you want higher maps, increase the map height under terrain generation - that tends to stretch stuff towards the sky more.

For smoothing them out, spend more time on erosion, decrease the max slope, up the iterations and up the max sediment.

 

Thanks for the tips  :D

 

One thing I have noticed though is that a lot of the mountains seem to max out, resulting in them having flat-ish tops on them. Any ideas on how to prevent this?

EDIT: noticed I set my max dirt height to the same height at my max map height- this is what caused mountains to have flat looking tops; changing the max dirt height to be taller than the max map height fixes it <3

Would be neat if we could adjust the gain of the heightmap  ;)

 

also thanks for the generator~  :wub:

Edited by Xeon

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