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Thread: [Region 1][Map 07] - Thrubmorton Fens

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    Guild Artisan su_liam's Avatar
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    Waldronate has a nice tutorial on creating realistic erosion. It's Wilbur-specific, but the ideas should be adaptable. It seems like a solution to some of the problems you've spoken of before.

    I see your HF had the same nasty square artifacts as mine.

    Looking good so far. I'm liking your rivers better than the FT-generated ones, too.

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    Administrator Redrobes's Avatar
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    Quote Originally Posted by su_liam View Post
    I see your HF had the same nasty square artifacts as mine.
    I think that the horz & vert lines in the raw HF are probably induced from my scaling. Until its in a form that I can deal with in GTS then I have to do using some more brutal techniques. I was more concerned with the Z res so that the bits near to the coast produced the same shapes.

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    Community Leader Torq's Avatar
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    Thanks Redrobes. In you explanation you included a slightly isometric colour version of your map. I think the mountains in that one look a whole lot more effective in that view with the perspective than they do in the top down view. I think the mountains in the map section tend to look slightly flat when viewed from above. Is there a way you can show more height on that version?

    One way is to cheat. You can make a selection the same shape as your mountains and then apply a black/white shaped (angular) gradient. Its very angular but with some blur and noise you can make it a bit rougher. Then you apply this as a bump map to the mountain range. Not hyper realism but it can be quite effective.

    Thanks for letting us into you process. I cant wait to see some of the 3d views you will be able to generate.

    Torq
    The internet! It\'ll never catch on.

    Software Used: Terranoise, Wilbur, Terragen, The Gimp, Inkscape, Mojoworld

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    Administrator Redrobes's Avatar
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    If this tile is 600 miles across and say 1200 pixels then each pixel is half a mile. We measured mountains and found that they average at about 7 miles across but some in Chile were larger but only up to about 15. So somewhere between 15 and 30 pixels is about the size of a mountain.

    So I think that I need to process a little more. The raised ground is mountainous areas in general and need to be blended with a 15-30 pixel noise map to give a mountain range in that shape. A kind of bump map there, a little different from what you said but much the same.

    Then I need to run the process a bit more and let the rivers sync up again for the new mountainous regions. I wasn't planning on having any snow here in this region but I could leave a little sprinkling on top if you think it would look nice.

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    Quote Originally Posted by Torq View Post
    T Is there a way you can show more height on that version?
    This reminded me of something I had posted a while ago, but can not find by searching the forums.

    You can render a slight perspective map then warp it back to its actual straight overhead shape. This caused the mountains be represented in a forced isometric false perspective...

    Here was the comparison image I had created:
    comparison.jpg

    -Rob A>

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    Community Leader Torq's Avatar
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    That does look really effective. It changes the entire feel from aerial to storybook instantly. Whats the minimum amount of angle you can get away with and still get the effect? I think if I do another region I'll try and do that.

    Torq
    The internet! It\'ll never catch on.

    Software Used: Terranoise, Wilbur, Terragen, The Gimp, Inkscape, Mojoworld

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    Administrator Redrobes's Avatar
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    I have some mountains chugging away in the background so I thought id outline what I was thinking for my terrain.

    So I have said that this area is pretty bleak and not filled with cities. Theres a few natural routes across the map and some of them are a bit prone to attack on both sides. I could see Lizard Men coming out from the swamps and taking down merchant caravans so I would expect them to be armed and have a good supply of mercenaries.

    So a series of stockaded and otherwise generally fortified points would need to be placed at regular intervals along the route. Each would probably charge a tariff for the benefit of being guarded - nobody's likely to camp outside of the fortifications.

    So I reckon that these places would be quite basic and yet rich at the same time. You could probably get anything but its not likely to be sourced locally unless it relates to general merchanting. Theres probably enough farming going on to support the forts or towns but not in excess, all food thats not simple would be brought in. Probably more meats & roots than grains & fruit so all beer, wine & lodging would be expensive.

    Probably have everything for warriors but a bit light on priests. Plenty of rogues but not all that many wizards. I expect an unusually high proportion of racial mixes too. Probably a great rumor mill going as well as spying and I would have thought an excellent place for bards.

    I should think that theres plenty of adventuring work going whether doing mercenary work or generally lowering the local predator count. I would have expected that its the sort of area where new discoveries crop up now and again. Its not like lots of people are scouring the area - most just want to get through as fast as possible. So there could be untold numbers of ruins, caves, disused mines long forgotten etc. For the same reasons its a likely place that unusual creatures hang out - esp those that can tolerate wet conditions. Its quite possible that these monsters spend more time fighting between themselves and other monstrous races than picking off merchants. The towns might get caught up in these spats whether with armies or refugees.

    Ohh my maps just finished... lets see what it looks like.

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    Guild Artisan su_liam's Avatar
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    Quote Originally Posted by RobA View Post
    This reminded me of something I had posted a while ago, but can not find by searching the forums.

    You can render a slight perspective map then warp it back to its actual straight overhead shape. This caused the mountains be represented in a forced isometric false perspective...

    Here was the comparison image I had created:
    comparison.jpg

    -Rob A>
    There's a nice article on Plan Oblique relief at the Tom Patterson site. Look around that site if you haven't already. There's a lot to learn, especially, but not exclusively, for Bryce users.

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    Administrator Redrobes's Avatar
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    Been playing some more tonight, added the mountains in and ran it a few more times with more settings. Found another minor bug in GTS...sigh. Learned a bit more about how to use it effectively. Anyway...

    More WIPs. Though I think I am about done for the base tile map. I can think about some better trees, roads and positioning of some forts.

    -- Edit: I have added a safe zones map. The red is monster ridden, blue is pretty safe (well lets say as safe as normal fantasy territory) and the unmarked ground is the no mans land... So if anyone wants to think about putting in forts & towns then keep it in the safe zone.

    ### Latest WIP ###
    Attached Images Attached Images
    Last edited by Redrobes; 04-11-2008 at 08:52 PM.

  10. #10

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    Quote Originally Posted by su_liam View Post
    There's a nice article on Plan Oblique relief at the Tom Patterson site. Look around that site if you haven't already. There's a lot to learn, especially, but not exclusively, for Bryce users.
    Hoho! Thanks Su_liam! Planimetric was the word I needed to stf on and couldn't remember!

    Here is the whole thread that example was originally in (which was indeed inspired by the link you referenced...

    -Rob A>

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