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  1. #1
    Administrator waldronate's Avatar
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    If you're into heightfields as the basis for your map, I recommend http://www.fracterra.com/FunWithWilburVol2/index.html and http://www.fracterra.com/FunWithWilburVol4/index.html as a starting point (and the rest of the series isn't bad, either).
    Last edited by waldronate; 04-04-2015 at 03:42 AM.

  2. #2
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    Quote Originally Posted by waldronate View Post
    If you're into heightfields as the basis for your map, I recommend http://www.ridgenet.net/~jslayton/Fu...ol2/index.html and http://www.ridgenet.net/~jslayton/Fu...ol4/index.html as a starting point (and the rest of the series isn't bad, either).
    how large can a map be in Wilbur ? can I create a huge map by creating multiple adjacent submaps and stitching them together (will the borders fit ? even with erosion ?) ? is Wilbur globe ready or only flat-map ready ?

  3. #3
    Guild Adept Troedel's Avatar
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    The "problem" with wilbur is that you get central mountains. Placing your mountains on the oceanside is more difficult. I dabbled into it with my "Tarnath" map.
    http://www.cartographersguild.com/sh...-worldbuilding

  4. #4
    Guild Artisan su_liam's Avatar
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    Quote Originally Posted by Troedel View Post
    The "problem" with wilbur is that you get central mountains. Placing your mountains on the oceanside is more difficult. I dabbled into it with my "Tarnath" map.
    http://www.cartographersguild.com/sh...-worldbuilding
    The problem isn't Wilbur. The problem is intrinsic to the noise algorithm used. It can be fixed, or at least helped by applying higher frequency noise with a flat-topped distance mask.

    Wilbur's shape burst is pretty effective and quick. I'm still trying to come up with the absence of layers and layer masks in Wilbur.

    I've had some degree of success in eight bit with Photoshop, but that's eight bit and... yeah. CS4 handles 32-bit after a fashion, and if I can ever figure out how to convert Open-EXR or 32-bit TIFF into .hf2 or .bt I will be camping happily.

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