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Thread: Deviating from Earth Norms in FT?

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    Administrator Facebook Connected Robbie's Avatar
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    Post Deviating from Earth Norms in FT?

    Hi all.

    With 4E out, and me being anal retentive about worldbuilding...I wanted to rekindle my Arsala efforts...Arsala is a smaller planet with 1 sun and 8 moons...

    I plan on using FT to create a base map to work from, and then begging Redrobes to help me or let me use his software to do erosion and world color and whatnot like he did for the CWBP.

    But I guess I should start here with FT...

    Highest Peak: 19340 ft
    Lowest Depth: -12309 ft
    Circumference: 15433 miles
    Rough: .87
    Percent Sea: 60
    Land Size: 2.31
    Cont Shelves: -750.99
    Axis Tilt: 15 deg
    Greenhouse: 1.11
    Method: Wilbur Ridged Multifractal

    How did NeonKnight calculate averages and all that?

    Also I was curious about Deserts? Does FT not ever generate any deserts?

    Does this seem realistic enough or should I change something? or same settings and try a different seed? I kinda like the shape of this one...but I'm not married to it.
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    Administrator RobA's Avatar
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    I am just growing to hate FT's "inland seas"

    They just don't work, mentally, for me! I would expect anything not connected to the ocean to be "flood filled" to a higher elevation than sea level...The area's on the left continent would either be much higher (thus larger), or be much shallower (below sea level) if they evaporated faster than filling.

    Any suggestion on how to manage this with FT, or third party tools?

    -Rob A>

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    Administrator Facebook Connected Robbie's Avatar
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    I agree...I was going to fake it with rivers on the backend...but I don't know...

    I'm very curious about RedRobes tools, and would love to give them a shot...
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    Software Dev/Rep Gracious Donor waldronate's Avatar
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    http://www.ridgenet.net/~jslayton/CGTutorial/index.html shows how to go about using the tools in FT to eliminate the more annoying areas. There are many other tools that aren't explored in that tutorial such as the lower water level painting tool (paint away those lakes) and the Actions>>Expand Land in Offset tool that expands land along the coasts, which tends to fill in those smaller sea-level areas.

    On the desert front, FT was a little too optimistic in its placement of rainfall, making for worlds that are very wet. Combined with the static climate model in FT (no air current or water current simulation to move temperature and rainfall around), you're unlikely to get deserts unless you lower the rainfall level your self with the paint tool or lower worldwide rainfall.

    The values shown for rainfall and temperature are already yearly averages.
    Last edited by waldronate; 06-07-2008 at 06:19 PM.

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    Administrator Facebook Connected Robbie's Avatar
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    Thanks Joe!!!

    Thats a great tut!

    While editing, I ended up with a section that had like a big vertical gash in it, like a glitch...is there a way to prevent that?
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    Administrator Facebook Connected Robbie's Avatar
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    Here's another gash...Its messing up my mojo.

    Is it the edge of the world??? Since I rotated it a little to center the land masses in equirectangular projection?
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    Software Dev/Rep Gracious Donor waldronate's Avatar
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    Try to avoid the +180/-180 boundary on the world; there may be unresolved editing issues there for one pixel of width. There is also a known problem with certain operation (divide and exponent, if I recall) that can generate infinite values and the software doesn't clip those out so they propagate forever unless you select the area and set the value.

    If your area of primary interest is across the +180/-180 boundary and that's the part that is causing you problems, you can rotate the fractal part of the world relative to the underlying edit grid using North Pole Position.Longitude on the Secondary editing page on the World Settings property sheet.

    The first picture shown below gives a world with a bad split right across the only land mass. The second picture shows the same world with the fractal part rotated 180 degrees so that the land mass is centered on 0 longitude rather than 180 longitude. Note that doing this doesn't move your editing.
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    Community Leader NeonKnight's Avatar
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    Quote Originally Posted by Arcana View Post
    Hi all.

    With 4E out, and me being anal retentive about worldbuilding...I wanted to rekindle my Arsala efforts...Arsala is a smaller planet with 1 sun and 8 moons...

    I plan on using FT to create a base map to work from, and then begging Redrobes to help me or let me use his software to do erosion and world color and whatnot like he did for the CWBP.

    But I guess I should start here with FT...

    Highest Peak: 19340 ft
    Lowest Depth: -12309 ft
    Circumference: 15433 miles
    Rough: .87
    Percent Sea: 60
    Land Size: 2.31
    Cont Shelves: -750.99
    Axis Tilt: 15 deg
    Greenhouse: 1.11
    Method: Wilbur Ridged Multifractal

    How did NeonKnight calculate averages and all that?
    I assume you mean the Temperature and rain falls?

    I guessed (because it didn't say anywhere in the documentation) that the Rainfall and Temperature was a yearly average because it just didn;t make sense any other way. I will admit it would be nice to know what the Means would be for Summer and Winter.
    Daniel the Neon Knight: Campaign Cartographer User

    Never use a big word when a diminutive one will suffice!

    Any questions on CC3? Post them with CC3 in the Subject Line!
    MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave

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