Update 1: 'Initial commit', here we go
For those that have not opened the editor before: I've turned the design into a decal to ensure I stick to it as truthfully as possible. Of course - edits are welcome and the design is not written in stone. But as an initial setup this works pretty nicely.
From this point onwards its about generating the rough version of the map where I 'abuse' the ozone editor to create a symmetrical heightmap and 'paint on' properties that I can use in the procedural pipeline. I can paint properties via the stratum layers - these are masks that you can export. A few common properties are:
- Where you want more or less natural noise (think of mountains that need to look natural)
- Where you want more or less blur (think of expansions that need to be flat)
- Where you want more or less erosion (think of mountains that need to look epic)
- Where you want an erosion sink for sediment (to prevent the piling of sediment)
- ....
A technical note on the decal:
The designs are generally white where nothing is expected. In turn, I can use that as an inverted mask. White becomes black and black means its completely transparent. Via the decal templates templates for the GPG editor I can position the design exactly over the entire map without me having to manually fiddle with it.