Update 3.1: An initial draft
An initial draft of the procedural content of the world machine template for this map. I've (ab)used the ozone editor to paint properties on the map which is input for the template. Can you guess which is what?
In turn, the template chews for a bit and spews out three decals: an albedo, normal and lighting decal. The specular decal is a bit more tricky and is not part of this draft yet. However the main idea is already there. There is still loads to do:
- Generate sane masks for the stratum layers
- Speaking of stratum layers - determine what textures to use for what layer
- Improve the hardness mask as some cliffs are eroded a tad too strong
- Improve the erosion mask as some parts have sediment piling up
- Change up the coloring of the mountains
- Add tree area's into the main decals
- Add road / flat area's into the main decals
- Add color cue's for terrain height
And last but not least the typical map things like props, extractors, etc. Looking forward to the discussion this weekend @Blodir.
I intended to have an initial draft for the map of @Leto_II too but that is postponed to tomorrow . We had a short chat and the design has been adjusted to account for height differences.
On top of that I've had contact with @Valki and I hope to hear from the original author soon so that I can start the progress on his map too.
And to give an idea of the process - a few images of me just starting at the terrain to look for issues. There area a few, some are easy to fix and others require some semi-manual (read: more procedural) tweaking to fix.
Typically the issues are:
- A ramp that appears
- A ramp that disappears
- Plateau's that disappear
- Piled sediment
- Rough pixels in the transparency channel of the decal