![]() The Simple Displacement will make our mountain have a more irregular look, experiment till you get the result you want. Place the radial grad wherever you want your mountain to be on the heightmap. You can now try your Build button and selecting the combiner/last device to se what it looks like. As I said before the Combiner should be set to "Add" and max value/1.00000 otherwise this build will fail We will now combine all these parts in the way shown. This is also used when moving mountains/hills and using a radial as a mask. Important! you can change the position of the grad with x and y in this way we can place our radial grad wherever we want on the heightfield. What now will happen is that within the Chooser device the radial grad will operate as a mask and the Dunes will only be added to the area within the mask the perlin noise will therefore be the base of our terrain. These are the settings i will add for the radial grad. Use settings Clamp: 0.03125 and Number of dunes: 0.45313 leave everything else as default. Next we will load the Dunes maco, just add it as a regular device. Next we will add a Chooser to our heightmap.ĭouble click on the Chooser and click "Add B to A where indicated by C". Your working area should look like this afterwards. You can leave the perlin noise as it is for now, i made my own changes but it shouldnt matter that much you can fiddle around the settings if youre curious. Double click on the Constant and we'll want 0.07813 as value. Connect the constant to the Purple mask connector in the erlin noise. We'll start on our basic terrain with a constant and a perlin noise generator. With "Add" everything will pile on top of the other and the crucial starting constant will be complete all the way and your water will not "overflow".ĭouble click on the device to get its properties, we'll add a height of 0.06250, use the slider or type it in manualyĪdd a combiner next to the constant but we will not use it yet Info! Always use the Combiner device with "Add" on the highest setting, never ever use anything other especially not "Subtract" because that would make a hole in your constant and it would no longer be a constant. Important! If youre gonna use a sea/water/lake in your level its crucial to start the build with a constant, if we would use a device that generates highs and lows the water would spread to parts of the level where it was not intended. Click the button and click on the grey overview and you should see a constant device, you could add more constant devices by clicking again but we'll settle with one for now. We'll start by adding a constant device to our project (you could just delete the default devices by marking them and press delete). Each step forward we get closer to the final heightmap. Important! You will always get a small preview of the current device in the small window to the right, this means that you can go backwards in your device setup to view your terrain in a previous stage and return to your final device. Lets say your white would be mountainranges, middlegreen a hill and darkgreen/water the bottom of the river/lake/ocean if you have water in your map. ![]() This helps a lot when trying to visualising what it would look like in game. White would then be 80 and Watercolored would be 0 and middle-green would be like 40. This may seem unintresting but remember when you sculpt your FH2 maps in World Machine you will have to in imagine how it would look like in game and then thinking, lets say that your level has the height of 80. In World Machines default colorscheme (Emerald Isles) the highest points in the heightfield will be White and the lowest watercolored. After the install you can find them in Heightmap Operators->Macro from library.Install them by copying them to C:\Program Files\World Machine\macros\ (or wherever you installed world machine). ![]()
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