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Thread: Wilbur vs Fractal Terrains?

  1. #11

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    I have a question about FT3. Joe, you mention the 64bit version - how do I know if I am using that or the 32bit version? My profantasy download page only lists a single FT3 download.

    Also, when using the lighting (lgt files) and world height:
    I like to set the world height at 10,000 or so, then manually make mountains taller than that. But the lighting settings top out at the maximum you have set in the world settings. Is there a way to manually edit an lgt file to epxand the range of altitudes it colours? Like set mountain height at 10,000ft in world settigns, then edit the lgt file so it thinks the world maximum is 30,000?
    Last edited by MeMeMe; 04-04-2016 at 10:28 PM.

  2. #12
    Administrator waldronate's Avatar
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    Unless you got the 64-bit version directly from me with a long list of disclaimers, you have the 32-bit version.

    The maximum altitude and lighting maximums are linked to simplify the user interface. Unfortunately, the land altitudes are linked to the minimum and maximum altitudes for the terrain. The answer to your question is no, they cannot be unlinked.

  3. #13

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    Hi Waldronate,

    I have a question about wilbur, which I actually find easier to use than fractal terrains (I have both).

    I'm using inkscape to draw height lines and then importing these into wilbur as grayscale maps to edit.
    I followed the tutorial on your website using the following steps

    1 Erosion > pricipiton based x10
    2 Filter>>Noise>>Percentage Noise, 5%
    3 Filter>>Fill>>Fill Basins
    4 Filter>>Erosion>>Incise Flow
    5 Filter>>Fill>>Fill Basins
    6 Filter>>Erosion>>Incise Flow

    The height lines remain quite clearly visible though. Is there a way or a step that might reduce the visibility of these?
    http://fayl.in/api/redirect/file/uDMq - sorry large image (6mb)

    I used this grayscale palette http://i.stack.imgur.com/FYTa1.png

  4. #14
    Guild Expert johnvanvliet's Avatar
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    it looks like you are using a 8 bit ( 256 tone) B&W heightmap

    8 bit is very bad for this stuff

    use 16 bit ( signed or unsigned ) integer -32767 to + 32768 -- or -- 0 to +65536

    16 bit images have 65536 tones of gray and not 256 or as your http://i.stack.imgur.com/FYTa1.png image
    20 tones of gray
    --- 90 seconds to Midnight ---
    --------

    --- Penguin power!!! ---


  5. #15
    Administrator waldronate's Avatar
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    look at the last tutorial in http://www.cartographersguild.com/sh...ad.php?t=29412 for some examples (especially starting at reduced size and scaling up). I do my work mostly with 1-bit masks, so don't worry about the color depth "issue" mentioned above.

  6. #16

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    Thanks for the quick response guys.

    Just to be certain this is the type of grayscale map I edit. Hence the level issue.
    http://fayl.in/mQa4

  7. #17
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    To get to know FT, I'm following There and back again right now, but when getting the special mdr into wilbur, it looks strange. Any tips on what might be wrong?

    Click image for larger version. 

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    Click image for larger version. 

Name:	wilb-bug-1.PNG 
Views:	49 
Size:	978.3 KB 
ID:	83190

  8. #18
    Guild Grand Master Azélor's Avatar
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    The colour scheme is different and it is a bit more zoomed-in but the rest seems identical.

  9. #19
    Guild Master Falconius's Avatar
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    If you feel like it is lacking enough height you have an option to remap the altitudes in Wilbur. It's in Filter>Other>Remap Altitude To remap it you drag the line up for more height and down for less height.

  10. #20
    Administrator waldronate's Avatar
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    The color scheme is different in the Wilbur display and the FT display. If you run the cursor over similar areas on the map, they should register similar altitudes.

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