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Topics - gigigonzalez1988

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1
Will it have a function like changing it's direction in degrees (like with the displacement device?)
Or will it just be like the flipper device? 0/90/180/270 steps? either way would actually be fine for me though.


Just curious, it would really be handy to have it like the displacement device (including randomize function)


2
General Discussion / Hows the progress doing?
« on: December 12, 2014, 08:27:20 AM »
Any estimated time on a new dev version? :o

Getting restless! not enuff updates! ha

:)

Sry for being impatient

3
Scattering Device Increase Input limit to 256 at least :p

Saves me from having to create like 20 seperate devices and all the corresponding masks/expanders to make sure nothing gets placed on top of each other :)

I hope 16 is not a technical limitation.

4
Bug Reports and Help / Zooming in on heightmap in 2d mode shaves off edges
« on: November 20, 2014, 03:02:00 PM »
Not super critical, but quite annoying.

To elaborate, on my 4096x4096 in heightmap (black/white) 2d mode, on zoom out the full map is shown.

but when zooming in it cuts off a fixed amount of pixels on the sides of the map, unable to view the details up close.

Id say its some 25/100 pixels wide which is no longer visible (rough guess)
Neither manual mouse move nor vertical/horizontal bars allow me to show all the details.

5
Feature Requests / Scattering Device Multi threading
« on: November 19, 2014, 09:28:42 AM »
Just a suggestion,

Its reasonably slow when processing alot of images etc.

Not sure how else to speed it up when processing a total of 250 png files :p
I already tried using uncompressed png's since i got an ssd with alot of bandwidth throughput but didn't really matter.


Cheers :)

6
Bug Reports and Help / Scattering Device another bug found.
« on: November 17, 2014, 07:13:38 AM »
Saving my project yesterday and loading it back up yesterday, all file inputs were disconnected .
Now attaching them again and saving the project, again disconnected after loading.

3.0 dev3

7
I am missing the range elevation setting on the file input device because the scatter device needs it set in localspace.

On the scatter device i see two options for elevation range and i was  under the impression it should work the same as minimum/maximum elevation like with the file input device.

But both settings on the scatter device seem to be doing exactly the same. (only changing the higher level) ?


8
Hi Remnant,


I found out about the scattering device and wow thats pretty amazing and useful ! Questions:

1. Lets say i have a 4096x4096 world, and i need pixel accuracy. Now many things like file input and scattering device asks for a scaling. How would i accurately align the imported file and retain its scaling in proportion to the 4096x4096 pixels? at this point, when im using a 256x256 pixel image to import, and my world scale is set on 20km, i have to manually calculate 4096 / 16 = 256 pixels and then 20km / 16 = 1.25km.

So now i know i need to use value 1.25km for a picture that is sized 256x256 on a map of 4096x4096 pixels for devices like file input or scatter device to retain exact pixel info without deformations. But it gets tedious when you get lower then that or use images which arent in the order of 8, like 149x149 just a wild example.

So perhaos its an idea to add a button to keep it's exact form.?

2. Where are the individual masks for on the scattering device?

3. Lastly the device doesnt react to randomize world, but i can recall you already mentioned this was bugged.
But in another thread you were talking about a device that could randomly create numbers and hook it up manually. Does such a device exist already?


Thanks! This device is amazing!!!

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Bug Reports and Help / Low Memory Annoyance Message
« on: November 03, 2014, 10:43:56 AM »
Hi there. I've been complaining about this before, but now its starting to get really frustrating.

Currently my project uses some 15GB of memory, and i have like 15 GB left according to task manager.

I pretty much already set WM to use like 26GB of my current available memory and i still get complaints that I'm going over the memory limit, with every device i rebuild as well.

Really annoyin :/

Seems more like a bug to me now because also my pagefile hasnt been used so far.

10
General Discussion / Tip: Reduce Session file.
« on: November 01, 2014, 08:13:57 PM »
Hi, just a quicky i found out. If you have a big session file like me (18GB O.o)

it might be worth turning on NTFS drive compression, especially on a SSD.
It reduced the file for me to 3.5GB, thats quite significant!

Perhaps an idea for WM to compress the session file with a simple compression algorithm or give an option for it ?

11
General Discussion / Some help removing small pixel areas.
« on: November 01, 2014, 07:53:04 PM »
Hey all, im running into a difficulty sometimes where small lumps of pixels surround my objects.
Especially when im using the height select tool id like to select some high mountains /ridges, but sometimes it also uses peaks of other objects of the same height.

Since the tool has no anti aliasing of sorts how would handle and ignore like,1-3 pixel wide 'spots'?

Or some trick to stick with objects 'larger than' ?

12
Feature Requests / Simple Displacement Threading.
« on: November 01, 2014, 07:23:13 PM »
Hey remnant,

Not of that great importance, making that expander to be multi threaded was a life saver!

Was wondering about the simple displacement though, i dont think that one already uses multiple threads, now thats not really THAT much of an issue, was just thinking you coukd gain a bit more time with that.

Especially when one uses like 50+ simple displacements haha (and still growing :p)

*facepalm*

Its required for a highly detailed map and 4096x4096 big with alot of landscape randomization :p
Using alot of staged displacements from large to very tiny for every landscape piece and on top lf that i use two per stage (horizontal and vertical) so that quickly ends up using 10 per object :p
No rush though :) Perhaps somethihg for the future!

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General Discussion / Small 2D View not accurate.
« on: November 01, 2014, 03:39:23 PM »
Hi all.

Unfortunately I do not have a second monitor (unless I can somehow forward the special 2D viewer to my Macbook running OSX :P)

The small 2D view in the top left corner is very inaccurate, and i can only get an accurate picture by viewing the large 2D viever when the piece has been built. Its not that annoying but it requires me to constantly having to go to the 2D view manually. I already set all the settings to Max I believe.

Also could it be possible for the small 2D view to be increased in size even more?

Just a suggestion :)

14
General Discussion / How to delete layouts?
« on: October 28, 2014, 04:29:50 PM »
I have absolutely no clue how to delete a layout (not the device itself)
I have a feel lingering around but they are constantly rebuilt but i no longer use them. Help!

15
General Discussion / How should I approach this?
« on: October 28, 2014, 02:20:21 PM »
Hi all.

Got a question. I'm making map where I draw some big rivers across the map, at this point the map is still as flat as a pie, but I need to make masks based on the rivers that flow through my map so I can kind of seperate different landpieces between the rivers.

By achieving this I can dictate what elements should be put where.

Here's a simple example of a flat terrain got carved on the sides, and with the layout generator I made some rivers and used a simple displacement to make them look more 'rivery'

(Just painted with mspaint but the idea seems clear)




Now's the question, what would be the smartest or best approach to achieve what I want? certainly this cannot be done out of the box with a smart tool that can 'detect' this, so I would probably need to use 'smart tricks' to achieve this. Ofcourse the landpieces all the same flat altitude, as i later use a 'select height' device to place the actual base texture onto it with a 'file input'.

Perhaps someone has any suggestions? :}





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General Discussion / World builder not intelligently ordering threads?
« on: October 12, 2014, 08:34:03 PM »
I have pointed out earlier in a thread how expander can be extremely slow due to it not utilizing multiple threads, but it also doesnt reallly seem as if the builder actually orders the stuff in an optimized fashion either.

Shouldnt the building process logically try to reach the slowest devices first that take relatively the longest to build? I tried optimizing my project somewhat but it still takes all the perlin noises etc before anything else while the expander just sits there waiting while nothing else keeps it/blocks it from being able to be built ALOT
 sooner in the build process... Seems like a waste tbh and some performance increase can be gained here imho.

17
Feature Requests / Requesting some relatively simple things in WM3 dev2
« on: October 06, 2014, 05:38:01 PM »
Hi, Ive been buggin alot on the forums about possibilities, let me sum up the stuff im missing in WM and I think should've been implemented as part of the core functionality.

- Random Path Chooser (Device)
-------------------------------
A device which handles as many outputs as it possibly can, the device chooses a path to take based on the "Randomize World". Lets say you have 4 File inputs which should randomly be taken, or 4 Perlin noise generators. Pretty straight forward uh?

- Randomize World Coordinates (Non-device)
-------------------------------
Implement an option to randomize world X/Y coordinates based on "Randomize World" wherever the X/Y coordinates are found in devices, this especially makes sense in the File Input device. Imagine i made a massive base world with a png file of 4096x4096, im using the mirror option now to mirror the picture, so when i move the landscape with the X/Y coordinates i can essentially create a landscape that totally looks different than before. Doesnt it make sense to have X/Y randomized then too?

- Rotate Device (Device)
-------------------------------
Essentially rotate anything what gets put in the input of the device. It can essentially be done with the flipper device i believe, but still.


The first suggestion is by far the most important for me, im not sure if this is already achievable.
The second suggestion is also quite high on my list.

At first glance it doesnt seeem to be overly complicated to achieve as most things can easily be hooked upon the "Randomize World" function.

TYVM

18
Removing devices and leaving lose Wire Nodes around without wires attached to it crashes WM when you try to save a project.

Took me a while to realise and overcome this by making sure you dont leave loose wire nodes after device removal. (either delete nodes first, then the rest)


19
Bug Reports and Help / Aborting expander hangs the program.
« on: October 04, 2014, 04:42:30 PM »
When using the expander, aborting the build the whole program freezes. It doesnt properly abort. So one has to be careful not to 'overdo' it, especially Circular (slow) and regret it later.

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General Discussion / Randomly Choose Path?
« on: October 04, 2014, 01:23:11 PM »
Hi all.

Imagine I have a few images i'd like to randomly use in my map, and i have 4 File inputs (Just for sake of randomization) is there a device that allows me to choose a specific path on each 'Randomize world'?

The 4 images are all the same, but the only difference is their flipped so every time the map is generated the result is different enough for players not to notice its actually the same pattern. Having this on a random chance roll with "Randomize world" would be great.

any way to do this?

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