Recent Posts

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General Discussion / erosion changing on file re-open
« Last post by smb3d on Today at 10:18:39 AM »
Even though my advanced perlin seeds are the same, the erosion pattern changes if I close and re open the file. This is a huuuuge problem as I have to re export all my maps ever single time i open the file and as a result are different every time. I need sign off from a client and if there is one change to the terrain, it's a deal breaker.

The actual seed values are the same, is there some other thing changing? Is this a bug?
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1) Install World Machine
2) Remove World Machine
3) World Machine Documents Folder left behind under user\Documents folder
4) Remove  World Machine Documents Folder
5) Reinstall World Machine
6) World Machine Documents Folder will *not* be re-created

Edit: I added a copy of 2.3.7 to my machine and then the folder was created
3
General Discussion / Re: Single tillable tile
« Last post by JakBB on May 24, 2017, 11:34:43 PM »
If you are talking about tiling like in Substance Designer that is not possible in World Machine
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General Discussion / Single tillable tile
« Last post by jmd on May 24, 2017, 08:34:55 PM »
Hi, is it possible to generate one tillable tile? Thanks
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Bug Reports and Help / Re: Generator "From file" misses scale data
« Last post by hogjonny on May 19, 2017, 08:39:00 AM »
This morning I encountered this same problem ...

I am utilizing relative paths:
        C:\depot\project\worldmachine\basicworld

And I am trying to load a *.raw file from:
        C:\depot\project\worldmachine\basicworld\inputs\height.raw

IF 'use absolute path for filename' is checked in the File Input Node, the image loads fine (and displays the warning 'No scale data present in file!')
        full path:  C:\depot\project\worldmachine\basicworld\inputs\height.raw

IF I uncheck that box (for relative path), the image will not load:
        relative path: Input\basicTemplate_4k.raw

Additionally,
- If you start with it checked, then load the image, then uncheck it ... the path doesn't update.  It seems this flag only modifies the next image load.


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Geology and Terrain / Re: Making realistic mountainous areas/mountain ranges
« Last post by Fat_Bob on May 19, 2017, 12:08:15 AM »
You can't beat the tutorials over at geekatplay.com - take a look at those if you haven't already.

Cheers

7
Guest Forum / Re: Young Rocky Mountains
« Last post by Vortaine on May 18, 2017, 04:49:29 PM »
Thank you for the support, fellows.
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Geology and Terrain / Making realistic mountainous areas/mountain ranges
« Last post by Guus on May 18, 2017, 04:24:03 AM »
Hi there,

I have been messing around with WM for quite a while now. There is one thing in particular I get stuck on quite often though. How can you make mountains that look remotely realistic? I have studied quite a few mountains and what I seem to find is that Vonoroi is the best tool to go about it. Mainly F2-F1 and F3-F1 seem really good. However, I just can't get it to look right.

My question is, has anyone got a bit of a "beginners guide" if you like? Or a step by step guide as to how to go about with mountains? If you need me to be more specific, please let me know :)

Kind regards,
Guus
9
I've attached an example map if someone want to test.


Download the test map and deactivates the last node with the Mesa macros and look at the water level 0m all over and continent appears very flat.
Attach now the macro and you will see the sea level have few bumps and the level vary between 0m and 20 m and continents will show extra bumps too.
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General Discussion / Re: automation scripting, per-tile build?
« Last post by hogjonny on May 17, 2017, 07:18:14 AM »
I think this topic may cover my needs:  http://forum.world-machine.com/index.php?topic=2400.0
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