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July 16, 2019, 11:40:05 am

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Messages - Hydrargent

1
Aha! A layout-masked gradient would work perfectly.  Thank you so much - it's a great solution.
I'll post a picture of the final product once it's all rendered out.
2
Hi World-Machine Forums,

I'm in a bit of a pickle.  I'm working on a volcano that needs to have an angled top.  It was described as a 'cut bamboo' mountain, meaning the peak appears sliced off at an angle, with a crater in the centre similar to the hollow interior of a bamboo shoot.

Like this:
http://www.sword-buyers-guide.com/images/bamboo-cut-comparisons.gif

I'm having trouble figuring out how to shape the peak of the mountain to match this.  I've tried using the angle selector, layout generators, and an inverted cone radial grad to shear off the top of the mountain - but unfortunately it didn't have the desired effect.  If anyone has any experience doing this or similar, I'd really appreciate some advice or help.

- Hydrargent

PS: I can post pictures of my setup if that'll help.
3
Bug Reports and Help / 2d View Artifacting
May 14, 2015, 10:41:11 pm
Hi World Machine Forums,

I'm currently working on a large scale map, and I've come across an issue when using the 2d view to place layout polygons.
The terrain seems to artifact into a grid of irregular tiles, similar to a low-quality JPG but on a large scale.  I've tried messing around with the relevant preferences, to no avail.
This bug is really hindering my ability to properly place the polygons, and I'd like to figure out why it's happening, and what I can do to fix it.

I've taken and attached several screenshots of the issue.

Thanks,
- Hydrargent
4
Works in Progress / Arid World WIP & Ideas
May 07, 2015, 11:10:56 pm
Hi World Machine Forums,

I'm working on an arid world, one that's more than just sand dunes.  I've built several varieties of landscape which I'm going to composite together using layout generators.
As you can see, I still haven't quite got the hang of the coloriser or the renderer, but I'm working on it.

The final product will be exported to Minecraft - this influences the resolution at which I build the landscapes, as smaller resolutions seem to work better.  Because of this, I have to exaggerate some of the landforms.  They don't quite look realistic, but that's because detail is lost when converted to Minecraft's cubes.

I would really appreciate any feedback or suggestions regarding other waterless landscapes I could try creating.
Thanks!

Here's the album! - imgur.com/a/rTCBk
5
Thank you Peregrinus and JakBB. Those are the best answers I could have hoped for - one explaining exactly what I needed to do, and another explaining that I don't necessarily need to do it.

As to why I wanted to use a tiled export - I was under the impression Worldpainter only supported brushed up to a certain resolution, limiting the resolution of each exported tile.  I'm very glad to know this is not the case.  I'll definitely head on over to that Subreddit, and post updates on how the landscape is going.

Thanks once again.
6
Hello World-Machine Forum,

I'm currently in the process of building a rather large 10k x 10k map for a Minecraft server.  After generating the terrain in Worldmachine, I aim to composite the heightmap .png files in Photoshop, then import the final terrifyingly-large heightmap into Worldpainter, where I'll use the exported flowmaps and depositionmaps as custom brushes, before exporting the final product to Minecraft.  The issue I face is the sheer scope of exporting, while also saving the flowmaps and depositionmaps at the proper resolution - Worldpainter's maximum brush size is 600x600.

Is there a process by which I can export a series of 512x512 tiles, for heightmaps, flowmaps, and depositionmaps?  I've read about tiling exports - would that be suitable in this case?

Thanks for your help - If this works out, I'll post some pictures of the exported landscape.

EDIT: While using Nikita's Dunefield macro, I found a trick to make it tile infinitely - I was having issues after I'd expanded the extents.  To make the Dunefield tile infinitely, enter the macro and change the tiling of the first two gradients to "Linear"