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May 22, 2019, 07:39:41 am


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Topics - ilbiffi

Sorry for the long title, but I'm wondering if someone has ever used a non standard output, different than the classic power of two e.g. 256x256, 512x512, 1024x1024 and so on.
In particular I'd like to have an output of 1000x1000 to ease some calculations on game engine world units, but the program warns you of "unusual behavior with some devices". Strangely enough the warning is only on tiled builds, not on normal ones.
I don't want to find nasty surprises later on, what's your opinion on this kind of output?
Feature Requests / better erosion support in big maps
January 30, 2015, 05:56:16 am
I've done so many tests when trying to render enormous maps that include erosion.
My conclusion is that if you want a truly big map you have to forget erosion, in fact if you use tiled output erosion can produce enormous artifacts sometimes. The alternative is to render all the map in a normal build, but this requires computers so pricey and powerful that very few individuals can use them.
In an act of desperation I imagined a sort of blended mode, in which I rendered a reduced number of very big pieces of terrain that overlapped, hoping that I could eliminate the artifacts in the boundaries of the renderings by a careful planning of the overlapping zones. I expected the same output between two renderings in the part that overlap, but it's not like that: if you take two rendering areas that differ only a few meters then the regions that overlap will not look the same!
General Discussion / help with scripting
November 18, 2014, 12:26:11 am
I definitely need some help, a complete example of a script would be great.
In practice I would like to script a series of standard (not tiled) renders with three outputs, the renders should cover a static extension (64 square km) at a fixed resolution (8192), and every time the area should be offset by 64km on the right, then the process should repeat for another set of extensions so that in the end a total of 512 square km is covered.
I'm sorry to ask for a complete example but I simply can't even use the example script of the utilities folder, when I launch this command

C:\Program Files (x86)\World Machine 2 Professional>"World Machine64.exe" example_script.tms

I have this output

C:\Program Files (x86)\World Machine 2 Professional>World Machine Command line Console Open
** Beginning script file example_script.tms **
Automation Error encountered :XML ERROR : Failed to open file. Check syntax at line 0

Bug Reports and Help / nasty color bug
November 03, 2014, 10:54:52 am
I attach an example (colorbug.tmd) done with version 2.3.7 but it's present in earlier versions.
Basically you have two layout generators that generate two overlapping shapes. The first one is colored with an orange hue which includes a certain amount of green. The second one is colored with a green color.
Now, if the sum of the green component of the overlapping part exceed 255 then you'll have a sort of "shadow" in the resulting image (b.png), otherwise you have the expected result of one shape superimposing over the other (a.png) I attach an image (result.png) that says it all.
General Discussion / best cpu for wm
October 30, 2014, 10:48:02 am
Probably it has been asked already, but what is the best setup for wm? my understanding is that the gpu is not used at all in the output building.
So should I go for a xeon since it has more threads than i7? or is there a particular cpu that works better because of particular instruction sets or other devilries?
Feature Requests / scenario maker
May 21, 2014, 08:53:13 am
Hi this is not exactly a new feature request, instead I'd like to know from Remnant if it would be possible, and at what price, to develop a reduced version of wm to be used as a scenario maker for a game I'm developing.
I tried to contact Remnand by mail and pm but I'm not sure he received the messages.
General Discussion / how to make farmlands
April 01, 2014, 08:49:25 am
Any suggestion on where to start? voronoi would fit for the base, but I can't figure out how to make the textures, basically you have lots of squares at the same height, with no slopes, and they should be coloured slightly differently.
General Discussion / 3d preview on 2nd monitor
March 15, 2014, 11:06:46 am
Hi is the feature actually implemented? I have connected a second monitor, the feature is checked but I actually can't see another windows.
I'm using pro 64.
General Discussion / total newbie question
March 07, 2014, 01:39:18 pm
Hi I'm still exploring wm so my question might be silly. I was trying to build a very simple map: an island with a mountain range. I did it with two layouts (a flat island base and a line with breakup) and a combiner.
Now I'd like to colorize these two layouts with different colors sets, the island should look like grassland, while the lines like classic mountains.
If I use the colorizer on either of the two layouts is has an effect on the other one! how can I colorize the two shapes independently?