(...) I just took the file and did the animation part.
(...)
In general, I never tried that, but I think it would be possible to import many WM terrains into a TG2 generated procedural planetary structure, imagine it like a basketball where you stick on little squares… or a patch carpet… you know what I mean. No idea if it would really look seamless, but there are some edge smoothing algorithms.
You’re the one behind that animation? Nice job!..
I thought that was something more offitial as it had the name of Matt in it… But I keep forgetting that something looking good, is no longer a simptom of “offitial”, these days… I think I was mislead by the credits appearing all at the same time, instead of “Made by X based on work by Y and Z”…
Anyway, back to the wrapping problem in WM… I think there might be some way to fake the wrapping of tiles arround the sphere, WM-speaking… The “basket ball” goes ok up/down to the artic/antartic circles (or to the tropics, if you’re a perfectionist ;)). Then you can blend this with other maps for the polar regions… (as it has been said already)
This would require some trouble on Stephen’s part, to automate inside WM… (to do the blending via masks inseide WM in a way that the user would understand what is “polar region” and what isn’t, or have any ground reference to where/what they should be…) Given all this trouble, I’d say it would be best to do it “decently”.
Now what would “decently” be?
Would it be some sort of coordinate change that would transform a planar seed-based perlim noise into a periodic (repeatable) spherical noise? (transform height into radius, and x y to polar coordinates?)
Or would it be best to enable non-quadrilateral terrain files? like being able to make pentagonal and triangolar terrain files?
The first possibility might still have the problem of what happens when latitude is 90 or -90 degrees, as the perlim noise function must have continuity there… So polar coords may not be the best…
The second idea came to me from the fact that you can sort of create a sphere with pentagons and exagons, or with triangles… Though, this idea only aleviates the problem of shrinking the square tiles near the poles… The problem of maping generator devices to a sphere remains untackled.
In any case, you would still need some cartographic knowledge to decently display stuff in a 2D preview…
But keep in mind that once you are in a 60 degree latitude, you will have things shrunk by half comparing to the equator. So a 256x256 terrain patch with a resolution of 256 pixels per Km, would be 1Km long in the equator, and 1/2 Km at a 60 degree latitude… It would be a bit claustrofobic All those nice perfectly-round vulcanos and craters would go ugly-oval bye-bye…
Oh well… Nice problem we’ve got our selves in!!