Fractal random map generator
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Well, Wercator isn't exactly what I was looking for, however it's pretty awesome from other standpoints.Quensul wrote:Not sure if this is what you want, but Wercator is in a usable state - it can take a BfW map and render an ink-and-parchment version; see my signature for the thread in the forums, or go to http://gs295.sp.cs.cmu.edu/brennan/wercator/ for a web version. If you're planning on doing really huge files, I would recommend (1) only rendering the ink (i.e. no parchment, no frame) and postprocessing the parchment in, and (2) installing it locally, but see the forum thread and/or the Downloads page of the Wercator site for caveats. If you do want to render monstrous large maps via the Web interface, please run them after normal business hours (US Eastern time), since it's my office machine.
Anyway, I was looking for something to render it exactly as it looks within Wesnoth, which may be just crazy *shrugs*
Hey, thanks for that link! I've ripped the MT algorithm out of GSL and stuffed it into GWSWG.Quensul wrote:Well, there's the GSL - it has a wide variety of random number generators available. I've been pretty happy with it for numerical simulation foo.
Ahh. Well, it would be possible to do this automatically via Perl:GregorR wrote:Anyway, I was looking for something to render it exactly as it looks within Wesnoth, which may be just crazy *shrugs*
- Launch the map editor, loading your file
Launch the Gimp
Use X11::GUITest and Gimp calls to scroll around the map taking screenshots
Use Gimp calls to trim out the map editor cruft, and stitch the shots together.
It would probably be much easier to just write a utility using BfW's rendering code that just dumped to a file rather than rendering to screen.
Author of Wercator
Version 1.2.
First off, it uses the MT randomization algorithm, and so the same seed will make the same map on any system (very important).
Secondly, I changed the height->type ratio a bit. I was a tad more forest-happy than I should have been. It's a bit more sane now.
First off, it uses the MT randomization algorithm, and so the same seed will make the same map on any system (very important).
Secondly, I changed the height->type ratio a bit. I was a tad more forest-happy than I should have been. It's a bit more sane now.
- Attachments
-
- gwswg-1.2.tar.gz
- Gregor's Wesnoth World Generator, version 1.2
- (404.77 KiB) Downloaded 489 times