Fractal random map generator

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GregorR
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Joined: September 26th, 2005, 9:19 pm
Location: Portland, OR
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Post by GregorR »

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. :-)
Well, Wercator isn't exactly what I was looking for, however it's pretty awesome from other standpoints.
Anyway, I was looking for something to render it exactly as it looks within Wesnoth, which may be just crazy *shrugs*
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.
Hey, thanks for that link! I've ripped the MT algorithm out of GSL and stuffed it into GWSWG.
Quensul
Art Contributor
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Joined: January 2nd, 2005, 1:06 am
Location: Pittsburgh, PA

Post by Quensul »

GregorR wrote:Anyway, I was looking for something to render it exactly as it looks within Wesnoth, which may be just crazy *shrugs*
Ahh. Well, it would be possible to do this automatically via Perl:
  • 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.
However, that would be rather insane.

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
GregorR
Posts: 51
Joined: September 26th, 2005, 9:19 pm
Location: Portland, OR
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Post by GregorR »

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.
Attachments
gwswg-1.2.tar.gz
Gregor's Wesnoth World Generator, version 1.2
(404.77 KiB) Downloaded 518 times
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