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Wurm unlimited map sizes1/10/2024 ![]() The maps you get are tiny however (roughly 1000 pixel square) so you will need to scale it up to your map size before working on it (I use Gimp as its free). You can use any of them but I find the "merged" one works well enough. You will get a zip with several hightmaps of different resolutions. You just move the grid over an area you like and click download. What I do these days is use this nifty tool to grab real world terrain data. IE find a hightmap, or a picture you can convert into a hightmap. Your only hope is to basically start with alot of the work done for you. The problem with this however is that try as you might, the result will be to 3d terrain as a 5 year olds finger paintings are to fine art (# and child-like). Once your used to your own editor itl be easier.įancy terrain editors like world-machine will generate things nicely but I tried to use it and it was just far to complex for my simple mind.įor those of us sat in the mud with just rocks to play with, we have to resort to scapeing terrain by hand which again, basically all editors will let you do. For example a nicely proportioned mountain in your editor may translate into a slight bump in Wurm meaning all your mountains need to be exaggerated in the editor etc. It will take a lot of playing around with because I generally find due to scaling differences, what looks nice in a 3d editor does not always translate to looking nice in game. Any 3d terrain editing software that lets you export a hightmap to 16bit png (all of them) can be used. Once you know this, a world of possibilities open up. Its also important to realize that any image can be used - you only have to convert it to greyscale and export it as a 16bit png file (of the correct size). Its also useful for chopping and changing bits - say you like an island in one pic and a continent in another, you can cut and paste them into a single image. For example if you want to uniformly increase the height of the entire map then just turn the image brightness up a bit. However it is important to remember that you can always slap your hightmap into an image editor in order to make changes. While this is possible, the results will be horrific as you wont really be able to visualize your elevations or get the same quality of gradation. This means you can open up photoshop or even ms paint, create a black background of the map size you want and draw your map on to it in shades of grey and white. The darker the area, the lower the elevation. So what exactly is a highmap? Its literally just a greyscale image (16bit. And when a zoom is detected, how can I iterate through all my vectors and update a circle radius.When using the Wurm map generator (below) you dont have to use it to generate the hightmaps, you can make one using any method you like and then import it.How can I detect when my map has been zoomed? Is there some callback I'm missing?.I'm used to finding and transforming SVG elements based on events, but the OP3 canvas rendering is NOT obvious to me in the DOM. ![]() I've tried all kinds of things, but I have yet to find the right examples. The chief complaint from my fellow gamers about my zoom-able map, is that the color Village circles are too big zoomed out, yet too small when zoomed in. The way I got it set up, each map "decoration" or colored circle is its own Vector. Needless to say, I was very happy when I got my custom OpenLayers3 map. I was able to re-calculate Village coordinates and cobble together a zoom-able tiled map with Village circles. It gave me a head start with OpenLayers3. After the tiles are done rendering, the program itself creates HTML files with embedded JavaScript all programatically. I found a tile making program (MapTiler version 7), and I went about creating tiles. The Xanadu dump is a 62MB PNG with a resolution of 8192 x 8192 pixels. I downloaded the recent map dump for the island/server I care about, Xanadu. The game admins give us a map dump every year or thereabouts, so we can create custom map applications however we feel. However, we have members all the over the map, so went about to seeing how I could create a zoom-able web-based map of our lands. Basically it takes data from a spreadsheet and renders Villages as colored circles on the map. I crafted a genius SVG-based overlay over a static image of an in-game map. I was recently tasked with creating the map for my Wurm Online game alliance. ![]()
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