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"Bald Eagle" <cre### [at] netscape net> wrote:
> Argh.
> Sorry. I started reading this before enough, or any, coffee was consumed.
>
> Anthony - that is some wicked cool stuff right there.
> Thanks for that - I really enjoyed watching that guy bang out a nicely aligned
> tile set in no time at all. Very educational!
>
> Mike - I think the two concepts are separate, but related.
>
> The diamond-square algorithm can get you a nice terrain:
>
> http://www.paulboxley.com/blog/2011/03/terrain-generation-mark-one
> http://www.playfuljs.com/realistic-terrain-in-130-lines/
>
http://www.javaworld.com/article/2076745/learn-java/3d-graphic-java--render-fractal-landscapes.html
>
> And it won't tile _if you generate it completely randomly_ .
>
> So maybe what you do is take a cue from the video showing how it's done in
> Photoshop and use that to keep the opposite edges of the large square the same.
> Whatever's at 0,0 is what ought to be at 128,0. Whatever's at 32,0 is what
> 32,128 ought to be. That way if you did that double-half-displacement thing,
> the edges would be identical.
> You could probably do that at the time of generation or maybe even as a
> post-generation interpolation across a wider swath.
>
The diamond square will tile if you wrap the calculation over the edges.
> I think if you check out the guy's tile set with the dirt and grass, you'll see
> that it's a radial pattern / texture - akin to a circle in a square, but not
> quite circumscribed. The edges always match, and you get a nice solid center
> tile.
>
> If I'm following Anthony with his idea of generating shades of grey - then maybe
> he's suggesting using a texture map. Make one greyscale tile set, and then use
> POV-Ray to put the right terrain on the different greys to generate the
> transitions. (I admit, I haven't thought it out completely, but I think that
> might be what he's suggesting)
That's pretty much it.
Regards,
A.D.B.
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http://www.bluh.org/code-the-diamond-square-algorithm/
discusses "wrapping" over the edge.
http://www.mapeditor.org/ looked interesting if you're doing that kind of
work.
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"Bald Eagle" <cre### [at] netscape net> wrote:
> http://www.bluh.org/code-the-diamond-square-algorithm/
>
> discusses "wrapping" over the edge.
>
> http://www.mapeditor.org/ looked interesting if you're doing that kind of
> work.
I was thinking that if you assigned each tile a shade of gray, you could use the
value of each pixel to tell you what tiles to place.
here's some old code I wrote for the diamond square algorithm:
https://www.dropbox.com/s/wbr4h93jssm6pfn/dsquare.tar.gz?dl=0
comments are almost non-existant, and it's somewhat messy, but it's functional.
I included the makefile so you can build it easily.
usage is lScape5 width height
really, I could have just used one parameter, since the image has to be square.
Also, the dimensions have to be one pixel higher than a power of 2 for it to
work: eg. 257x257 or 513x513
Regards,
A.D.B.
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I also just found this, from ... 1998
http://news.povray.org/povray.general/message/%3C01bde695%2434006a80%246a0e8dc3%40default%3E/#%3C01bde695%2434006a80%24
6a0e8dc3%40default%3E
Does anyone have a copy of this include file squirreled away on their hard
drive?
TdG probably has it, but it might take him all week to find it... :D
Sounds pretty interesting though.
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"Bald Eagle" <cre### [at] netscape net> wrote:
> I also just found this, from ... 1998
>
>
http://news.povray.org/povray.general/message/%3C01bde695%2434006a80%246a0e8dc3%40default%3E/#%3C01bde695%2434006a80%
24
> 6a0e8dc3%40default%3E
>
> Does anyone have a copy of this include file squirreled away on their hard
> drive?
> TdG probably has it, but it might take him all week to find it... :D
>
> Sounds pretty interesting though.
http://www.reocities.com/SiliconValley/Lakes/1434/tilegen.html
Regards,
A.D.B.
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On 2/29/2016 10:03 PM, Bald Eagle wrote:
>
http://news.povray.org/povray.general/message/%3C01bde695%2434006a80%246a0e8dc3%40default%3E/#%3C01bde695%2434006a80%24
> 6a0e8dc3%40default%3E
Maybe here:
http://www.reocities.com/SiliconValley/Lakes/1434/otherincludes.html
https://web.archive.org/web/19991106003247/http://www.geocities.com/SiliconValley/Lakes/1434/otherincludes.html
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On 2/29/2016 8:20 AM, Bald Eagle wrote:
> Not _quite_ following what you need.
> Did you need to make these things:
> http://uploads.gamedev.net/monthly_06_2011/ccs-8549-0-57863900-1307467523_thumb.gif
> ?
>
>
>
>
Yes, exactly. I was hoping to avoid using Photoshop however. I want to
do everything in POV-Ray.
Mike
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On 1-3-2016 4:03, Bald Eagle wrote:
> I also just found this, from ... 1998
>
>
http://news.povray.org/povray.general/message/%3C01bde695%2434006a80%246a0e8dc3%40default%3E/#%3C01bde695%2434006a80%24
> 6a0e8dc3%40default%3E
>
> Does anyone have a copy of this include file squirreled away on their hard
> drive?
> TdG probably has it, but it might take him all week to find it... :D
>
> Sounds pretty interesting though.
>
>
>
cough! cough! Lots of dust in my attic...
Here it is.
--
Thomas
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Attachments:
Download 'tile generator.zip' (7 KB)
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On 2/29/2016 8:20 AM, Bald Eagle wrote:
> Not _quite_ following what you need.
> Did you need to make these things:
> http://uploads.gamedev.net/monthly_06_2011/ccs-8549-0-57863900-1307467523_thumb.gif
> ?
>
>
>
>
Here are the images again, but clearer.
Mike
Post a reply to this message
Attachments:
Download 'ccs-8549-0-92862100-1307467497.gif' (3 KB)
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On 3/1/2016 2:50 AM, Thomas de Groot wrote:
> On 1-3-2016 4:03, Bald Eagle wrote:
>> I also just found this, from ... 1998
>>
>>
http://news.povray.org/povray.general/message/%3C01bde695%2434006a80%246a0e8dc3%40default%3E/#%3C01bde695%2434006a80%24
>>
>> 6a0e8dc3%40default%3E
>>
>> Does anyone have a copy of this include file squirreled away on their
>> hard
>> drive?
>> TdG probably has it, but it might take him all week to find it... :D
>>
>> Sounds pretty interesting though.
>>
>>
>>
>
>
> cough! cough! Lots of dust in my attic...
>
> Here it is.
>
I played around with this a bit. It seems it creates images that can be
imported and used in subsequent scenes as repeating textures, but not
repeating flat textures that can be used within the *same* scene. Unless
I'm missing something.
Mike
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