Difference between revisions of "Better Maps"

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= Kick-Off Posting =
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= Summary =
A couple of things have happened recently that make me think of better maps for BattleMaster.
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This is the page for a collaborative effort to create the best maps that this or any comparable game has ever seen. Why yes, we are a little ambitious. Nothing wrong with that.
  
I've been looking at stuff like
 
* http://www.cartographersguild.com
 
or
 
* http://www.gamer-printshop.com/portfolio/portfolio.html
 
  
and drooled over it a bit. And, as some of you know, I'm own a license for Terragen 2
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= Goal Statement =
* http://www.planetside.co.uk/terragen/tgd/index.shtml
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The maps will be generated procedurally and exist as height- and splatmaps. What that means is that we will have (greyscale) images depicting the height of terrain at any given point as well as images depicting ground cover, vegetation, rivers, roads, etc.
which can make stuff like this:
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In a perfect world, parts or all of those maps come from vector sources.
 +
 
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Using those maps, we can both import them into realtime engines like Unity 3D as well as photorealistic renderers such as Terragen 2.
 +
These two tools are the primary targets, because Tom own's Pro licenses for both and there are free versions available.
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If you need convincing, look at this and tell me you wouldn't drool over a BM map that looks like that:
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* http://www.planetside.co.uk/gallery/f/tg2/Hannes-Another+jungle+flyover.jpg.html
 
* http://www.planetside.co.uk/gallery/f/tg2/Hannes-Another+jungle+flyover.jpg.html
* http://www.planetside.co.uk/gallery/f/tg2/dune-medieval+Zutphen.jpg.html
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* http://www.planetside.co.uk/gallery/f/tg2/dune-medieval+Zutphen.jpg.htm
  
And I really can't decide...
 
  
  
Hand-drawn maps are great. But procedural maps allow for easy modification. If the map were generated programmatically, it would be possible to do things like bridges being built or destroyed, cities growing or shrinking, castles being built and razed - lots of interesting stuff. And you've seen a glimpse of something in the BM:WI Trailer.
 
  
So this is basically an open call out to anyone in the BM community who is doing anything with maps, be it map data (GIS, etc.), drawing, texturing, etc. Let's put our heads together and find what we can come up with.
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= Draft Workflow =
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To generate the initial map, L3DT with its ''Design Map'' feature appears to be the best starting point. It allows us to "draw" the basic layout of a map. Then again, for new maps for BM:WI we are not as restricted and could play with GeoControl2, which can generate river systems.
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One way or the other, the output should be a greyscale heightmap.
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We then need overlay maps that indicate ground cover (i.e. terrain types). Some basics we can generate automatically in L3DT/GeoControl/Terragen/whatever, like coastline beaches, mountain-top ice or mountain-side rocks. However, deciding which part of the island is grassland and which is forests, etc. may be something that we can do better by simply drawing it. Then again, if someone can come up with a good shader in TG2 that creates realistic land-type distribution, so much the better.
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= Cities, etc. =
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A major problem with TG2 is that it is a landscape generator. We need some models to represent cities, towns, etc.
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Anyone who comes up with a solution for that is my hero.
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= Links =
 
Assorted stuff worth looking at:
 
* http://www.cartographersguild.com
 
* http://pcg.wikidot.com/ - Procedural Content Generation Wiki
 
* http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ - fantastic map generation concept with in-depth explanations
 
* http://www.raymondhill.net/voronoi/rhill-voronoi.php - I want this :-)
 
  
  
 
= Polygon-Map Concept =
 
= Polygon-Map Concept =
I'm drafting some ideas on [[/Polygon Maps]] and, based on that, a [[/Hierarchy]]. Join me and comment.
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This is from an old attempt to create better maps. It may be useful here.
 +
 
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* http://www.raymondhill.net/voronoi/rhill-voronoi.php - I want this :-)
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* ideas on [[/Polygon Maps]] and, based on that, a [[/Hierarchy]]
  
 
[[Category:Experimental Features]]
 
[[Category:Experimental Features]]

Revision as of 13:02, 23 July 2011

Summary

This is the page for a collaborative effort to create the best maps that this or any comparable game has ever seen. Why yes, we are a little ambitious. Nothing wrong with that.


Goal Statement

The maps will be generated procedurally and exist as height- and splatmaps. What that means is that we will have (greyscale) images depicting the height of terrain at any given point as well as images depicting ground cover, vegetation, rivers, roads, etc.

In a perfect world, parts or all of those maps come from vector sources.

Using those maps, we can both import them into realtime engines like Unity 3D as well as photorealistic renderers such as Terragen 2. These two tools are the primary targets, because Tom own's Pro licenses for both and there are free versions available.

If you need convincing, look at this and tell me you wouldn't drool over a BM map that looks like that:



Draft Workflow

To generate the initial map, L3DT with its Design Map feature appears to be the best starting point. It allows us to "draw" the basic layout of a map. Then again, for new maps for BM:WI we are not as restricted and could play with GeoControl2, which can generate river systems.

One way or the other, the output should be a greyscale heightmap.

We then need overlay maps that indicate ground cover (i.e. terrain types). Some basics we can generate automatically in L3DT/GeoControl/Terragen/whatever, like coastline beaches, mountain-top ice or mountain-side rocks. However, deciding which part of the island is grassland and which is forests, etc. may be something that we can do better by simply drawing it. Then again, if someone can come up with a good shader in TG2 that creates realistic land-type distribution, so much the better.


Cities, etc.

A major problem with TG2 is that it is a landscape generator. We need some models to represent cities, towns, etc. Anyone who comes up with a solution for that is my hero.



Polygon-Map Concept

This is from an old attempt to create better maps. It may be useful here.