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Gandalf Parker said:
Very interesting. I take it for granted that the "amount of brightening" and the "amount of shading" variables refer to the range of light and the range of dark that the plains pixel colors will be shifted?[/b]
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Pretty much, yes.
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I understand the elevation reference. Whats the "shadow map" reference? Possibly something like the effect we got from using the "bumps" filter? A bit of texturizing so that the color-by-elevation was more landscapey and less smooth? (I havent played with it yet to see)
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The amount of shadowing in position (x,y) depends on the elevation at position (x,y). However, as the terrain in position (x,y) also depend on the elevation, this makes for rather subtle differences; since all the terrain of one type would normally be at similar elevations and thus be brightened or shaded to the same level. (For instance, since almost all low-level elevation positions will be water, you won't see much shading unless you turn on the shading of water.)
To allow for more dramatic shading/brightening, I added an additional "shadows map" which is also used to shade the colours. By changing the factors for the elevation and the shadow shading and brightening, you can change from a very subtle to a more dramatic (but less natural) shading.
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This is turning out SO nice compared to what I found in all my hunts for a random generator, that it might want to be used outside of the Dom2 community. Would it be hard to add a switch to turn off the dominion items such as capitals and borders?
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I don't know - I haven't looked at that part of the code. My assumption is that it's pretty straight-forward, though.