![]() A fully fledged GPS navigational system with an intuitive GUI is in the works, using my data. That being said, the main purpose of the mathematical model is to get a general, relatively accurate grasp on the relative scale and distances of the islands. I've yet to verify distances, but on that part I think the old maps should be somewhat off (although, looks like not that much). It's extremely interesting to me that even without the tools to assist them, there were people who were able to create pretty darn accurate maps back before 1.9.2. This is the new, mathematically generated map (islands approximately to scale, although this assumes they are circles- will be fixed in later version): This is the old "map" (my own stylized version I used to use): the old "game map" created by the cartographers of old. As the title suggests, this is a quick comparison of a mathematically generated map using the new features vs. The map does not load super fast, there is a lot of data to read, be patient.I really should tone it down with the forum spam (I'll make sure not to post more this week), but here's something interesting I wanted to share. This is still a Work In Progress, I need some feedback, so I am releasing it early.įeel free to ask questions, I'm sure there is a lot that I forgot to mention. The Edit Terrain menu is where you adjust the terrain height, there are a few options, like Smooth, and level height, you will see how they work! You can save just the heighmap from this menu, but I recommend getting used to saving your map from the save/load menu. There is an overall adjust slider and button which will change the strength of everything on that layer. There are 17 built in textures, you select which layer with the Splat Layer button. The Show Cube button will make a cube appear that displays the currently selected color. You can use the color picker, adjust the sliders, or enter the hex code. There are a few options here, RGBA, HSV, B/W color modes. Each game or software might support slightly different kinds of content in their Workshop, so its best to check out the official documentation for more details on what can be created and shared in that area. The Painting Memu is straight forward, press the paint button to paint. The Steam Workshop makes it easy to discover or share new content for your game or software. Set the power slider to some amount, and push the buttons. Position Scale menu adjusts the maps position, and scale obviously. It will take some experimenting to get the level correct. There is a skirt cutoff slider, and buttons, it will make all the terrain below the slider level go away, so that your island blends into the water. The Holes menu has all the tools to cut holes in your map. Cropped those and added them to their spot on the map. Setting everything perfectly is not easy, I suggest opening the texture in an editing app like photoshop, and adjusting/removing things there. Went back and tool screenshots of the aircraft carriers. Rotation is an issue, so each object is there 4 times, set to 0, 90, 180, and 270 degrees, in that order, I did not include different pictures for the different angles to keep the file size down. ![]() The Trees Menu has Pine Trees, and some gameobjects like runways, hangars, houses. Click the Spotlight button below and all of your followers will receive a notification. This is a great way to help new players get the recognition they deserve for their work. You can also import, and export heightmaps. Spotlighting lets you share this airplane with all of your followers. There is a slider that sets how strong that texture is applied, you can actually set it negative, and subtract a texture. You can import a splat texture to the paint layers that will be applied to the entire map, put the texture in the IsladData folder. Type in the name and hit load, once it is loaded, press save to save it as the loaded map. The name that is saved there is the map that will load on start. Type your map name into the Map Name slot, and save it. The save/load menu has a few things that may need explained. Idk why I put the rest of this in reversed order. There are a lot of things going on here, play around with it, you will figure it out. They can be shared by simply giving the folder full of textures. All of the map data is saved as textures into folders in the "IsladData" folder, which is in the SimplePlanes folder.
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