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mapping:cawe:editingtools:editterrain [2008-07-07 10:40] Joern Added missing tool screenshots |
mapping:cawe:editingtools:editterrain [2013-01-07 12:07] (current) |
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==== Terrain Generation ==== | ==== Terrain Generation ==== | ||
- | {{ :mapping:cawe:editingtools:terraineditor_generate.png}} If you have created a new empty terrain and you haven't got any height data at hand to create its surface, it is often desirable to automatically generate a basic terrain.\\ | + | {{ :mapping:cawe:editingtools:terraineditor_generate.png}} If you have created a new empty terrain and you haven't got any height data at hand to create its surface, it is often desirable to automatically generate a basic terrain. |
- | \\ | + | |
- | The terrain generation dialog allows for this. By specifying a bunch of input parameters it lets you create different base terrains to work with and shows the result in real time in a previews window. | + | The terrain generation dialog allows for this. By specifying a set of input parameters it lets you create different base terrains and shows the result in real time in a preview window. |
* Frequency: A high frequency results in a bumpy surface with many hills and valleys whereas a low frequency will create fewer broader hills and valleys. | * Frequency: A high frequency results in a bumpy surface with many hills and valleys whereas a low frequency will create fewer broader hills and valleys. | ||
- | * Lacunarity: FIXME | + | * Lacunarity: A multiplier that determines how quickly the frequency increases for each successive octave in the Perlin-noise function. The frequency of each successive octave is equal to the product of the previous octave's frequency and the lacunarity value. |
* Octaves: A higher value adds structural detail to the terrain to the terrain so its surface becomes more natural. | * Octaves: A higher value adds structural detail to the terrain to the terrain so its surface becomes more natural. | ||
* Persistence: A high value increases the surface contrast which results in steeper slopes between hills and valleys. | * Persistence: A high value increases the surface contrast which results in steeper slopes between hills and valleys. | ||
* Seed: Determines the random arrangement of hills and valleys for a terrain. You can play with this value to get different results that have all the same characteristics defined by the other parameters above. Note that the resulting terrain from a seed will always be the same (modified by the other parameters of course), so you can always recreate the same terrain again by using the same seed. | * Seed: Determines the random arrangement of hills and valleys for a terrain. You can play with this value to get different results that have all the same characteristics defined by the other parameters above. Note that the resulting terrain from a seed will always be the same (modified by the other parameters of course), so you can always recreate the same terrain again by using the same seed. | ||
+ | |||
+ | You can also find very good and more technical descriptions of these parameters in the [[http://libnoise.sourceforge.net/glossary/index.html|libnoise glossary]]. | ||
===== The Terrain Editor Sub Tools ===== | ===== The Terrain Editor Sub Tools ===== |