Page 1 of 1

Terrain Control Map Creation from IMAGE

PostPosted: Tue Dec 25, 2012 12:55 am
by Inscrutable
Hi all.

As part of our step towards complete creative freedom, I have acquired a large set of custom Biomes
for Terrain Control. These can be used in the usual random- (or semi-random) terrain generation, but they
can also be used to create maps from simple .png image files.
Each biome corresponds to a custom colour, and that biome is placed on the map in that position.
It allows for semi-random mountains, valleys and more that go far beyond vanilla world generation.
A pdf file of most of them is avaiulable here:
I have mads an Excel table of the ones I have so far, along with some crude data with each.
There are over 100 of them, some of them intricately interrelated for complex terrain features.
All the colours are listed in both documents, you can use PAINT or GIMP or Photoshop or whatever.
The sample map.png is 3200x3200, to get an idea of the scale.

The table will need some extension, so feel free to wander the world of Wundebar to see what they all look like.
It is a test world painted by the biome author MySource, and includes pretty much all of them.
USe the command /tc biome to see what you're in (beware, they have fuzzy edges).
Rei's minimap set to BIOME can help you find them too (but it has some colour probs with some of them).

More info on the TerrainControl setup can be found at
including an interactive map of the testworld.

Anyone who wants to use a nice png image to make a map for us to try out, please let me know.

Re: Terrain Control Map Creation from IMAGE

PostPosted: Tue Dec 25, 2012 3:34 am
by NIN3
Why is this topic locked......

I would love to give it a try. Im going to make a map or 2 as we speak, although I cant generate them without your help :P

Re: Terrain Control Map Creation from IMAGE

PostPosted: Fri Dec 28, 2012 10:23 am
by Inscrutable
More important notes:

Further testing shows that each pixel on the map.png corresponds to an approximate 4x4 block area of terrain.
The island on the map arcana is ~225 pixels across, and the island in-game is around 900 blocks from tip-to-tip.
Also note that it rotates the map anticlockwise when it puts it on the server - ie. North is to the right in map.png

There are offset factors in the world config file so I can spawn the player offset from the bottom right corner, I think...
(The default offsets for a 3200 x 3200 png are -1600,-1600). So try to pick a good offset so we're near the land ;)
Otherwise we have to use commandbook's tp-to-co-ords feature or similar...

Re: Terrain Control Map Creation from IMAGE

PostPosted: Fri Dec 28, 2012 4:04 pm
by NIN3
Can you upload the map of fragulus, for a base/starting point?

Re: Terrain Control Map Creation from IMAGE

PostPosted: Fri Dec 28, 2012 7:31 pm
by Inscrutable
Not sure how that would help, as this process only affects map generation,
and does not account for neat edge borders with existing terrain -
that you would have to smooth manually somehow (voxelsniper/worldedit).

This process would be best applied to a new world, or very carefully used to
extend an existing one. (It won't replace existing chunks, and you can change the
biome designation of an existing chunk for the purposes of rain/snow, mobspawn, etc.)

So what exactly do you have in mind here?

Re: Terrain Control Map Creation from IMAGE

PostPosted: Sat Dec 29, 2012 4:05 am
by NIN3
I mean as a base, so I can see how it would have looked like, should we have done this with fragulis. I know how big my house is, so how big is it on the map? It helps with scale and as a base.

Re: Terrain Control Map Creation from IMAGE

PostPosted: Wed Jan 02, 2013 4:27 pm
by Inscrutable
I have on Drobox so I can provide you a link (when I get home from work).

EDIT: ...

I have added the new world of Geox, which I painted with GIMP using the Biome colours,
and It has a huge and diverse island that demonstrates most of them.
It gets taller toward the middle - I started with the tallest biomes, and worked outward.
I'm actually pretty happy with it, it's extremely diverse, and I can add more islands by
editing the .png file and regenerating chunks (or trim-fill with WorldBorder).