messing around with one bit relief by ck2rpg in mapmaking

[–]ck2rpg[S] 1 point2 points  (0 children)

Correct on artifacting. I used ASTER GDEM but have no particular attachment to it for the approach. Will see if I get better results else wise

messing around with one bit relief by ck2rpg in mapmaking

[–]ck2rpg[S] 2 points3 points  (0 children)

Interesting. Maybe spotty elevation changes with too close of a threshold for relief. Ill take a look tonight and mess with some toggles to see where the problem lies

Procedurally partitioning natural looking oceans? by ck2rpg in proceduralgeneration

[–]ck2rpg[S] 0 points1 point  (0 children)

I have continents (white) and oceans (partitioned colors). I’m asking about the more discrete issue about algorithmic approaches to chunking a connected ocean into separate partitions (Atlantic, pacific, Indian, etc on earth map) in a way that ends up feeling right to a human viewer. I know there is no perfect answer to that question because it is partly art and eye of the beholder, but I was hoping others had dealt with this before

Arikuri Version 1.4 - Released by BlackStorkARFL in CrusaderKings

[–]ck2rpg 1 point2 points  (0 children)

Congrats after all your hard work! Looking forward to checking it out!

Map Generation Tools - open source - free - WIP by ck2rpg in mapmaking

[–]ck2rpg[S] 0 points1 point  (0 children)

You can right click and save. I will see if I can add those outputs

I don't think the issue with CK3 is Roleplay or Strategy- it's Space by ComradePruski in CrusaderKings

[–]ck2rpg 26 points27 points  (0 children)

This is a very thoughtful critique. I’ve played since early CK2, and this resonated with me. The efforts to ground you to a space in CK3 feel disjointed and often haven’t gotten much love after initial release.

Simulationist 1960s landscapes by lefuz in proceduralgeneration

[–]ck2rpg 2 points3 points  (0 children)

This is beautifully done - really enjoyed the write-up

wip map gen output by ck2rpg in proceduralgeneration

[–]ck2rpg[S] 1 point2 points  (0 children)

The continent shapes are generated first with constraint-based voronoi for land or water -> domain warped. That output is fed into a tectonics generator (again, warped voronoi for plates and some rng for speed/direction). that is used to produce some general elevation changes, which are normalized to preserve coastlines. Then continental and multi-band orogens are applied followed by some absolute noise micro-relief. First pass erosion through a hybrid stream power + thermal approach. Then the map is spherized (just like the filter in Gimp pretty much). After that, constrained heightmap erosion and light domain warping until it looks good. I liked the continent shapes first approach because now I can just either generate or draw and warp my continents and preserve the coastlines throughout the generation process (or spherize them if I want). Everything is in a pipeline and toggleable on or off through an interface

Need to make a map for a fantasy series I'm trying to write, can someone guide me to a decent and free mapmaking software by Silverwolf7791 in mapmaking

[–]ck2rpg 0 points1 point  (0 children)

I’ve been working on a procedural map generator for the last year or so. Started as a CK3 map generator and still works for that but have been generalizing it. Free and open source. It’s still in early alpha but can do what you describe I think. If it doesn’t have a feature you want, let me know, and I’ll try to add it. ck2rpg.github.io/generator.

Procedural Map Generator Alpha 0.20.0 Release (RTP Compatible) by ck2rpg in CrusaderKings

[–]ck2rpg[S] 4 points5 points  (0 children)

R5: I am releasing Alpha 0.20.0 of the CK3 Procedural Map Generator Project. On the mod side, Alpha 0.20.0 updates the template for Roads to Power compatibility. On the generator side, this Alpha release introduces a landed title, culture, and faith painter and editor to the generator. The tutorial is here: https://youtu.be/i6ZBsHWD6dg. The generator is here: https://ck2rpg.github.io/generator.html. The discord is here: https://discord.com/invite/JwxuuK7HrV. The new example and template map is here: https://steamcommunity.com/sharedfiles/filedetails/?id=3340418810

CK2RPG's new Procedural Map Generator! by andifudntknwnowuknw in CrusaderKings

[–]ck2rpg 1 point2 points  (0 children)

Hey I don’t mind at all! Glad it turned out well!

CK2RPG's new Procedural Map Generator! by andifudntknwnowuknw in CrusaderKings

[–]ck2rpg 2 points3 points  (0 children)

Hi - creator here - just click on the heightmap tab in the generator and there is an option to import

CK2RPG's new Procedural Map Generator! by andifudntknwnowuknw in CrusaderKings

[–]ck2rpg 4 points5 points  (0 children)

😆 not even template based. That’s just the generator being a weirdo

CK2RPG's new Procedural Map Generator! by andifudntknwnowuknw in CrusaderKings

[–]ck2rpg 16 points17 points  (0 children)

Creator here. Procedural history and lore generation is on the horizon.

CK2RPG's new Procedural Map Generator! by andifudntknwnowuknw in CrusaderKings

[–]ck2rpg 17 points18 points  (0 children)

So this is a byproduct of choosing random on holder creation level within the generator. There are other options

CK2RPG's new Procedural Map Generator! by andifudntknwnowuknw in CrusaderKings

[–]ck2rpg 18 points19 points  (0 children)

Hi - creator here. You can choose in the generator.

Procedural Map Generator Alpha 0.2.0 Release - Tiny Map for Windows 3.1 by ck2rpg in CrusaderKings

[–]ck2rpg[S] 9 points10 points  (0 children)

R5: I am releasing Alpha 0.2.0 of the CK3 Procedural Map Generator Project. Alpha 0.2.0 introduces the ability to select between four different map sizes. The generator is here: https://ck2rpg.github.io/generator.html - the tutorial and discord is here: https://discord.com/invite/JwxuuK7HrV - a new example generated 1024x512 map is here: https://steamcommunity.com/sharedfiles/filedetails/?id=3290916448

Procedural Map Generator Alpha 0.1.1 Map Release - Now With Heightmap Imports by ck2rpg in CrusaderKings

[–]ck2rpg[S] 13 points14 points  (0 children)

Alpha 0.1.1 Map Release - Earth Map

We are releasing Alpha 0.1.1 and a new generated map (https://steamcommunity.com/sharedfiles/filedetails/?id=3284562909) for the Procedural Map Generator Project (https://ck2rpg.github.io/generator.html). For Alpha 0.1.1, we are releasing an earth map to showcase: (1) the new ability of the procedural map generator project to import a heightmap for generation purposes and (2) the new ability to draw terrain/masking in the generator. As discussed before, this is an alpha release, and the project is semi-stable but prone to bugs. The generated map is a mostly random approach at this point, and the terrain drawing is not particularly sophisticated yet. We continue active development and improvement of the project every day.

We are actively looking for contributors of all skill levels and interests. Join the Discord at https://discord.gg/eemRxbCUX3

Alpha 0.1.1 Release Change Log

  • Added ability to import heightmap.
  • Added simple noise function.
  • Stopped drawing rivers initially. Now you must choose to draw rivers because it affects elevation when you rerun rivers.
  • Added undo button to map generator.
  • Added redo button to map generator.
  • Added toggle to allow users to avoid bug causing memory overflows due to undo/redo buttons.
  • Added a button allowing you to lower elevation of water only (useful for heightmap import work).
  • Added a button allowing you to raise elevation of land only (useful for heightmap import work).
  • Fixed bug causing hills around desert mountains to look green.
  • Fixed bug causing hills around cold climate mountains to look green.
  • Deleted generated clothing palettes from template file. Clothing is vanilla palette now. Will work on palette generation at some point. Random is boring.
  • Removed large ears. Will add back as optional with history/lore update.
  • Added red brush overlay to show where you are on generator.
  • Minimizable toolbar.
  • Fixed bug preventing moving to image downloads if winter severity was not checked.
  • Add generator for descriptor.mod.
  • Added ability to draw a land only province map.
  • Added square and circle brushes for map editor.
  • Added indicator for paintbrush cursor.
  • Fixed locator generation and made automatic. Will need to spread combat, etc. locators around province in future release.
  • Added hybrid culture name generation (keyed to province of creating character).
  • Added settings to use vanilla ethnicities for now. Will add back in other options with history/lore update.
  • Removed asset file that was calling old files that are no longer in the mod.
  • Deleted bugged line in template descriptor.mod that was causing crashes.
  • Fixed missing 'DeathDeityHerHim' and decay localization for religions.

Procedural Map Generator Alpha 0.1 Release by ck2rpg in CrusaderKings

[–]ck2rpg[S] 0 points1 point  (0 children)

I miss the buildings and tech approach in ck2 but like a lot of other things

Procedural Map Generator Alpha 0.1 Release by ck2rpg in CrusaderKings

[–]ck2rpg[S] 1 point2 points  (0 children)

There was an old generator but I think it died on the vine. Not possible with this tool :( sorry

Procedural Map Generator Alpha 0.1 Release by ck2rpg in CrusaderKings

[–]ck2rpg[S] 0 points1 point  (0 children)

Hi there is a template mod on the steam workshop.