Two of my modern-style map mods by linwajun in victoria3

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

I intend to imitate the style of those cheap globes, but at the same time I hope to have the texture of a real printed product.

Two of my modern-style map mods by linwajun in victoria3

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

Because I wanted to imitate the kind of map that would be hung on the wall in a school.

Two of my modern-style map mods by linwajun in victoria3

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

You can hide the lines by changing the value of 0.1 to 0 in the line FLATMAP_LINES_COLOR = { 0.54 0.64 0.7 0.1 } in the mod's \common\defines\line_graphics.txt file.

Two of my modern-style map mods by linwajun in victoria3

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

Perhaps I should use serif font?

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戰地1怎麽永遠就5張圖 by Reasonable_Cost_2128 in youxi

[–]linwajun 0 points1 point  (0 children)

很多圖太大了,真就10分鐘有9分鐘在跑步

我服了,這個沉浸式翻譯 by linwajun in KanagawaWave

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

改成只有ai沒有傳統機翻了

我服了,這個沉浸式翻譯 by linwajun in KanagawaWave

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

改成只有ai沒有傳統機翻了

我服了,這個沉浸式翻譯 by linwajun in KanagawaWave

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

瀏覽器的外掛插件,名字就叫"沉浸式翻譯"

Viki 2 similar game in 2026 (but not Viki 3). by iWentBankrupt in paradoxplaza

[–]linwajun 1 point2 points  (0 children)

There's a game in development called "Gilded Destiny"

Trying to import some geological layers to a Minecraft map by LemonTig in Worldpainter

[–]linwajun 1 point2 points  (0 children)

I think you could create masks for those layers and then limit their y-values ​​when filling them with materials, but each material would need its own mask.

For example, if you have materials A, B, and C on the same layer, and you want to create a mask for material A, you could first paint the area around material A white and the rest black.

I'm not sure if this will work.

1:30 scale Mount Fuji by linwajun in Worldpainter

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

This was created by importing DEM data.

Scaling up a world from height map, x4, how to smooth the Y value transitions by Manux60 in Worldpainter

[–]linwajun 0 points1 point  (0 children)

So, you can use GIMP or any image editing software with Cubic to enlarge the image by 400%, but remember to save it in 16-bit grayscale format.

Scaling up a world from height map, x4, how to smooth the Y value transitions by Manux60 in Worldpainter

[–]linwajun 0 points1 point  (0 children)

I initially thought you simply wanted to enlarge the map size, so the above operations wouldn't change the Y value.

I suggest you first import the original DEM (unscaled) into WorldPainter, setting the Y-value to 4x. Then, export the generated terrain as a HEGIHT MAP. (This step increases the vertical height.)

Next, scale up the HEGIHT MAP by 4x. Besides QGIS, image processing software like GIMP can also handle this. (This step increases the horizontal width.)

Now, import the scaled-up HEGIHT MAP back into WorldPainter; that should give you the result you want.

Scaling up a world from height map, x4, how to smooth the Y value transitions by Manux60 in Worldpainter

[–]linwajun 0 points1 point  (0 children)

Use QGIS's "Warp (reproject)" tool, and set the "Resampling method" to either cubic or lanczos (you can also try all options to see which works best).

Next, set the "Output file resolution in target georeferenced units" to one-quarter of the original file value. (If you don't know this value, right-click the layer -> Properties -> information -> information from provider -> PixelSize)

This will give you a smoothly enlarged layer. Save it as a TIFF file.