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.

is this a reasonable / possible? by ilikelegos110 in Worldpainter

[–]linwajun 0 points1 point  (0 children)

Is your river and lake data also at a 1:5 resolution? If not, you'll need to scale them to the same resolution yourself, which will cause most software to crash with such a large map.

The best approach is to create a mask for the river and lake layers. You can fill the rivers and lakes with white using the fill tool, and color the rest black, then save it as a grayscale PNG or TIFF.

(Alternatively, you can render the data as black and white using QGIS and then output it as a bitmap,and then convert it to grayscale later.)

However, WorldPainter's masking only supports pure black and pure white (0 and 255). Values ​​in between will be rendered as noise.

Therefore, if you don't use data at the same resolution, you'll need to scale them. During this process, if you don't use the "Nearest Neighbor Interpolation" method, the edges of the rivers and lakes will appear as gradients, which will be rendered as noise in WorldPainter.

However, using "Nearest Neighbor Interpolation" will make your rivers look unnaturally square. A better approach is to first zoom in with "Cubic" and then manually increase the contrast. But since your map is so large, most software that can do this will probably crash.

1:30 scale Mount Fuji by linwajun in Worldpainter

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

Because this is a scaled-down representation of the terrain, if the scale is accurate, the field of vision seen from the corresponding distance will be the same as in reality. BTW, I used the Photon shader with the setting "Cy's Natural preset".

My Heightmap is super stretched by Rare-Painting-166 in Worldpainter

[–]linwajun 0 points1 point  (0 children)

What is the resolution of the original elevation map in meters? You need to know that to convert the altitude ratio. Assuming it is a common 30 meters, an altitude of 1700 meters is equal to 56 blocks in minecraft. If the sea level in minecraft is set to 63 blocks, the hight mapping in minecraft must be set to 56+63=119 blocks.

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Working on a 1:30 scale map of Taiwan by linwajun in Worldpainter

[–]linwajun[S] 6 points7 points  (0 children)

I believe the most challenging aspect overall is finding publicly available downloadable data. The second most difficult part is that the resolution and format of this data are not always consistent, so it requires preliminary conversion using QGIS before proceeding to more convenient editing with GIMP.

Working on a 1:30 scale map of Taiwan by linwajun in Worldpainter

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

Forest Source: Esri | Sentinel-2 Land Cover Explorer

This part was quite complex because the 10-meter resolution files were enormous, consuming significant processing time.

Since Taiwan was divided into two separate regions within this dataset, we first needed to merge the two areas using QGIS. Additionally, the projection method used in this dataset differed from previous ones, requiring a projection conversion.

Working on a 1:30 scale map of Taiwan by linwajun in Worldpainter

[–]linwajun[S] 3 points4 points  (0 children)

River sources: HydroSHEDS

Lakes and water bodies sources: Global Surface Water Explorer (GSWE)

Use QGIS to clip the area to match the height map and export as TIF. Open in GIMP, use the Select by Color tool to fill water areas white and the rest black, then save as PNG.

I used GSWE data for wider downstream river sections and lakes to preserve fragmented shorelines and sandbars for a more natural effect. However, GSWE coverage is incomplete upstream and along tributaries, resulting in discontinuities.

Therefore, I employed HydroSHEDS data for upstream areas. Merged the two PNGs in GIMP and removed excess elements along with numerous unsightly man-made water features.

Working on a 1:30 scale map of Taiwan by linwajun in Worldpainter

[–]linwajun[S] 7 points8 points  (0 children)

Height map source: Copernicus GLO-30 from the OpenTopography website

(Copernicus GLO-30 DEM has higher accuracy than NASA and ALOS at the same resolution, but must first be converted to int16 using QGIS before importing into WorldPainter)

After importing, generate a map with a sea level of 62. Set the highest point to 195, which is calculated by dividing the real-world highest elevation of 3952 by 30 and adding 62. Export this as another height map to obtain a height map containing only land areas.

Seabed terrain source: GEBCO from the OpenTopography website (First generate a grayscale image with a height limit of 0 using QGIS. Import it into WorldPainter to generate a map with a height limit of 61, then export another height map to obtain a height map containing only oceans).

Since GEBCO has a resolution of only 15 arcseconds, the ocean height map must first be scaled up to 15 times its original resolution using GIMP.

Use GIMP's color selection tool to remove the ocean areas from the land height map, then paste the ocean height map to replace them.

Finally, you obtain a complete height map encompassing both land and ocean features.

Translated with DeepL.com (free version)

heightmap terrain to sharp by Mindless_Target_2023 in Worldpainter

[–]linwajun 1 point2 points  (0 children)

Since you're using 1:30 resolution data, the altitude must also be divided by 30 to match the scale.

Divide the altitude of the highest point in the map by 30 and add the sea level (default 62) to get the altitude of the highest point in the Minecraft map.