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Scallact's Achievements


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  1. Thanks a lot! There are still many blurry textures on my side, for example, the majority of "Biome Alpine", and many others. Alpha 26 final on Ubuntu Linux 20.04, the snap version and the ppa version have the same problem.
  2. You surely meant "wood" instead of "food"? Too bad you didn't bring it up during the long release candidate testing? Like, it seems no one tested the Atlas during that phase, and now all textures are just a single color in the interface. (I'm a culprit too)
  3. Oh ok, thanks for the info! Will try another civ tonight.
  4. Why aren't Athenian and Persian included in the changeset? Don't these civs benefit of the new tracks? I played with the Athenian last night, and I only heard the old tracks, even when watching the replay.
  5. So we are back to the "external software - mesh import" model. Which is exactly what I do with my plugin. You know what would be extremely useful ? An Atlas mesh import function which doesn't crush the heightmaps to 8bits. :-)
  6. @smileyHere is a height-map produced with the "distance map" algorithm. Those mountains are too huge but it gives you an idea.
  7. If you're looking for some simpler algorithm, I also made experiments with the "Distance map" one. Gives some nice, if not slightly "too regular" results. Maybe that would fit your requirements. Basically, it computes for each pixel the distance to the nearest black pixel. This give cute mountains with constant slope.
  8. See above! TL;DR : yes, I use some advanced image processing algorithms ! ;-) At least, the "Solidify" G'Mic algorithm is the basic concept of it all.
  9. FYI, I don't use an iterative erosion process at all. But: The base noise is generated by the "solid noise" GIMP algorithm Then, some random pixels are spread with the "Poisson disks" (blue noise) algorithm (G'mic) Those pixels sample the values on the noise layer The main render is then computed by the "Solidify" G'Mic algorithm. It computes a Delaunay triangulation between the pixels and fills the triangles with the interpolated gradients. These above are the main ideas. Some operations are done twice and combined with specific layer modes. Some "distance map" from GIMP is used for more regular mountains. A general "sea sedimentation" layer is added to have different levels through the map. So yes, all of this would be quite involved to implement in JavaScript, and probably not very fast. To give you an idea, the script runs in ~13 sec on my machine (i7-6700K @ 4Ghz, Geforce GTX 1080) Apart from layers operations, apparently the most computationally intensive is the "Solidify" algorithm. BTW, those algorithms could be implemented (if possible) separately, and then used in by the map script itself.
  10. Symmetry mode in progress. The pre-visualization is rendered by the plugin itself.
  11. Thanks for your feedback! Of course I will share the script! It's a fully readable python plugin. However, it's a GIMP plugin, and makes use of GIMP procedures. Furthermore, it requires the G'Mic-QT plugin as well, in fact some of it's advanced capabilities are the basis of the height-map creation method. So, a direct JavaScript implementation might be tricky, because one would have to grab the internal GIMP and G'Mic algorithms. Or have GIMP and G'Mic as dependencies for the Atlas, which I'm not sure is a good solution. I'm certainly not able to do that. But 'm ready to share and describe the algorithms I used if someone feels brave enough to implement it. All of this is open source anyway.
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