Tue Apr 2 06:03:12 2024 by H. |
The more wrinkly map is too wrinkly, while the normal one is too smooth, if possible, there should be a scale for the wrinkling to prevent generation of micro lakes and micro island, which are 1 sq m in size and 10 cm variation |
Tue Apr 2 10:31:48 2024 by Torben |
The offline version allows you to fine tune a lot of parameters that are fixed in the online version. See the manual for details. The offline version also allows larger maps, and is faster (as it runs locally on your own computer). |
Fri Sep 20 06:45:22 2024 by H. |
Ive read the docs, and it seems that one default option is negative, that means, terrain is more rugged at shorelines? |
Fri Sep 20 08:06:03 2024 by H. |
Ive read the docs, and it seems that one default option is negative, that means, terrain is more rugged at shorelines? |
Fri Sep 20 10:33:40 2024 by Torben |
The -i option (initial altitude) is set to -0.02, which means that the average altitude (over many maps) is negative, so you will likely (but not always) get maps with more water than land. It does not affect the shape of coastlines. The -S (make maps more wrinkly) halves the value of the variable dd1 that determines the weight for altitude difference between endpoints when determining the altitude of a midpoint and sets the power POWA of the influence of altitude difference to 0.75 instead of 1. Since altitude differences are much less than 1, this means that the influence is increased, except for very large altitude differences (where the halving of dd1 dominates the influence of POWA). |