tag:blogger.com,1999:blog-2657266526705426756.post8281541378740661658..comments2024-03-26T04:58:54.326-04:00Comments on The Wandering Gamist: Dirtsidejedavishttp://www.blogger.com/profile/08586249502818922886noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2657266526705426756.post-46111739338948985462017-05-13T06:57:18.563-04:002017-05-13T06:57:18.563-04:00Various GIS data sets, like SRTM data from various...<br />Various GIS data sets, like SRTM data from various Space Shuttle missions, mangled through a currently Rube-Goldbergian series of Perl scripts.<br /><br />Also, for units:<br />https://spatialillusions.com/unitgenerator.html<br /><br />Code here:<br />https://github.com/spatialillusions/milsymbol<br /><br />In theory the map should be as easy as having an acceptable image with a matching bumpmap, which is just an 'overlay' that allows the engine to calculate the 3D height of part of the map based on the value of the pixel in the bumpmap. My code could generate the bumpmap as part of the process, in theory.<br />Koewnhttps://www.blogger.com/profile/01417138644425141883noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-88100067419436621952017-05-12T21:10:41.048-04:002017-05-12T21:10:41.048-04:00Whoa, that's quite a capability! How'd yo...Whoa, that's quite a capability! How'd you manage that? I looked at using the google maps / earth API for elevation data, but felt like I was going to need an awful lot of data to figure out the "noise" in the elevation in each hex (to determine eg hills, flat, cliff, ...). Also considered training a neural network to classify vegetation. I'm not really familiar with bumpmapping (or graphics and 3d modeling in general); http://berserk-games.com/knowledgebase/custom-models/ is their documentation on the subject.jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-62319252103397112152017-05-12T16:21:47.770-04:002017-05-12T16:21:47.770-04:00Interesting. Gonna have to read through that one; ...<br />Interesting. Gonna have to read through that one; thanks for pointing it out.<br /><br />If you get started on this, drop me a line. I can generate real-world elevation maps, now with almost-correctly-scaled water features, at a variety of interesting resolutions. If TTS supports some sort of bumpmapping based on shade/value, that'd be golden.<br /><br />Should be able to do vegetation shortly, at that.Koewnhttps://www.blogger.com/profile/01417138644425141883noreply@blogger.com