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Large 3D terrain generator

Arda Project

What are you up to?

Postby monks » Fri Jan 27, 2006 5:22 pm

Ok guys, don't shoot on piano player...


closes his violin case :)

The first shots of Arda Project are online
http://www.bundysoft.com/coppermine/index.php?cat=10035

I realize that the snapshots are boring, but the purpose of Arda Project is
to make a true copy of the Fonstad's maps.

Hey - not bad at all Mauro!
I can read clearly where your terrain corresponds to the Fonstad map. I have open in front of me p14 of her Atlas (revised edition) and I can see all of the features. I'm guessing that the feature in the bottom right is Amon Obel, south of Gondolin.
I especially like the Angband cleft shot- looks like a mountain range to me. ;)
I'm not sure what terrain type the north-west corner of the map is. I think that should be grinding ice rather than solid land. I presume that means pack ice over water. If you look at Atlas p14 you can see the line of coast but the ice is indicated with a white colour. Also on p4 you can see the costline with grinding ice to the west. I can't remember the Silmarillion passages describing this area off hand. I suppose it's difficult to define as a terrian type in L3D at present?
I would increase the density of mountain chains in the Iron Mountains, even though they are perhaps not as severe at the western end as in the east, these were the Himalayas of Middle Earth I think. There is a spot height in HoME vol 4, p216-217 of Thangorodrim at 25000 ft. It suggests that height anyway from the other contours. I'd recommend having a look at the Himalayas on a real world map. GoogleEarth has some very nice overviews.

-any chance of getting a few of these shots up on MEDEM?

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Postby JavaJones » Fri Jan 27, 2006 9:04 pm

Looks good! Nice work. :-) I'll leave the more detailed critiques to Monks as he's more of an expert in the specifics, but I think it is clear you are on the right track.

I'd definitely like to see some discussion on this over at ME-DEM. It seems sensible for us to work together as we are aiming at similar goals.

- Oshyan
Visit Outland - Off the beaten path...
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Postby mauronen » Mon Jan 30, 2006 4:35 pm

Galleries update...
Whether the L3DT User gallery (Arda Project - Beleriand Nord A) or the ME-DEM Gallery (Fonstad's First Age). The L3DT files are updatable by ME-DEM FTP server.
Fell fre to upload and modify.

Cheers.

Mauro.
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Postby monks » Mon Jan 30, 2006 10:33 pm

great stuff Mauro :)

keep 'em coming

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Postby Aaron » Tue Jan 31, 2006 1:13 am

Hi Mauro,

It's looking good. I particularly liked the use of plateaux to simulate the ice-pack. Very imaginative!

If I had one criticism it would be that the rest of the map looks a little too flat, and might do with some slight random variation in the elevation (though that's a bit hard with L3DT's pencil interface). I might download the files later tonight and have a play around, to see what I can come up with.

Also, I think the grass, on the whole, looks a bit too dry when it's that close to ice. I'll bake-up another climate file to look a bit greener.

Cheers,
Aaron.
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Postby mauronen » Mon Mar 06, 2006 4:36 pm

Hi aaron.
Sorry for my long absence, but due of my work, i've been very busy.
But now i'm back, and with great news!
I've bought Leveller and, shortly, i will publish in http://me-dem.ashundar.com an exaustive tutorial on how realize First Age Beleriand map using Photoshop, Leveller and L3DT. Naturally i will upload my artwork and many snaphots.
If you want i will publish on http://www.bundysoft.com/wiki/ too.

Stay tuned!

Cheers.
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Postby Aaron » Thu Mar 09, 2006 1:59 am

Hi Mauro,

Welcome back. I look forward to reading your article.

If you want i will publish on http://www.bundysoft.com/wiki/ too.


I don't mind just linking to the tutorial at ME-DEM, but if you want to add it to the wiki I'm happy to oblige. Let me know, and I'll set up some pages, namespaces, etc.

Regards,
Aaron.
Last edited by Aaron on Wed Mar 15, 2006 11:56 am, edited 1 time in total.
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Postby mauronen » Fri Mar 10, 2006 8:51 pm

Hi Aaron.

How just you said me, i've linked my tutorial at http://www.bundysoft.com/wiki/doku.php?id=tutorials

Actually, L3DT process steps is the last part but, briefly, i'll take it online.

Stay tuned!
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Postby Aaron » Tue Mar 14, 2006 4:20 am

Hi Mauro,

Excellent work; very epic!

One problem though: I find the navigation a little counter-intuitive, as it seems that to navigate to the next part of your article, you have to click on the 'prev' button. Do you think you could make the items in the 'tutorial structure' section of part 1 into links?

Regards,
Aaron.
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Postby mauronen » Tue Mar 14, 2006 8:07 am

Hi Aaron.
I'll try to ask to Monks and JavaJones to reverse articles part's order.

Thanks for report.

Cheers.
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Postby monks » Sat Mar 18, 2006 11:31 am

Hi all- great tuts Mauro- keep 'em coming :)

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Postby mauronen » Sun Mar 19, 2006 10:15 am

Thanks monks.
Just now i've ended my tutorial.
Aaron, take a look at ME-DEM. I have suspicion that part 4 will like you.

Cheers.
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Postby monks » Sun Mar 19, 2006 12:21 pm

Thanks for the great contribution Mauro to MEDEM!- you're a star :wink:

I can give folks the heads-up now that you've finished them for the time being.

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Postby Aaron » Wed Mar 22, 2006 4:01 am

Hi Mauro,

Looks great. I see what you mean about the problem of having rivers connected to the sea being automatically allocated as sea, and therefore salty for the entire length of the river. I'll fix this either in L3DT 2.4 or in an update afterwards (2.4a, for example).

I also agree that flooding lakes can be tedious - this can be automated by drawing lakes onto the design-map using the 'lakes' parameter in the design-map pencil. Then, using the 'Operations->Water map->Flood lakes' option, L3DT will automatically flood all these lakes you've flagged in the design map. It is quite a slow calculation, but it's hands-off (unlike the manual lake flood).

Anyway, congratulations once again on a very impressive effort!

Cheers,
Aaron.
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Postby mauronen » Wed Mar 22, 2006 7:41 am

Thanks for tips Aaron.
Shortly i will upgrade Part 4 of tutorial.

Cheers.
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