I'm looking at your map of the Badlands and what's with that ugly break where the majority of the map is higher than the rest and there are the low edges?
I'm looking at your map of the Badlands and what's with that ugly break where the majority of the map is higher than the rest and there are the low edges?
That's the bug I mention higher up on the page. The elevation data is offset from the land cover data when it shouldn't be. I've reported the bug to the USGS. A workaround would be to download more elevation data, but "how much more" is a hard question that I haven't yet solved.
Now it wants something called lxml. How hard is it to make a program that you can download and run without having to chase down a ton of extra ********? This will be a great app once it works correctly.
Now it wants something called lxml. How hard is it to make a program that you can download and run without having to chase down a ton of extra ********? This will be a great app once it works correctly.
Really, really hard. I mention earlier in the thread that this definitely requires assembly. I'm hoping to eventually offer world creation as a web service -- punch in your coordinates, wait, and then download a zip file. Until then, it's going to require an unusual amount of effort to use the code. :-(
Why not package everything with it that it needs, at least save us some time hunting down obscure python packages.
I don't mean to come across as a jerk but to be honest, my focus is on creating a new and powerful tool. I am happy when other people use it, but I'm writing it for me. I want you folks to use TopoMC, but the expectation I have is that folks who take the plunge and try to use this software are experienced enough to handle installing and configuring prerequisites. If that's not you, stay tuned and wait for the web service which will be literally as simple as going to a web page, punching in some numbers, and downloading a zip file containing a Minecraft world.
Thank you Mathuin for taking the time out to generate the area I asked for! I'm not sure if it is just me but I get a 404 Not Found error when trying to download it. The other ones work fine though so I've been playing around on one of them.
Thank you Mathuin for taking the time out to generate the area I asked for! I'm not sure if it is just me but I get a 404 Not Found error when trying to download it. The other ones work fine though so I've been playing around on one of them.
Your specific region was just too big for my computer. :-) I created one centered on Grafton, WV (a good friend lives there) so you could at least be close to the right spot. I had an idea the other day that I'm hoping to develop further which will make it easier to do larger areas.
Thanks for your continued work on this, btw - it's quite a fun app.
One feature request I've been thinking about: it'd be nice to be able to specify what level in Minecraft to consider the "surface" of the map. Right now it looks like it probably just uses y=64 (ie: Minecraft's "sea level") but I think it'd be great to be able to set that far lower. That way when generating maps with higher hills/cliffs/etc, the difference would be far more dramatic. Clearly this would lead to fewer mining opportunities, if I generated something where the surface was at y=20 or something, but I think the enhanced vistas would be more than worth it.
Thanks for your continued work on this, btw - it's quite a fun app.
One feature request I've been thinking about: it'd be nice to be able to specify what level in Minecraft to consider the "surface" of the map. Right now it looks like it probably just uses y=64 (ie: Minecraft's "sea level") but I think it'd be great to be able to set that far lower. That way when generating maps with higher hills/cliffs/etc, the difference would be far more dramatic. Clearly this would lead to fewer mining opportunities, if I generated something where the surface was at y=20 or something, but I think the enhanced vistas would be more than worth it.
Anyway, clearly not a huge deal. :smile.gif: Thanks again!
I'm glad you like it! I set sea level at 64 because I wanted any auto-generated terrain to match levels and not provide a bizarre waterfall effect. That being said, I completely agree with you with regard to how much of a pain it is to only have effectively 50 levels to express large amounts of height. I am seriously considering adding another option so users can set it anywhere from 16 to 64, but it hits a lot of code so I put it on the back burner. Now that someone actually wants it, I'll bump the priority up a little.
I'm glad you like it! I set sea level at 64 because I wanted any auto-generated terrain to match levels and not provide a bizarre waterfall effect. That being said, I completely agree with you with regard to how much of a pain it is to only have effectively 50 levels to express large amounts of height. I am seriously considering adding another option so users can set it anywhere from 16 to 64, but it hits a lot of code so I put it on the back burner. Now that someone actually wants it, I'll bump the priority up a little.
Jack.
I second this. The badlands area I want to create is pretty much a clay desert. It would seem odd if it filled it in and turned it into a bunch of islands.
I set sea level at 64 because I wanted any auto-generated terrain to match levels and not provide a bizarre waterfall effect.
Yeah, I had thought about that too, though since Minecraft's generator doesn't actually take existing terrain into account, you're probably going to end up with gigantic bare cliff faces and stuff regardless, at the borders.
Out of curiosity - it's a little difficult to tell with the current rotated-rectangle issue, but does TopoMC "normalize" the heightmaps, so that the lowest point in the specified region is at "sea level" and the highest is at 127 (or lower, if the vertical scale happens to be less than 64 meters or so)? If not, that'd be a nice feature as well.
Hi, I would like a map of this area, but I do not completely understand how to do this. It would be great if someone could do it, and post a download (preferably on mediafire.) I would be quite pleased.
Bottom Right N 42.43253 , E -71.49926
Top Left N 42.4332 , E -71.53946
Sorry if my format is confusing/different. I'm using Google Earth, and that's the form of degrees it is giving me.
Hi, I would like a map of this area, but I do not completely understand how to do this. It would be great if someone could do it, and post a download (preferably on mediafire.) I would be quite pleased.
Bottom Right N 42°25'59.52", W 71°29'58.56"
Top Left N 42°26'25.44",W 71°32'34.08"
Sorry if my format is confusing/different. I'm using Google Earth, and that's the form of degrees it is giving me.
I can't do this right now, but maybe someone else can. Here's a tip to help them out: the form of degrees you have is degrees-minutes-seconds, but whoever makes the map needs decimal degrees. Here's how to convert:
There are 60 minutes in a degree, and 60 seconds in a minute. So 42deg 25min 59.52 seconds is equal to 42+(25/60)+(59.52/3600)=42.4332 degrees. Do the same kind of math for each of the four coordinates and you'll have decimal degrees.
Next, check your signs. The positive direction for latitude is north, so all the N values are fine. The positive direction for longitude is east, so all the W values need to be negative. I sometimes forget that part but the software reminds me because it can't find the data. :-)
That's the bug I mention higher up on the page. The elevation data is offset from the land cover data when it shouldn't be. I've reported the bug to the USGS. A workaround would be to download more elevation data, but "how much more" is a hard question that I haven't yet solved.
Jack.
Pretty much. Sigh. Hopefully this weekend I'll have a hack of a correction in place.
Jack.
What is this and how do I fix it? Running this in an Ubuntu VM.
http://www.jansipke.nl/python-soap-client-with-suds
I used these instructions, changing the actual tarball I downloaded to the most recent at the site, of course.
I wish they'd package it either as an egg or as a deb. Bleah.
Jack.
Really, really hard. I mention earlier in the thread that this definitely requires assembly. I'm hoping to eventually offer world creation as a web service -- punch in your coordinates, wait, and then download a zip file. Until then, it's going to require an unusual amount of effort to use the code. :-(
Jack.
I don't mean to come across as a jerk but to be honest, my focus is on creating a new and powerful tool. I am happy when other people use it, but I'm writing it for me. I want you folks to use TopoMC, but the expectation I have is that folks who take the plunge and try to use this software are experienced enough to handle installing and configuring prerequisites. If that's not you, stay tuned and wait for the web service which will be literally as simple as going to a web page, punching in some numbers, and downloading a zip file containing a Minecraft world.
Jack.
Your specific region was just too big for my computer. :-) I created one centered on Grafton, WV (a good friend lives there) so you could at least be close to the right spot. I had an idea the other day that I'm hoping to develop further which will make it easier to do larger areas.
Jack.
One feature request I've been thinking about: it'd be nice to be able to specify what level in Minecraft to consider the "surface" of the map. Right now it looks like it probably just uses y=64 (ie: Minecraft's "sea level") but I think it'd be great to be able to set that far lower. That way when generating maps with higher hills/cliffs/etc, the difference would be far more dramatic. Clearly this would lead to fewer mining opportunities, if I generated something where the surface was at y=20 or something, but I think the enhanced vistas would be more than worth it.
Anyway, clearly not a huge deal. Thanks again!
I'm glad you like it! I set sea level at 64 because I wanted any auto-generated terrain to match levels and not provide a bizarre waterfall effect. That being said, I completely agree with you with regard to how much of a pain it is to only have effectively 50 levels to express large amounts of height. I am seriously considering adding another option so users can set it anywhere from 16 to 64, but it hits a lot of code so I put it on the back burner. Now that someone actually wants it, I'll bump the priority up a little.
Jack.
I second this. The badlands area I want to create is pretty much a clay desert. It would seem odd if it filled it in and turned it into a bunch of islands.
Yeah, I had thought about that too, though since Minecraft's generator doesn't actually take existing terrain into account, you're probably going to end up with gigantic bare cliff faces and stuff regardless, at the borders.
Out of curiosity - it's a little difficult to tell with the current rotated-rectangle issue, but does TopoMC "normalize" the heightmaps, so that the lowest point in the specified region is at "sea level" and the highest is at 127 (or lower, if the vertical scale happens to be less than 64 meters or so)? If not, that'd be a nice feature as well.
Sorry if my format is confusing/different. I'm using Google Earth, and that's the form of degrees it is giving me.
I can't do this right now, but maybe someone else can. Here's a tip to help them out: the form of degrees you have is degrees-minutes-seconds, but whoever makes the map needs decimal degrees. Here's how to convert:
There are 60 minutes in a degree, and 60 seconds in a minute. So 42deg 25min 59.52 seconds is equal to 42+(25/60)+(59.52/3600)=42.4332 degrees. Do the same kind of math for each of the four coordinates and you'll have decimal degrees.
Next, check your signs. The positive direction for latitude is north, so all the N values are fine. The positive direction for longitude is east, so all the W values need to be negative. I sometimes forget that part but the software reminds me because it can't find the data. :-)
Jack.