Tag Archives: wilbur

Using GIS Tools and Data

There is now a second part here… Recently(…-ish) I found something on the Zompist forum that I found interesting. Gareth3 was using an existing real world data(in this case, Stewart Island off of the southern tip of New Zealand) scaled … Continue reading

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A Few New Things About Wilbur

This post is just a quick aside about a few things I noticed about Wilbur while working on my last post. • Typically, when I want to show hillshade on land, but not on the water, I go through a … Continue reading

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Creating Attractive Satellite-style Textures

This post is going to be a short overview of a method for creating a plausibly-realistic and visually attractive satellite-view of a habitable planet. First, I run tectonics.js until I find an attractive arrangement of continental features. Or… just, you … Continue reading

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Shield Volcanoes and Calderas

Trying to come up with coherent advice for this fellow trying to create an island over on the Cartographer’s Guild, I ran across a sometimes successful method for creating a shield volcano with one or more calderas. This should be … Continue reading

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Cratered Planets

Today, we’re going to create a cratered world using noise in planetGenesis. This has been a headache for me for some time. The result is far from perfect. I don’t think I’d use it as an elevation map for ground … Continue reading

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Wilbur on the Macintosh

While the title sounds like a good name for a fictional English(-ish) village(the Macintosh River seems a bit un-English-y), I’m actually talking about getting Joe Slayton’s Wilbur program running on my Mac OS X-based computer. I’ve been using Boot Camp … Continue reading

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Realistic Plate Tectonics with Tectonics.js

For some time I’ve had an interest in terrain generation using simulated tectonic processes. I’ve successfully used PlaTec, but it’s strictly 2-d and the output is pretty limited. Another one that seemed promising was pytectonics, but since it froze my … Continue reading

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More Work With Planet

Last week I started working with Torben Mogensen’s planet heightfield generator. This week I’m going to continue on that vein a little longer. First off, we’ll start with a method to create a seamap image for our new world. Let’s start … Continue reading

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Developing the Map of Shtakamashkan

Since last time I’ve done a bit more work on the Shtakamashkan map. I created a better, although still not very good :|, temperature map in PlanetGenesis. I used the Y-value basis “noise” to start with(I’m not sure that has … Continue reading

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More on Shtakamashkan – Using Masks

So, after the last post, I have a full set of masks(not quite, I found I did need a highland mask, so I made a fairly unsatisfactory one), now what? In Wilbur, I started by creating a new map. In … Continue reading

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