More generally, woohoo!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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That is coming, I need to run through and md5sum everything first. There will be a manifest file that contains filename, md5sum and attribution.johndh wrote:NICE! One nitpick, though. In AUTHORS.md, individual authors and their works should be listed instead of opengameart.org, along with links to each person's content, as the site isn't the owner or author of any of the content.
More generally, woohoo!
Full shot by gdal: What do you guys think? We can reduce the data set down to just the main island which would save on loading times.All data sent to NCEI are in the public domain and will be distributed without restriction at cost of reproduction, processing, and handling. Please do not send data that are still under proprietary hold unless you have made prior arrangements with NCEI, otherwise by sending data to us, you are giving your consent to public dissemination.
Just a warning. That sounds pretty big, even if a lot of it is water. Developing a single cell properly takes hours, at least with TES-CS. OpenMW-CS should allow quicker progress, but you are still looking at a very large amount of work.relatively small size: 5401x2377 or 85 cells by 38 cells
Don't forget slope!psi29a wrote:I was thinking on doing something elevation based with TESannwyn. Anything under a meter of elevation (above sea level) is sand (instead of everything being sand: TES3 land type 1). The max height minus 5 meters would be rock, then a few meters of earth and the rest until 1 meter above sea level would be grass.
Does that same program do maps of moisture, humidity, weather, etc.? I wonder if it could be scripted such that objects and their frequencies depend on moisture, so some objects appear densely in damp areas (mangroves, sycamores) while others appear sparsely in dry areas (acacia, cacti), perhaps from a text/XML file with a list of objects and some value for their moisture affinity? I don't know how this information is stored in OMW, but I'm guessing that the main thing is some kind of list of object instances and their locations? A more pie-in-the-sky ambition would be to make some statics prefer to be placed near others of a particular type or set, like how members of the heath family (rhododendron, mountain laurel, tea berry) like to grow in the acidic soil of hemlock forests, but I won't hold my breath for that one.psi29a wrote: Littering it with statics will be harder and likely a feature request in OpenMW-CS.
I had hoped to go: "here is a group of various Trees models/textures... now go sprinkle a bit of them, over there" If I wanted more trees there, I keep "sprinkling" until I was satisfied.![]()
Would it be possible (of course it's possible, but I mean more like: is there any interest in/is it "not that hard") to add functions to "paint" trees and bushes, for example? Like, you select a certain area that you want to define as a forest, for example, and the CS generates random trees and bushes in that area. Would that be something that could easily be done?Zini wrote: Just a warning. That sounds pretty big, even if a lot of it is water. Developing a single cell properly takes hours, at least with TES-CS. OpenMW-CS should allow quicker progress, but you are still looking at a very large amount of work.