Getting Started - Guide
This is a simple getting started guide and will not introduce all parameters in detail for now. Heights in the heightmap are 0…65535, for more practical use, I scaled it to 0-1000. If you already have a heightmap, hop down to step 7.
Step 1: create a new Workspace
First create a new Workspace by clicking File>>New Workspace. When creating a new Workspace, the Map Info window opens. Here you can enter a map name, an id, your name and a description.
Step 2: create a baseline map
To get a natural plain area, you can build a map upon, click build baseline map. The parameters are set to default, so you don’t need to worry about them now.
Step 3: how to add a river:
To add a river to the menu bar and click Add>>River.
A River Menu appears in the left and an empty preview in the preview part. Now you can change the starting and ending waypoint coordinates. The map has the size 1024,1024, so your input should correspond, x=0, y=0 is in the top left corner, 1023/1023 is the bottom right. You can go outside the window with negative values and values above 1023.
You can also add more waypoints to the river and more rivers to the map. To make it easier to predict, where everything goes, all rivers and mountains are previewed as polylines on the main screen.
When you are done, click generate to get a preview and create the river information for the heightmap.
Step 4: how to add a mountain
To add a mountain, click Add>>Mountain.
A mountain menu appears in the left and an empty preview in the preview part. Change coordinates like in the river description.
Step 5: How to add a dip
A dip is just a negative mountain, so change the height to a negative value.
Step 6: generating a heightmap
go to the top menu: generator>>build heightmap. All rivers and mountains will be combined to one map: now you have your heightmap! Please note that no matter how high or deep you map is, it is always rescaled to 0…65535 Steps. Foundation will determine the final height and depth from the Height and Water Level parameters in the Map Info window: File>>Map Info
skip step 7.
Step 7: Importing a heightmap
Only do this step, if you skipped 1-6. You can Import your own heightmap (actually you can import any 1024x1024 png as a heightmap) by clicking the button import heightmap or file>>import heightmap.
set the post sigma value (the filter radius) to zero and do step 6.
Step 8: generating a Material Mask
Now that you have a heightmap, change the view back to view>>priority>>assets, the assets parameters expand.
Clicking the build material mask button will get you a material mask, experiment with the height to get it the way you want it. You can also use the mouse over the main screen to get the height of each pixel.
Step 9: generating resource maps
Resource maps are berries, rocks, iron and fish. From the height of the material map you can now predict the min height, if you want resources up to the beach. To not have resources in steep areas, the steepness parameter can be used. 10...40 are good values to experiment with. Density is the chance that in the areas, where placement is allowed, a resource is placed. Group is the chance that a larger group is placed (in %) .
Step 10: adding Trees
Use the Add>>Trees function to add a tree map. Similar to resources, you can set steepness, min height and max height, sigma applies a filter to smoothen out the edges.
You can also add more tree types and configure them.
Step 11: adding village paths
Use add>>village path to add entry and exit points. (buginfo: I have not yet inverted the y axis) the main screen shows entry points with a green marker and exit points with a red marker, also if activated, a dotted line connects the two markers.
Step 12: cooking the map
Use generate >> cook map to open the cook map window. Don't bother the options that are not marked / logged (unmark what you don't want to rebuild). If the Cook button is not disabled, you can cook your map. When finished, the cooked folder opens and you can copy all files to the Foundation mod folder.