Cave Generator Updated

Gozzy

Explorer
I have just completed the first in what I hope will be a number of updates over the coming weeks and months to the generators on my site. In short, I have fixed a few bugs in the Random Cave Map generator and included (fanfare please!) a second tile set. This is a sort of sharply faceted, crystalline, purple design.

You can check it out here.

As ever, let me have feedback (good or bad). I know that a number of people have requested multiple cave entry points and that is on the list to do for the cave map generator. I am also working on a number of other generators.

Cheers!
 
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Glacialis

Explorer
Absolutely awesome! And to think, I was looking for something like this a week ago for a session last weekend. Didn't get to it, but we will next weekend. Thanks so much!

Query: What does Density do? Tried comparing similar caves with highest/lowest, and I can't tell the difference.

Also, you need to lock your comments somehow. Spammers. :confused:
 

Teflon Billy

Explorer
Gozzy said:
I have just completed the first in what I hope will be a number of updates over the coming weeks and months to the generators on my site. In short, I have fixed a few bugs in the Random Cave Map generator and included (fanfare please!) a second tile set. This is a sort of sharply faceted, crystalline, purple design.

You can check it out here.

As ever, let me have feedback (good or bad). I know that a number of people have requested multiple cave entry points and that is on the list to do for the cave map generator. I am also working on a number of other generators.

Cheers!

That is soe good stuff:)

Consider it bookmarked.
 



genshou

First Post
Antra said:
Query: What does Density do? Tried comparing similar caves with highest/lowest, and I can't tell the difference.
Try it with the smallest map size. Low density tends to create a single narrow passage on a small map, while high density will create one or two branches, make the paths wider, and sometimes even add in groups of stalactites/stalagmites/columns. With the larger maps, high density makes good Underdark caves (larger passages) while low density makes slightly more realistic caves (narrower passages, fewer branching points, generally a lot more claustrophobic).

That's just what I gleaned from making several maps tonight, though. The creator should be able to verify exactly what changing density does. ;)
 

Gozzy

Explorer
Antra said:
Query: What does Density do? Tried comparing similar caves with highest/lowest, and I can't tell the difference.

genshou said:
Try it with the smallest map size. Low density tends to create a single narrow passage on a small map, while high density will create one or two branches, make the paths wider, and sometimes even add in groups of stalactites/stalagmites/columns. With the larger maps, high density makes good Underdark caves (larger passages) while low density makes slightly more realistic caves (narrower passages, fewer branching points, generally a lot more claustrophobic).

That's just what I gleaned from making several maps tonight, though. The creator should be able to verify exactly what changing density does. ;)

genshou - That's spot on the effect I was trying to achieve.

So I can explain what the Density setting does you'll have to bear with me as I ramble on about how the generator works :) . When you create a map the code runs along randomly placing the larger caves onto a grid (the whole thing is grid based). What it then does is choose two rooms at random to act as the targets, then for each room it draws a tunnel to one of the target rooms. It finishes by drawing a tunnel from the entrance to one of the target rooms then joining the two target rooms together. The Density setting affects the spacing between the initial larger caves. Because of the heavy random elements in the code you won't see consistently very widely spaced or very closely spaced caves. It just offers a hint to the code.

Hope that helps!
 

Glacialis

Explorer
As I tikner with code every now and again, that does make good sense. Thanks :) Looking forward to the multiple entrances feature that you're working on.

I don't think it's possible, but can you recommend any particular cartography program to further alter/edit your program's output?
 



Gozzy

Explorer
Antra said:
I don't think it's possible, but can you recommend any particular cartography program to further alter/edit your program's output?

I guess as the code outputs a JPEG you could load it into a Graphics package such as GIMP/Photoshop/PaintShop Pro/etc. and edit it as you see fit. Just select all of the background colour (the black) and knock it out. You could then edit freely.

Other than that the code doesn't produce a mapping product compatible file so you couldn't load it into (for example) Campaign Cartographer.

Just a thought - would a version with a transparent background be welcome? You could then freely overlay different lumps of cave in a graphics package (would save you having to do it in the graphics package). If I got some interest I could think about adding that as an option.
 


genshou

First Post
Hexes would add some complication, but all you'd have to do is write up the formulae for plotting all the points for the hex tiles and then let the applet draw the lines on the underlay.
 

Gozzy

Explorer
Antra said:
How hard is it to do hexes instead of squares?

Did you have area maps in mind? I have some code under development (don't ask me when it will be ready :\ ) that does area maps however it won't be hex based.
 

terrainmonkey

First Post
okay, so i had a few minutes of time on my hands and decided what the heck. i went all christopher west on one of the random caves and this is a work in progress. this is a great little program, gozzy. nice work. comments are welcome here.
 

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terrainmonkey

First Post
here's what i did. I took the cave layout and saved it as a picture, then imported it as a bitmap into the Corel Draw program i usually make maps on. you can find more maps at the Terrainmonkey map showcase thread to see.

When it was on the corel draw, i made 4 layers starting with a light blue, then a bit darker, then a bit darker after that. make the circles smaller and smaller. I grouped them all together and made them 50% transparent. Then, i copied the first layer, the largest one, and did a rough texture effect. that layer was put on top, made transparent and presto, water effect. Then, i drew a line around the outer edge of the pond, lightened it up to the same color as the surrounding rock, and added a drop shadow effect to the line which then gave the pond some additional depth. i'll add another picture of the completed pond in this post to show you the difference.

thanks for the comments. if you want to see more, just let me know.

i've updated the cavern map a bit. just to make it bigger. edit 7/7/06
 

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