Showing posts with label Topography. Show all posts
Showing posts with label Topography. Show all posts

Thursday, April 21, 2016

Quick free world maps using GIMP filters and Donjon fractal maps - Part 6: Quick outline maps

Quick free world maps using GIMP filters and Donjon fractal maps series:
Part 1: Getting a fractal map,
Part 2: Getting different types of maps,
Part 3: More accurate 3D maps with mountains,
Part 4: Zooming and resolution,
Part 5 Expanding the Zoom Limits.

Outline maps are good to have for several reasons.

GMs can use these maps to label the different areas and regions of the world. Since they lack features on the land, it gives you plenty of room to add boundaries for kingdoms and such.

This is also a great method to show changes in populations and kingdoms over time.

You can give these mostly featureless maps to players to help them keep track of where they are, yet not reveal too many details

Two main quick outline methods

Two main quick outline methods exist in the toolset to make outline maps of the entire world. They are the Landmask and the Antique map methods. The Landmask blackens out the large lakes and ocean waters. The antique changes the background and makes the waters look slightly shaded for a dimensional depth effect.

Landmask method




  1. Go to http://donjon.bin.sh/world/.
  2. Enter your recorded Seed Number from part 1 into the Random Seed Field to bring up your map. Also change the Iteration to 25000. Verify that this is the correct map. You may have to adjust the Ice and Water.
  3. Make sure your Ice and Water percentages are the same as your original map. Also check the rotation, if you prefer a different perspective of the world.
  4. Adjust the Image Height to the height size in pixels that you want. The default is 400. You can increase it up to 2000 pixels high.
  5. To make a Landmask, change the Map Palette to from Atlas to Landmask.
  6. Optionally, you can make any of the types of maps that you did in part 2 by changing the Map Projection, including polar regions and the other types of maps as well.
Save the image to your folder. It will save as a GIF file. Open it with a programs such as Paint and save as a JPG file type if you want to edit and use the file to create labels and boundaries using GIMP.

Antique Map Method

Do the same steps as Landmark Method except:
5. To make a Antique Map, change the Map Palette from Atlas (or Landmark if you did the step above) to Antique Map.

Use either method with the other map types

You can use the two Outline type maps for any of those Part 2 maps.

Here is the poles using Antique Method.




I am saving a third method for a future book, along with a few other advanced techniques. This the results of that method which has no water unlike the prior two methods.



Monday, March 21, 2016

Quick free world maps using GIMP filters and Donjon fractal maps - Part 5: Expanding the Zoom limits

Quick free world maps using GIMP filters and Donjon fractal maps series:
Part 1: Getting a fractal map,
Part 2: Getting different types of maps,
Part 3: More accurate 3D maps with mountains,
Part 4: Zooming and resolution,
Part 5 Expanding the Zoom Limits.
Part 6: Quick outline maps


Available from Google Play Books.
https://play.google.com/store/books/details/Ken_N_Wickham_Quick_free_world_maps_using_GIMP_fil?id=tvZmDAAAQBAJ

Also available on Kindle
https://www.amazon.com/Quick-world-filters-Donjon-fractal-ebook/dp/B01H131XPY/

http://www.rpgnow.com/product/187006/Quick-free-world-maps-using-GIMP-filters-and-Donjon-fractal-maps

Expanding the Zoom Limits

This post continues zooming in closer in the same section as Part 4. It will zoom in even closer. For more information about the region, see part 4.

Chunk of original map

This is the original world map chunk for the zoomed in area. It is 40 pixels height by 40 pixels width. It is approximately two hexes big. In the hex map, you can see that the hexes where it is located show the symbols of mountains. I added the snow mountain symbol.


Hex map. The zoomed area is the snow mountains in the lower right. They are both at the same scale.


Problem with chunk; pixelation

Zoomed in, the information from the original square looks like this. You can actually count the square pixels. Sure you can sort of see valleys and hills in this picture. But I like doing things easy and fast if possible. Yet also maintaining somewhat accurate information. Digging more information from this small chunk quick, easy, and accurate would be nice.


Greyscale 3D map


This is the best view of that area using the newest 3D information that I showed you in post 3. The pixels are very apparent. 


My technique


This sort of was the area that I was focusing on. Later I decided to move it a little more to the right and down more to capture the entire mountain range. You can see the topographical contour lines


A more accurate map with detailed contour lines

Here is that information using my own technique. After finding this technique out accidentally, I recognized the great value in having a quick method to generate a fairly accurate topographical map with contour lines. I also calculated that each line equaled 100 foot elevation change increments. You can see that post here where I count from sea level up to some snow peaks.

I really like this map.



In a prior post and different area near water, I also explored using the contour lines to add smaller rivers. I also tried drawing the hills using the information from the original map. You can see a comparison to old methods and the results of my hand-drawn rivers and lakes in the post here.

Tool to help determine raised and recessed areas

This map helps interpret the contour lines. The light is coming from the northwest corner. Contour line areas with light on the northwest are raised. Areas with dark on the northwest are recessed. I make a few notes concerning different features.


Zooming into the three main peaks


For even closer detail I focus on just the highest peaks, the ones I labelled Twin Peak and Mountain Peak.  I did one for contour and the 3D version. Click on each to see the full image. The original of the next two images is 17 x 9 pixels big. Even then, a lot of information can be extracted from that fragment of the map.

Original Chunk

Original image chunk =>
The little chunk of image above, which is smaller than many words in this sentence, is what was used to create the next two images. This area is less than one hex big. So we are actually looking inside one of the hexes, to gather more information. This information can be used in describing the game world with even more detailed description. It is more like an adventure map were you can place individual buildings, caves, ruins, camps, and sites.

All from the same original fractal map.

Topographical Contour Line map of peaks

For full image, click on the image.

3D version showing raising or recessed elevation

For full image, click on the image

I can see that the peak on the left has two bumps and the one on the right is more pointed, as well as slightly separated from the rest of the slope, sitting more on a shelf. I can imagen that the areas between are great glaciers carving out the valleys and melting into streams and rivers.

Next Month

Next month I will try posting on how to make quick outline maps of the world. Outline maps good for printing off and hand writing in region areas or giving to players. 

Monday, March 14, 2016

Quick free world maps using GIMP filters and Donjon fractal maps - Part 4: Zooming and Resolution

Quick free world maps using GIMP filters and Donjon fractal maps series:
Part 1: Getting a fractal map,
Part 2: Getting different types of maps,
Part 3: More accurate 3D maps with mountains,
Part 4: Zooming and resolution,
Part 5 Expanding the Zoom Limits.
Part 6: Quick outline maps


Available from Google Play Books and RPGNow.
https://play.google.com/store/books/details/Ken_N_Wickham_Quick_free_world_maps_using_GIMP_fil?id=tvZmDAAAQBAJ

Also available on Kindle
https://www.amazon.com/Quick-world-filters-Donjon-fractal-ebook/dp/B01H131XPY/

http://www.rpgnow.com/product/187006/Quick-free-world-maps-using-GIMP-filters-and-Donjon-fractal-maps


Zooming and Resolution

This full world map of Aioskoru shows the outline of the mountainous region that I wanted to test methods out on. I really wanted to find a method to quickly generate topographical maps showing contour lines, especially if I could do so at a more finely detailed resolution.

I show the series of attempts, failures, and breakthroughs that increased my knowledge of methods of map information extraction digital methods using fractal maps.


This next picture is the Plain Color Atlas zoomed image of area. The other images following will be of this same region. You can compare each of the methods results to each other. In this picture the whiter areas are snowcapped peaks.The browns are the regular mountains. The other areas are valleys.


This was one of my first attempts at trying to modify and bring out more information from the picture. The result added structure, but wasn't very good nor accurate.


Here is the default Icon of the region. Certainly the icons are symbolic on a grand scale and not so accurate on a closer or fine detail sense.


In this view, I used the icon pack to modify several of the mountains into the snowcapped peak icon. I also tried to stack the grid on top of the first modification of the map. For a time, this became my most accurate map. It still is my main hex map.


This was the result of my first attempt at a topographical map with contour lines. The fractal is very obvious and unusable, but I realized that this meant something. if only I could harness this information better.


I then found this method to separate the layers of the mountains. This method became what I call the Layered Method. I had actually tried to use the color selector to make this similar type of map, before finding this quicker one step method. That other method took 5 minutes to select each of the different color ranges in the entire map. Even then, I missed some. This one step method is better and very easy.


With the Bump tool, this became my first 3D map using the Layer map. I quickly realized that the mountains were depressed down rather than sticking up.


I used a select and reverse method to try pulling up the mountains. This for several months remained my best 3D map. This was going to be the method I was going to share when I wrote my first blog post, up until I found the quicker method more recently. It takes time, patience, and luck to get this type of result. Even then it is somewhat flawed.


Here is the Greyscale method that I recently found and shared. I believe it is easier and more accurate than that last complex method and doesn't have the weird indentation flaws. When combined with the Plain color map like I showed in the previous post, it gives a pretty decent and accurate map.


For a month I assumed that that method was the best that I could do for more accurate detailed information. It isn't bad. But of course I wanted more. While working with the map, I was trying to do something entirely different than typography. This emerged accidentally. It has something to do with that black map with mutliple color lines.

When I looked at it closely, I realized that it shows topographical lines showing changes in elevation at a more finely resolution. And I thought that I could zoom in at a finer detail. 

In the next post I will show a comparison of that zoomed in area.


Here is a composite picture mixing the Greyscale and the Topographical Contour Line method maps. I noticed that I could see smaller hills and valleys easier. Elevations changes that did not even show up on the 3D Grayscale Bump map indicated by a lighter or darker circles and patches of color. 



At this time, I wont show that the Topographical Contour Line method. That method I may actually put in a PDF book in the future and sell for a small cost. Or I may offer that service for a fee for select regions of someone's maps, since that method took a lot of frustration, attempts, and failures. And only an accident while painstakingly working with the maps revealed it. It took so long to develop.

The next post next week, I will show the close up zoomed comparison, even more finely detailed than this one zooming in on that southern mountain range slope.


Thursday, March 3, 2016

Quick free world maps using GIMP filters and Donjon fractal maps - Part 3: More Accurate 3D mountain maps

Quick free world maps using GIMP filters and Donjon fractal maps series:
Part 1: Getting a fractal map,
Part 2: Getting different types of maps,
Part 3: More accurate 3D maps with mountains,
Part 4: Zooming and resolution,
Part 5 Expanding the Zoom Limits.

Part 3: A More Accurate 3D world map with mountains

In the first tutorial in part 1 (here), I showed you how to find a map, record the seed #, change the water and ice levels, make layer, and make 3D top perspective maps using GIMP.

In part two (here), I showed you how to use that seed and find different types and views of maps.

I said in the first part that I would post later a better way to make 3D maps that overcomes the brown mountain inverse problem. I was going to show you that method now, but since that post I found a more accurate and better way to do so. So instead, I will show you the new method of making a more accurate 3D world map that has correct mountains.


  1. Go to Donjon fractal world generator. http://donjon.bin.sh/world/ 
  2. Enter the seed # from part 1 and part 2.
  3. Make sure the ice and water percentage are the same. The water and ice won't matter in the map you will be making, but you are just trying to make sure that you have the same map.
  4. Change the Iteration to 25000 instead of 5000 default as you did in part 2.
  5. You should see the same world now in the preview view if you click on an empty spot outside the Iteration box so it can update the world.
  6. In the Map Palette box, select Greyscale instead of Atlas.
  7. You can pick the height of the map that you want, the default being 400 pixels. The largest being 2000 pixels. Pick the same Image Height size as the Plain atlas map, since you will be combining both maps. Make sure they have the same Rotation as well. 
  8. Save the greyscale map. I like calling it grayscale or greyscale, depending on one's preference for the word gray/grey. As long as you know what it means.

In order to use this map, you will need to save the GIF as a JPEG as well to use in the next step. Open the GIF of greyscale in a basic image program such as Paint, and save it as a .jpg or jpeg type image file.

With this map, we can turn the greyscale map into a 3D map much like we did in part 1
1. Open the JPEG version of the map using GIMP. 

2. Go to Filters > Map > Bump Map

3. Make sure first that the Bump Map is the same map as your current map. When working with several maps, it may show another map as the bump map source. In those cases, the bump texture won't match the the actual picture.

 Elevation: I like at 0.5 or 1.5.

 Depth: I like at 1 or 2

Azimuth changes which direction the sun is coming from and the opposite side will cast shadows. You can see

Don't offset the bump map.

4. Save this map. I normally call it the name_of_the_world_3D map.


If you notice the map now, there is definitely elevation texture. It is missing however color and water. For that, we can layer the Plain map over this texture map.

  1. Open the Greyscale 3D map saved, using GIMP, if you don't have it open still.
  2. Open the Plain Color  atlas map pallette map of the same size, which should be the same type as the first map you saved in part one. Make sure that you convert the Plain atlas color image to a JPEG as well using the same process.
  3. Edit > Copy the Plain Color map. 
  4. Switch to the Greyscale 3D map.
  5. Edit > Past As > New Layer to add the Plain color map and water/ice to the Greyscale version in different layers.
  6. Make sure you have the layer window. Windows > Dockable Dialongs > Layers  or CTRL + L.
  7. You should see both pictures as two different layers. Rename the layers by double-clicking on the name of the layer, so that you know what that layer is. I like Plain and 3D Greyscale/Grayscale (whichever you preference for the word grey/gray.
  8. Single-click on plain, which should be on top. Notice the Opacity is now at 100%.
  9. Decrease the opacity until the lower greyscale 3D image emerges. Mine is at 50%.
  10. The greyscale made the map dull. Open the Color - Brightness/Contrast. For the 2nd picture below, I just brought the contrast up by 40, which brings back the colors.




Now to check the map, I zoomed into the mountains in the central region of this map.


This is coming out very nicely, Notice the water of the ocean and the large river water on up to the highest snowcapped peaks.


I sharpen the map for my own eyes since this closeup looks kind of blurred to me.



From that plain color picture and the greyscale map, we have made a map that shows individual mountains, hills, valleys, together with shadows. The sun is coming from the northwest corner as set in the azimoth setting for this picture.

Here is the North Pole view using the same method.

The originals that were saved were GIF format. 

I found that the some maps need to be JPG. Some of the maps are GIF and need to be converted to JPG first. Otherwise the GIMP Bump function doesn't work.

And South Pole


A close up of the North Pole

A close up of the South Pole


Monday, February 1, 2016

Quick free world maps using GIMP filters and Donjon fractal maps - Part 2: Getting different types of maps

Quick free world maps using GIMP filters and Donjon fractal maps series:
Part 1: Getting a fractal map,
Part 2: Getting different types of maps,
Part 3: More accurate 3D maps with mountains,
Part 4: Zooming and resolution,
Part 5 Expanding the Zoom Limits.

Part 2: Getting different types of maps

In the last tutorial in part 1 (here), I showed you how to find a map, record the seed #, change the water and ice levels, make layer, and make 3D top perspective maps using GIMP.

With that seed that you recorded in part 1, I will now show you how to find additional types of maps for your world.

Take the your seed # from the Fantasy World Generator to another Donjon map maker, the Fractal World Generatorhttp://donjon.bin.sh/world/ 

Although they look very similar, this tool will create different types of maps. It will not create the grid or biome terrain maps.

It will create polar and other maps.

Donjon Fractal World Generator

Verify that you have the correct map, change the seed #, % water, # ice, and iteration to 25000 settings to find that map.

  1. Enter your seed # into the Random Seed box to replace the new random seed #.
  2. At first we will keep the Map Projection and Atlas at Square and Atlas so that we can verify that we have the correct map.
  3. Make sure to enter the same % Water and % Ice as your prior map.
  4. Image height is the size of the map. At 400 (pixels) your map will be small, 400 pixels high. The maps that you downloaded and saved from part 1 were 2000 pixels high, which is the max size. Use 400 at first until you verify that you have the correct map. Change it to 2000 later to get a full map.
  5. Iterations is something new. The default of 5000 will be wrong for the map that you saved. 25000 will be the correct iteration for your prior map. If you entered the correct seed and changed the iteration, you should see your correct map in the preview window. Iterations seems to be sort of like geographical changes over time. If you count back from 25000, you can see the world change slowly and sometimes even rapidly like volcanic activity and land forms sinking into the water. For now, keep it at 25000.
  6. Rotation will actually change which part of the planet is center to the map, up to 360 degrees. 0 degrees should be your default from the prior tool. So if you didn't like your default center from part one, with this tool you can change the center of the map.
  7. Click Create to see what is created.
  8. If the map is the same, except smaller, as your prior map, then you have the correct settings. If not, check your seed # and your iteration 25000. Also make sure your rotation is at 0 for now. Double check your water and ice settings.
Now that you have the correct seed and settings, you can now find more maps for the same world.

Map Projection:

Atlas is the default view
Mercator cuts off the poles and creates linear longitude distance lines. This will stretch the east west land forms as the distance away from the equator increases. It will look very similar to your first map.
Transverse Mercator uses the current rotation longitude as an equator and piles the world horizontally around that longitude showing both poles. So it acts as a vertical map, instead of a horizontal map.
Aioskoru Transverse Mercator map

Icosahedral shows how the polar areas could be unpeeled if more 3D diamond shape, instead of a flat world to account for the polar distances. 
Aioskoru Icosahedral map
Mollweide Maps use an oval instead of the peeled diamond shape
Aioskoru Mollweide map
Sinusoidal maps use a combination diamond and oval shape.
Aioskoru Sinusoidal map
Spherical maps will create two hemispheres depending upon where your Rotation setting is set. My 0 degrees is center of the first hemisphere. 180 degrees is center of the 2nd hemisphere. If you change the Rotation setting it will put center whatever your rotation in degrees and center the 2nd will be the opposite side of the world. Remember to save both spheres if you are saving them with different names to your world folder.
Aioskoru Sphere 1st hemisphere

Aioskoru Sphere 2nd hemisphere

Three types of Polar Maps
Polar Orthographic, Stereographic, and Gnomonic. I will only post the first one.
Aioskoru North Pole

Aioskoru South Pole


Animated Map
I skipped over and will do last because it takes up more space. I will only show a 100 pixel version of the world. You can build yours with a larger height and size. Be aware that large animated GIF globes will take longer to load and take up more space. Now you can see your world alive and moving.
Aioskoru animated map 100 pixel version

Use the part 1 tools on these new maps

With many of these maps, you can use the techniques from part one to make layer and 3D maps.