Author Topic: Procedural Map and Dungeon generation  (Read 257 times)

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Offline Boromir

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Offline RandalThor

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Re: Procedural Map and Dungeon generation
« Reply #1 on: June 09, 2021, 07:25:34 PM »
Thanks, I am always on the look out for such things.
Power corrupts, and absolute power corrupts absolutely. Scratch that. Power attracts the corruptible.

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Offline Nightblade42

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Re: Procedural Map and Dungeon generation
« Reply #2 on: June 10, 2021, 11:18:21 PM »
For more modern or Sci-Fi cities there's:

https://probabletrain.itch.io/city-generator

Great thing about this site is it will export to four formats: PNG (Raster); SVG (Vector); STL (CAD) or Heightmap (3D Terrain Rendering).  Personally, my workflow with this site is as follows:

  • 1. Procedurally generate a map using the site posted above

    2. Export the map as an SVG Vector graphic

    3. Import the SVG Vector map into Inkscape (Open Source Vector Editing Software)

    4. Convert the SVG Vector map to a WMF Vector map.

    5. Open the WMF Vector map into NBOS's wonderful Fractal Mapper 8 & add any modifications desired.  Save as a FM8 file & use in other NBOS software.

The whole process (up until getting it into my Map Editing software (Fractal Mapper) only takes a few minutes.  The results are wonderful.

Nightblade ->--

Offline Hurin

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Re: Procedural Map and Dungeon generation
« Reply #3 on: June 10, 2021, 11:28:08 PM »
Very cool!
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

Offline Spectre771

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Re: Procedural Map and Dungeon generation
« Reply #4 on: June 11, 2021, 04:22:06 PM »
Fantastic!  Thank you for sharing with us.
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