Professional Documents
Culture Documents
FT Pro Details
FT Pro Details
Welcome to the Fractal Terrains Pro Upgrade. This document describes all the new
features found in the upgrade. The upgrade lets you add craters and rivers, and gives you
superb control over editing. New fractal types give you a whole new look to your worlds.
Simple Create lets you paint climates types, and sets FT Pro to work on the results. You
can import multiple, transparent overlay images to make clouds. You can convert color
maps to height, allowing you to import bitmaps created in other software. You can
automate complex tasks with a script editor.
Rivers
Highest Flow
Due to the way the process is
defined, a river will stop flowing
when it hits water, so a small lake
can absorb the entire output of a
large river. In that case, its best to
fill in the small lake and rerun the
rivers tool.
The rivers tool in FT Pro computes the directions and amounts of water flow in the world and
then places rivers over the areas of highest flow. Once a set of rivers have been computed,
these rivers will be stored internally as vectors. To reduce the processing load during
display, FTs default display operation is to reduce the number of rivers actually shown
onscreen depending on the zoom level. Only the rivers with the highest flow will be shown
at the highest zoom level. As you zoom in, more rivers will be shown. This behavior can be
controlled on the Edit>>Preferences dialog via the Top-Level River Importance value. The
default value of 0.001 will show only the rivers with the largest flow at the largest zoom
level. Setting this value to 100 will always show all rivers. Always showing all of the rivers
may result in a drawing slowdown if many rivers have been computed, however.
The vector river overlay may be shown and hidden using the Tools>>Actions>>Show River
Overlay and Tools>>Rivers>>Hide River Overlay commands.
The vector river overlay may be removed entirely by using the Tools>>Actions>>Clear
River Overlay
Calculation resolution
FT Pro runs rivers on a discrete grid at a defined resolution. Although FT Pro can calculate
your world altitudes to arbitrary resolution, it cannot run rivers at those same resolutions due
to space and time constraints (not everyone has tens of gigabytes of memory and weeks of
processing time to spare). The River Definition Resolution allows you to select the desired
output resolution of the rivers.
Due to the nature of the discrete sampling of the world, rivers will run slightly differently
depending on the chosen resolution. The image below shows an example of this difference
for each of the default resolutions:
Notice how the higher resolution rivers give a better-looking pattern, while the lowest
resolution rivers dont look as good. FT Pro extends rivers one sample out into rivers and
bodies of water, and the effect coarse rivers is noticeable. Use the highest resolution your
patience and machine will allow.
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Vector Rivers
After the initial computations, the system will display the window below to let you finalize
the river settings:
FT has a habit of displaying perfectly straight segments of lines from about 180 to 90
longitude on the map when shown in the equirectangular projection. Using a different
projection or ensuring that the 180 longitude line is off the display edge will make these
lines disappear.
River computation can be slow and takes a large amount of memory. If you have a slower
computer or very limited memory resources then the process can take a very long time. If
the river routing appears to have stopped for a very long time, it is possible that the system
slowed down. Press Cancel on the progress dialog will stop the attempts to route rivers.
Stopping the computation will reduce the number of river segments computed. Reduce the
computation resolution and try again.
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Image Overlays
What are overlays
FT provides various physical quantities for your worlds (altitude, temperature, rainfall,
cliamte), but has provided no easy way to work with user-defined quantities such as
political areas. Image overlays are user-definable images that can be placed anywhere on
the surface and drawn into using simple tools. FT now supports an arbitrary number of
image overlays (subject to your machines memory limitations). These overlays can be
placed on a small area of the world instead of the whole world as with the regular editing
tools. Users can paint into these layers using basic drawing tools.
Transparency
In addition to regular colors, Image Overlays allow you to define transparency on a peroverlay basis. This transparency allows for multiple overlay layers to be visible in the same
spot at the same time.
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Image Overlays are created and controlled from the Image Overlays window. The main
portion of the window contains a listing of the current-defined overlays and their visibility
status. Double-clicking on an overlay entry brings up the Image Overlay edit dialog (see
Creating an Overlay).
Overlays are drawn in the order shown in the list. The first entry in the list is drawn first,
making the last entry shown in the list the topmost overlay drawn on the display.
Creating an Overlay
Overlays are created and edited using the same dialog box.
Visible indicates if the overlay
can be seen.
Name is the name of the
overlay shown in the main
overlay window.
Show if indicates what parts
of the overlay should be
shown. The options are
Always, which always shows
all parts of the overlay; Land,
which shows only those
portions of the overlay which
are above water level; and
Sea, which shows only those
portions of the overlay which
are below water level. Land is
useful for drawing political
boundaries, because it allows
the color to exactly match the
The slider controls the
transparency of the overlay.
The Size group (Width and
Height) controls the editing
resolution of the overlay,
which is the fineness of the
details allowed.
The Overlay World Edges
group controls where on the
world the overlay is placed.
Import Color Image reads an image file into the overlay. The size of this image will replace
the current overlay size.
Import Opacity Image will add the intensity of an image into the transparency channel.
Unlike the Import Color Image option, this option stretches the image across the currently
defined overlay.
Many data sets are available on the Internet that provide color-coded altitudes. In addition,
many CC2 Pro files are created with colors representing contours. To make it easier to
import that data into FT, the color to altitude conversion tool was created. This tool allows
you to define colors, associate altitudes with those colors, and then convert the colors in the
displayed overlays into altitudes in the offset channel.
The first step is to create a set of colors and assign altitudes to those colors. To ease this
task, FT Pro provides the Color to Altitude window shown below. The main portion of this
dialog shows the list of color items. Double-clicking on an item has the same effect as
selecting that item and clicking the Edit button.
Clicking on the Color area brings up the color picker dialog to select a color.
Altitude specifies the altitude of the color selected above.
Type is the operation that will be performed on this color.
Roughness is the value that will be placed in the roughness channel for the color operation.
Exponent is the amount of non-linearity introduced into the peaks and basins. Values less
than 1 will lead to rounded tops, while values greater than 1 will lead to more pointed tops.
Use Image Overlays>>Show Overlay Window to show the Image Overlays window
Click the Import Color Image button to select a BMP file to use for the overlay.
Adjust the Overlay World Edges to place the image where youd like it to go. You may
adjust the transparency of the image using the transparency slider.
Click OK to show the image.
Use Image Overlays>>Show Overlay Window to show the Image Overlays window
Click Add to create a new overlay. Set a size of 1024 width and 512 height.
Select the newly added overlay and click the Set Active button to select the overlay as
the active one for drawing.
Use Image Overlays>>Set Overlay Drawing Color to bring up the color picker.
Use Image Overlays>>Fill Selection With Drawing Color to fill the overlay with solid
white.
Double-click the overlay in the Image Overlays window to bring up the Image
Overlays edit dialog.
Click the Import Transparency Image button to select a BMP file to use for the overlay.
This bitmap will be converted to grayscale and resized to fit the image before being
used as the transparency channel of the overlay.
Click OK to accept the new transparency data.
Scripts
Text Files
Create your scripts in Notepad,
then save them with the fsr suffix.
FT Pro supports limited scripting capability. Scripts are text files that describe a set of
operations that FT Pro will perform. These operations are fairly simple, being primarily
limited to such operations as selection, adding, subtracting, smoothing, and some simple
mound-type operations. The following file describes the operations supported and provides
some examples of scripts. Operations are shown in bold. Items in rectangular brackets
indicate that only one of the listed options can be specified, while items in italics indicate
that a number or text literal should be used.
To run a script, select Tools >> Actions >> Run Script.
Script Commands
Tool Force [Offset|Scale|Rainfall|Temperature|Prescale] value
sets the value of the indicated layer to the value given.
Tool Fill_basins
fills the basins in the surface in the offset channel at the current editing resolution.
Tool Fill_lakes
fills the basins in the surface in the water channel at the current editing resolution.
Tool Raise [Offset|Scale|Rainfall|Temperature|Prescale] value min max
raises the value of the indicated layer to the value given. only selected areas are affected.
min and max are the minimum and maximum values that are allowed in the result. these
values are in the native units for the layer.
Tool Lower [Offset|Scale|Rainfall|Temperature|Prescale] value min max
lowers the value of the indicated layer to the value given only selected areas are affected.
min and max are the minimum and maximum values that are allowed in the result. these
values are in the native units for the layer.
Tool Smooth [Offset|Scale|Rainfall|Temperature|Prescale] value
smooths the values of the indicated layer by the amount given only selected areas are
affected.
Tool Clip [Offset|Scale|Rainfall|Temperature|Prescale] low high
clips the indicated layer so that all values are between low and high only selected areas are
affected.
Tool Burn_in_to_surface
copies the current altitude value into the offset channel. All areas are affected regardless of
selection.
Tool Mound min max gamma replace[y|n]
creates a mound as per the mound command
Select All
select all points on the surface
Select None
select no points on the surface and inactive the selection (cmds affect all).
Select Invert
invert the selection
Select Threshold threshold
convert the selection to a binary image at the threshold level given.
Select Feather value
smooth the selection by the value indicated.
Select Expand value
expand the selection by the value indicated
K for temperature
cm/yr for rain
m for altitude or offset
n o units are defined for scale
New Projections
FT2 supports two new classes of projections: conic projections and interrupted projections. It
also provides a few other projections with specialized uses. Interrupted projections can be
defined from bits and pieces of existing projections.
Conic Projections
Conics
FT2 provides three new conic projections.
Hammer
The Hammer Projection is used in many whole-world maps. It has curved parallels, which
makes for a nice appearance.
Pointy
The Pointy projection can be used to create an interrupted projection similar to the
icosahedral projection output by FT.
Interrupted Projections
Interrupted projections are projections that are composed of more than one part. FT
generalizes this to the point where a projection can be defined as a group of pieces of other
projection types as well as zones of exclusion to prevent certain parts of a projection from
showing.
Equidistant Conic
Definitions of interrupted projections are stored in the file Projection.txt, found in the FT
program directory. Add your projections there. This file is loaded on startup so if any
changes are made to this file then FT will need to be restarted for those changes to take
effect.
Interrupted projections do not currently support changes in the center of projection. Each
segment of the projection is defined with a fixed center of projection. Also, notice that
interrupted projections are slower than regular projections, with the slowdown being
proportional to the number of projection segments defined (more segments = slower).
File Format
This is the projection file format.
// projection definition file format
//
// simple text-based file.
//
// each projection is composed of a number of segments, each having
// a number of associated exlusion triangles. Each of these segments
// is evaluated in order during a scan. For best performance, the
// segments should be listed in the scanning order of the software:
// across the columns (increasing X) then down the columns (increasing
Y).
//
// A segment defines a slice of a projection. It has the basic
// projection parameters (cenlat, cenlon, ofsx, ofsy, zoom, lat0, lon0).
// It also has the offset within the defined image space (image space is
// defined as -1 to +1 in X and Y for the image; offset allows moving
// segments from the 0,0 point of the world). To limit exclusion checks,
// a segment has an area of effect (the edges of a lat/lon bounding box
// on the sphere). All lat, lon values are defined in degrees.
// Projection IDs must be defined between 64 and 191. Projection IDs
// outside this range will be silently rejected by the system even
// though the definition is valid. End users should define their
Hammer
Pointy
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Example Projections
Projection 64, "6-way Interrupted Sinusoidal"
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Rotation Demo
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Exclusion Test
Segment "Stereographic", 0, 0, 0, 0, 1, 0, 0
scale 1, 1
Offset 0.0, 0.0
Effective -120, 60, 120, -60
Rotate 0
Exclude
0, 0, 0, 0, 0.5, 0.86602540378443864676372317075294,
Exclude
1, 0, -1, -1, 0.5
EndSegment
EndProjection
//----------------------------------------------------------------
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1, 0
15
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Lat0=60,
lat1=0.001
Lat0=30,
lat1=0.001
Lat0=0.01,
lat1=0.001
Using the raw height field option prevents creation of excessive detail and prevents
excessive smoothing due to the cubic interpolation. These features can be useful for output
to external programs such as ray tracers.
Planar worlds
All worlds in FT1 were spherical. FT Pro provides an option to evaluate the world on a plane
instead. The climate model information such as temperature, rainfall, and climate are always
computed on a sphere even in FT2, however. Most tools, such as the ruler tool, also work on
spherical worlds.
Computing on a plane gives a world that is not distorted near the poles when viewed in the
equirectangular projection, but when viewed in other projections.
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The spherical world is very distorted at the poles when viewed in the equirectangular
projection, while the planar world is not. In contrast, the planar world is puckered and has a
vertical discontinuity in the bottom half of the image, while the spherical world looks fine in
an orthographic projection. In general, using planar worlds means that you wont want to
use a map projection other than equirectangular.
New Tools
FT has a number of new tools that serve different purposes.
Deterrace
The deterrace tool will smooth out flat areas in the editing surfaces, interpolating between
adjacent values. This tools is designed to keep as much information as possible while still
giving reasonable results. It takes as a parameter the number of samples to compute for
each interpolated point. Larger values take longer to calculate but yield better results:
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Deterrace, value = 64
Deterrace, value = 5
Global Noise
Many operations give a result that is too smooth to look good. The noise tool generates
random values and adds them to the surface. Invoking the tool produces the following
dialog:
Uniform Noise
Gaussian Noise
Basin Fill
The algorithms used in FT Pro result in little hollows at all levels of detail. In real worlds,
these hollows tend to be filled with sediments deposited by rivers. To offer a first
approximation to this process that runs in a reasonable amount of time, the Basin Fill tool is
provided. It fills all hollows in a surface except those hollows that have water at a deeper
point. The differences can be subtle, but they make a serious difference in how rivers are
routed.
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Raw Data
BasinFilled Data
In the following images, note how the rivers routed on unfilled basins tend to have straight
segments. These segments are caused by the internal basin-fill process in the river-finding
algorithm, which doesnt impart the same level of roughness as the Basin Fill algorithm. This
roughness forces the rivers to wander a bit, giving a more realistic appearance.
Rivers routed on raw data
Expand Land
During development of some of the processing algorithms, a small coding mistake resulted
in a process that caused the land areas to expand at relatively low altitude. This process
conveniently results in low areas at sea level, much like continents here on earth tend to
have. The expanded land tends to be a bit rough and probably would benefit from a light
application of the global smoothing tool. Also, this action fills in basins in the same manner
as the basin fill tool.
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Raw data
Lakes in basins
Using Fill Basins as Lakes after using the Fill Basins command can result in strange square
lakes.
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Craters
Planetary Bombardment Options
Total Craters is the number of
craters to be placed. More craters
will result in longer execution
times.
Largest Crater is the diameter of
the largest crater to be placed.
Smallest Crater is the diameter of
the smallest crater to be placed.
Smooth by indicates a smoothing
value to be applied after the
number of craters specified.
Distribution Exponent describes
the proportion of smaller craters to
larger ones. Values larger than 1
will favor smaller craters, while
values less than one will favor
larger craters. Typical cratered
worlds such as Mars display an
exponent around 50.
The Draw from largest to
smallest checkbox controls which
craters will be drawn first. If
unchecked, larger craters can be
drawn on top of smaller ones,
resulting on obliteration of the
smaller craters previously drawn in
the same area. When using the
smoothing option it is best to leave
this option unchecked.
FT Pro lets you add craters. Craters can be placed individually with the crater tool or many
craters can be applied to the world in one step using the planetary bombardment tool.
Crater Tool
The crater tool available from Tools>>Paint Crater places a single crater at the cursor
position. The outline shown around the cursor shows two circles: the center circle shows the
area occupied by the bowl and the area between the inner and outer circle is the outer
sloping area. Click the left mouse button to place a crater.
The size of the crater can be set using the Crater setting on the Tool>>Settings dialog or by
using the mouse wheel on your mouse if it is so equipped.
Planetary Bombardment
In contrast to the Crater Tool which
only places a single crater at a time,
the Planetary Bombardment tool
allows multiple craters to be placed.
Selecting the
Tools>>Actions>>Planetary
Bombardment menu item brings up
the following dialog to control the
bombardment:
When used with a selection, this
tool will place craters over the
entire world surface, but only those
parts of the crater that overlap the
selection will show. This means that
if you select a small area and
specify 1000 craters, those 1000 craters will be spread over the entire world, not just over
the selected area.
Before Bombardment
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After Bombardment
Grids
Grid Options
FT Pro supports as many grids as you would like to define, as opposed to version 1.x, which
supported only a maximum of two grids.
The main area shows any defined grids. The columns in this area are:
Column
Description
shows the grid number. Grids are drawn with the highest number at the top of the
drawn grids (drawn from lowest number to highest).
Show
indicates if the grid is visible. This value may be changed by selecting the grid
record and using the Show and Hide buttons or by editing the grid record and using
the Visible checkbox.
Lat
Lon
Color
The color of the grid being displayed. The color is represented as a hex RGB value.
Line
The thickness of the line. This value ranges from 0 to 2.54 mm (1 to 10 pixels
onscreen).
Altitude
The altitude at which the grid will be displayed. This value is only relevant for CC2
output, when it will indicate at what altitude the grid should be drawn.
Top
Left
Right
Bottom
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Setup
Use Tools>>Actions>>Set Up Simple Create Mode. Thats it. FT Pro will give you a
message telling you what to do at that point to remind you what to do next.
When you click OK, FT Pro will create your layer and made certain that the climates toolbar
is visible.
Drawing
Use Image Overlays>>Overlay Paint Tool to load the paint tool. When painting, it is often
easiest to paint in the following order:
1. Abyssal Plain to lay down the basic lowest sea level
2.
3.
Shallow Ocean and Deep Ocean to bound the lowest and highest sea areas.
Climate types other than mountains and hills.
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Execution
Simple Create Settings
Mountain Peak Height is the
value of the highest mountain
peak in the world.
After painting the areas of your world map, you must tell FT Pro a little about the height
values that you would like to use to create the elevations. The dialog you use to tell FT about
the setup is shown below:
Quality Settings
Quality settings brings up the Simple Create Quality Settings dialog, which allows control
over the quality of the output image vs. the time it takes to compute the world.
Setting both of these sliders to slower can result in worlds that take 10 minutes or more to
compute but it is more likely to be worth the wait!
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The results for the map example above is shown below (the vertical exaggeration has been
increased to 12 in the lighting for this image to show more details):
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Intensity
The intensity property page controls the appearance of the shading that is modulated with
the coloring data. The data on this property page will not be applied to the world until the
Apply button is checked.
Altitude settings
Altitude
The Altitude property page controls the coloring of the surface when the Show Altitude
display option is checked in the Map menu. As with all pages on this property sheet,
changes made will not be applied to the world until the Apply button is clicked.
Temperature
The Temperature property page controls the coloring of the surface when the Show
Temperature display option is checked in the Map menu. As with all pages on this property
sheet, changes made will not be applied to the
world until the Apply button is clicked.
The Load button will load a coloring file into the list.
The Save button will save the current coloring
definition to a coloring file.
The Default button loads the program default color
list back into the property page.
Highest Temperature is a color picker that sets the
coloring for the highest defined temperature and
above. Changing this color will redo the color list to
smoothly interpolate the CC2 colors between
Highest Temperature and Lowest Temperature.
Lowest Temperature is a color picker that sets the
coloring for the lowest defined temperature and
below. Changing this color will redo the color list to
smoothly interpolate the CC2 colors between
Highest Temperature and Lowest Temperature.
Individual colors may be set on the color list by
moving the cursor over that color and clicking the
left mouse button. Select a color from the color
picker that appears and click OK. The color will now be set.
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Rainfall Settings
The Load button will load a
coloring file into the list.
The Save button will save the
current coloring definition to a
coloring file.
The Default button loads the
program default color list back into
the property page.
Highest Rain is a color picker that
sets the coloring for the highest
defined rainfall and above.
Changing this color will redo the
color list to smoothly interpolate
the CC2 colors between Highest
Rain and Lowest Rain.
Lowest Rain is a color picker that
sets the coloring for the lowest
defined rainfall and below.
Changing this color will redo the
color list to smoothly interpolate
the CC2 colors between Highest
Rain and Lowest Rain.
Individual colors may be set on the
color list by moving the cursor over
that color and clicking the left
mouse button. Select a color from
the color picker that appears and
click OK. The color will now be set.
Climate settings
The main portion of the page is
occupied by the data list. This list
contains the names of climates and
the RGB values of their associated
colors.
The Load button will load a
coloring file into the list.
The Save button will save the
current coloring definition to a
coloring file.
The Default button loads the
program default color list back into
the property page.
The Edit button will bring up the
color picker for the currentlyselected climate type. Doubleclicking on a list element will have
the same effect.
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Rainfall
The Rainfall property page controls the coloring of the surface when the Show Rainfall
display option is checked in the Map menu. As with all pages on this property sheet,
changes made will not be applied to the world until the Apply button is clicked.
Climate
The Climate property page controls the coloring of the surface when the Show Climate
display option is checked in the Map menu. As with all pages on this property sheet,
changes made will not be applied to the world until the Apply button is clicked.
World Settings
Selections settings
The World Settings property sheet replaces the World Settings dialog as well as the
Advanced World Settings dialog from FT1. This property sheet has the advantage that it will
remain open while you change settings and apply them to your worlds.
Selection
World Setting definitions may be stored on disk and recalled later from the Selections
property page. Loading a world setting will not apply the setting to your world until the
Apply button is clicked.
Primary
The Primary settings page contains the main settings that control the appearance of your
world. As with all pages on this property sheet, changes will not take effect on your world
until you click the Apply button.
Highest Peak sets the maximum altitude for the world. Sometimes the generated world
may exceed this value by a small percentage, but it usually keeps within bounds.
Lowest Depth sets the lowest point in the ocean. Sometimes the generated world may
exceed this value by a small percentage, but it usually keeps within bounds.
Circumference (or Diameter) sets the size of the world. If circumference is selected, the
value is the distance around the world at the equator. If its diameter, the value is the
distance through the north and south poles. All worlds are assumed to be perfectly spherical,
not an oblate spheroid like the earth.
World Seed is the world number to generate. It sets the random number seed for the
internal generators. Values for this seed can range from negative 2,147,483,648 to positive
2,147,483,647. The button next to the seed with a die on it selects a random see value
when pressed.
The Roughness slider controls the level of roughness in a surface. This value is roughly the
fractal dimension of the surface. The sequence below shows how Roughness affects the
surface from high (0.01) to low (1.49).
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0.01
0.38
0.75
1.13
1.49
The Percent Sea slider sets the rough amount of sea that will be found on the map. While
the system may not always generate exactly the right amount of ocean, it will often be fairly
close.
The Land Size slider sets the size of the land masses. The sequence below shows how
changing the setting changes the landmass size.
1.00
2.14
3.25
5.50
10.00
If checked, Apply to Current World will apply any changes in the world parameters to the
current world, preserving any terrain editing. If unchecked, all editing will be lost.
Secondary
Secondary Settings
Raw Height Field indicates if the
surface should be treated as a raw
height field rather than a fractal
function.
Metric Units, if checked, changes
all measurements to metric
(kilometers, meters, centimeters,
and degrees Celsius). If unchecked,
measurements will be in English
units (miles, feet, inches, and
degrees Fahrenheit).
If checked, Continental Shelves
indicates that the continental
margins will be computed.
The North Pole Position group
controls the location of the north
pole. Changing this value will
rotate the map around in its
coordinate system. The change will
not be applied to any terrain
editing changes, however.
Latitude and Longitude specify
the new location on the sphere
through which the pole will pass.
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Editing Settings
Editing
The Editing settings page controls how detailed user editing can be. As with all pages on
this property sheet, changes will not take effect on your world until you click the Apply
button.
Fractal Function
The Fractal Function page controls the basic function used to create worlds. Different
functions have different properties and appearance. As with all pages on this property sheet,
changes will not take effect on your world until you click the Apply button.
Method
The method drop list selects the basic computation method used for FT. FT2 includes two
new fractal types compatible with the program Wilbur. These new types do not suffer from
an unfortunate optimization in FT1 that caused strange stripes to appear in certain areas of a
world.
Ridged Multifractal
Wilbur fBm
Brownian Noise
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Temperature
Temperature
Axis Tilt specifies the axial tilt of
the planet, which affects the
temperature distribution of the
world. A planet with an axis tilt of
0 will have no seasonal
temperature variations, while a
planet with an axial tilt of 90 will
have average yearly temperatures
at the pole greater than at the
equator.
The Temperature settings page controls the temperature climate model operations. As with
all pages on this property sheet, changes will not take effect on your world until you click
the Apply button.
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Rainfall
The Rainfall settings page controls the rainfall climate model operations. As with all pages
on this property sheet, changes will not take effect on your world until you click the Apply
button.
Equations
Notice how the Prescale offset editing has raised the continental shelf levels, while the
regular offset editing kept the original continental shelf level but raised that edge into a
peculiar crusty ridge running around the island. The roughness editing of an area that started
below sea level caused the regular offset data to push back below sea level, while the
prescale offset data was roughened in a manner that might be expected. However, note that
the values used are very different.
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All tool dialogs now have an option to reset to the default values.
All tools provide a message on the status bar to indicate what they can do.
All tools are now available from menu as well as the toolbars.
Quick Commands
Arrow keys pan 10% of the projection size in the direction indicated.
+ and Keys zoom in and out.
Pan operation available at any time by holding down the Space bar.
Other
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Support for 256 color mode has been removed. FT now requires at least a 16-bit
color mode to operate.