L_World: a 200 km2 world-partitioned landscape from a seeded heightmap
Off the ladder at the user's request. Scripts/Authoring/generate_heightmap.py (numpy, installed locally by bootstrap-pylib.sh) writes a 16-bit height PNG and three 8-bit weight PNGs to Content/World/Heightmaps; create_world.py rebuilds /Game/Maps/L_World from them through ULandscapeAuthoringLibrary in the new SaltyEditor module, which wraps ALandscape::Import because the engine exposes no landscape creation to Python. Uses Elite_RockyMeadows' landscape material and layer infos (the pack itself is still uncommitted). 4033 vertices a side at 350 cm a quad; swap the PNGs and rerun to change the terrain. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Claude Fable 5.1
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"""Generates a seeded heightmap and three weightmaps for L_World, as 16-bit and 8-bit greyscale PNGs.
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Pure numpy, no engine: run it with any Python that has numpy, or let create_world.py call it. The output is
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plain files under Content/World/Heightmaps/, so swapping the terrain later is dropping in a different PNG of
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any resolution and rerunning create_world.py; nothing else in the project knows how the terrain was made.
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UE_5.8/Engine/Binaries/ThirdParty/Python3/Win64/python.exe Scripts/Authoring/generate_heightmap.py [--seed N] [--size 4033]
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The shape, in metres, with the default scale in create_world.py (350 cm per quad, Z scale 500):
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a continent with ragged coasts and sea around it, lowland plains, rolling hills, one or two mountain ranges
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along a low-frequency band, thermal smoothing so slopes read as slopes, and a flat 200 m pad at the centre
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for the player start. Weightmaps: base (grass) everywhere, layer 2 (rock) by slope, layer 3 by altitude.
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"""
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import argparse
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import os
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import struct
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import sys
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import zlib
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HERE = os.path.dirname(os.path.abspath(__file__))
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sys.path.insert(0, os.path.join(HERE, ".pylib"))
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import numpy as np # noqa: E402
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OUT_DIR = os.path.normpath(os.path.join(HERE, "..", "..", "Content", "World", "Heightmaps"))
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SEA_LEVEL = 0.18 # fraction of the 16-bit range that is sea; create_world.py places the water plane here
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PAD_RADIUS_FRACTION = 0.01 # flat spawn pad, as a fraction of the map width
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def write_png(path, data):
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"""Greyscale PNG, 8 or 16 bit from the array dtype. Row filter 0, one zlib stream."""
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if data.dtype == np.uint16:
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depth, payload = 16, data.astype(">u2")
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else:
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depth, payload = 8, data.astype(np.uint8)
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height, width = data.shape
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raw = b"".join(b"\x00" + payload[y].tobytes() for y in range(height))
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def chunk(kind, body):
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return struct.pack(">I", len(body)) + kind + body + struct.pack(">I", zlib.crc32(kind + body) & 0xFFFFFFFF)
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ihdr = struct.pack(">IIBBBBB", width, height, depth, 0, 0, 0, 0)
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with open(path, "wb") as f:
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f.write(b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", ihdr) + chunk(b"IDAT", zlib.compress(raw, 6)) + chunk(b"IEND", b""))
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def smoothstep(t):
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return t * t * (3.0 - 2.0 * t)
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def value_noise(size, cells, rng):
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"""One octave: a random lattice of cells x cells, smoothly interpolated to size x size. Tileable enough."""
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lattice = rng.random((cells + 1, cells + 1), dtype=np.float32)
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coords = np.linspace(0.0, cells, size, endpoint=False, dtype=np.float32)
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i = np.floor(coords).astype(np.int32)
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t = smoothstep(coords - i)
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i1 = np.minimum(i + 1, cells)
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top = lattice[i[:, None], i[None, :]] * (1 - t[None, :]) + lattice[i[:, None], i1[None, :]] * t[None, :]
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bottom = lattice[i1[:, None], i[None, :]] * (1 - t[None, :]) + lattice[i1[:, None], i1[None, :]] * t[None, :]
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return top * (1 - t[:, None]) + bottom * t[:, None]
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def fbm(size, rng, base_cells=4, octaves=8, gain=0.5, ridged=False):
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total = np.zeros((size, size), dtype=np.float32)
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amplitude, cells, norm = 1.0, base_cells, 0.0
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for _ in range(octaves):
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n = value_noise(size, cells, rng)
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if ridged:
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n = 1.0 - np.abs(n * 2.0 - 1.0)
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n = n * n
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total += n * amplitude
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norm += amplitude
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amplitude *= gain
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cells *= 2
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return total / norm
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def box_blur(h, passes):
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for _ in range(passes):
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padded = np.pad(h, 1, mode="edge")
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h = (padded[:-2, 1:-1] + padded[2:, 1:-1] + padded[1:-1, :-2] + padded[1:-1, 2:] + h) / 5.0
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return h.astype(np.float32)
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def thermal_smooth(h, passes, talus):
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"""Cheap erosion: where a cell is much higher than a neighbour, move a little material downhill."""
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for _ in range(passes):
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padded = np.pad(h, 1, mode="edge")
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for dy, dx in ((0, 1), (0, -1), (1, 0), (-1, 0)):
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neighbour = padded[1 + dy:1 + dy + h.shape[0], 1 + dx:1 + dx + h.shape[1]]
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diff = h - neighbour
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move = np.where(diff > talus, (diff - talus) * 0.25, 0.0).astype(np.float32)
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h -= move
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return h
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def generate(size, seed):
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rng = np.random.default_rng(seed)
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y, x = np.mgrid[0:size, 0:size].astype(np.float32) / (size - 1)
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# Continent: a radial falloff with a ragged, noise-warped edge, so the coast is not a circle.
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cx, cy = 0.5 + (rng.random() - 0.5) * 0.15, 0.5 + (rng.random() - 0.5) * 0.15
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radius = np.sqrt(((x - cx) * 1.05) ** 2 + ((y - cy) * 0.95) ** 2)
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coast_warp = (fbm(size, rng, base_cells=3, octaves=5) - 0.5) * 0.35
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continent = np.clip(1.0 - (radius + coast_warp) / 0.55, 0.0, 1.0)
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continent = smoothstep(np.clip(continent * 1.6, 0.0, 1.0))
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plains = fbm(size, rng, base_cells=6, octaves=4) * 0.06
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hills = fbm(size, rng, base_cells=12, octaves=6, gain=0.5) * 0.22
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# Mountain ranges: ridged noise, masked by a low-frequency band so they come as ranges, not everywhere.
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range_band = fbm(size, rng, base_cells=3, octaves=3)
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range_mask = smoothstep(np.clip((range_band - 0.47) / 0.2, 0.0, 1.0))
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mountains = fbm(size, rng, base_cells=10, octaves=8, gain=0.5, ridged=True) * range_mask
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land = 0.05 + plains + hills * (0.4 + 0.6 * continent) + mountains * 0.75
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height = SEA_LEVEL + continent * land
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# The sea floor keeps a little shape so the shore is not a hard step.
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sea_floor = SEA_LEVEL - 0.03 - (1.0 - continent) * 0.04 + plains * 0.3
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height = np.where(continent > 0.02, height, np.maximum(sea_floor, 0.0)).astype(np.float32)
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height = np.maximum(height, sea_floor.astype(np.float32))
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height = thermal_smooth(height, passes=6, talus=0.0025)
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# A flat pad at the centre for the player start, blended into the terrain around it.
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pad_radius = PAD_RADIUS_FRACTION
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pad_dist = np.sqrt((x - 0.5) ** 2 + (y - 0.5) ** 2)
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pad_weight = smoothstep(np.clip(1.0 - (pad_dist - pad_radius) / pad_radius, 0.0, 1.0))
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pad_height = max(float(height[size // 2, size // 2]), SEA_LEVEL + 0.06)
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height = height * (1 - pad_weight) + pad_height * pad_weight
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height = np.clip(height, 0.0, 1.0)
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# Weightmaps from the finished shape. Slope is per quad in height-range units; the thresholds are guesses
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# to be tuned by eye in the editor.
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gy, gx = np.gradient(box_blur(height, 3))
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slope = np.sqrt(gx * gx + gy * gy) * size
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rock = smoothstep(np.clip((slope - 1.8) / 1.6, 0.0, 1.0))
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high = smoothstep(np.clip((height - 0.5) / 0.16, 0.0, 1.0)) * (1.0 - rock * 0.5)
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base = np.clip(1.0 - rock - high, 0.0, 1.0)
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total = base + rock + high
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weights = [np.rint(w / total * 255.0).astype(np.uint8) for w in (base, rock, high)]
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return np.rint(height * 65535.0).astype(np.uint16), weights
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def main():
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parser = argparse.ArgumentParser()
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parser.add_argument("--seed", type=int, default=7)
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parser.add_argument("--size", type=int, default=4033, help="vertices per side; 4033 fits 32x32 components of 126 quads")
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parser.add_argument("--out", default=OUT_DIR)
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args = parser.parse_args()
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os.makedirs(args.out, exist_ok=True)
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height, weights = generate(args.size, args.seed)
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write_png(os.path.join(args.out, "L_World_Height.png"), height)
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for name, data in zip(("Base_Layer", "Layer_02", "Layer_03"), weights):
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write_png(os.path.join(args.out, f"L_World_{name}.png"), data)
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land = float((height > SEA_LEVEL * 65535).mean()) * 100.0
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print(f"seed {args.seed}: {args.size}x{args.size}, {land:.0f}% land, written to {args.out}")
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if __name__ == "__main__":
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main()
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