Building a Slushfolder
I only have one program(
Fractal Worldmap Generator) that generates planet maps to a pre-determined hydrosphere rating; and that, fairly inaccurately. All my other programs(planet, Lunar Cell, etc.), generate maps with random fractions of ocean. Therefore, in order to get planets with specific hydrosphere ratings, I need to create an extensive "slushfolder" of planet maps. Hopefully, this will be of help to other worldbuilders out there. Also, hopefully, someone might figure out how to do this procedure in batch, and let me know about it
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The Procedure
Part I: File Management
This part is fairly simple. I create a main folder. In my home computer, it's imaginatively named, "planets." In that folder is a text file with the name and calculated hydrosphere percentage of each planet mapped. There are also a series of folders with the names of the planet maps they contain, each dedicated to all the files associated with a specific planet.
That's all. Not really exciting so far.
Part II: The Map
This is the meat. For the example, I'm using photoshop and lunarcell. These aren't critical, but lunarcell removes the requirement for a bit of magicwand-fu.
II-A) Da Files
First create the planet folder. In this example, I'll name mine, "Vogel."
In that folder, create a new photoshop document. In this case, "Vogel.psd" The image size should be twice as wide as it is high. Again, in the example, I use 1280x640, with a white background. I like 'em big, and I gots the space. "Now save it. Save early, save often," I'd save myself a lot of problems if I followed that dictum more reliably
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II-B) Create a Mollweide Field
Now, with your clean white page, go to (Filter>Flaming Pear> Flexify... or Filter>Flaming Pear>Flexify II... if you got it ). Set, "Input," to, "equirectangular," and, "Output," to, "Mollweide." Hit, "OK," and you get a nice white ellipse. Use, "magic wand," to select the white area. Now go to the menu(Select>Save Selection...). Name your selection, "Mollweide Field."
Look at your histogram(Image>Histogram...). The fourth field down on the left says, "Pixels," this is the number of pixels in your current selection, in my case it was 641,661. I usually write this down. You can unselect now.
We now have a saved selection, so we can do the next part right on top of our, oh-so-lovely picture.
II-C)Generate a planet
First go to the Filter menu (Filter>Flaming Pear>LunarCell...) to load up Lunar Cell.
Set the mode to, "map color." Play with the settings till you get something you like. I'd strongly suggest unchecking, "Real Luna," and, "Lunar climate." Save your settings in the same folder as your psd. In this example, ".../planets/Vogel/VogelLunarCell." Usually it's best to set, "Ice," to zero, at least for this part.
Once you have something you like, save it. I'll use, "VogelLunarCell." Then you can hit, "OK." Now it renders. Pretty...
Next part is to make an equal-are version of the map. Duplicate the layer(Layer>Duplicate Layer...). Clever, huh?
Now make it equal-area. Go to your version of flexify; the settings should be the same as before{equirectangular->Mollweide}. Play with your longitude slider if you want. Probably leave Latitude and Spin alone, otherwise, if you ever decide to make a version with ice caps, you might find them on the equator. Save your settings in the same folder as your other stuff. I saved mine as, "VogelFlexify 2."
II-D)Determine hydrosphere.
Here is where our friend, histogram starts to play.
Go to the Channels palette(Window>Channels. You'll see channels named, "RGB," "Red," "Green," "Blue," and, hopefully, "Mollweide Field." Create a new one([Little triangle in the upper right corner of the palette]>New Channel...), make the color black, choose, "Selected Areas," and name the channel, "Oceans."
Now go to Lunar Cell. Set the mode to, "ocean mask," and render.
Now go to your version of Flexify. Change the background color to white, and render. Select the, "RGB," channel.
Load Selection(Select>Load Selection...) from the, "Oceans," channel.
Now look at the histogram(Image>Histogram...), note the number of pixels, in my case I got 469,919. YMMV.
From this number and the number of pixels determined for, "Mollweide Field," (I
will use that name for a starport someday.) we can determine the hydrosphere for our new planet.
(|Oceans| / |Mollweide Field|) * 100
I got 73.2%, again your mileage will likely vary. I create a new line in the text file I had made in my main folder. It will have the name of my planet and the hydrosphere rating I calculated.
"Vogel: 73.2% hydrosphere"
I prefer to sort these entries from least hydrosphere to greatest, in order to facilitate later reference.
Part III: Using the Slushfolder
I will go through the procedure I have detailed many times till I have a large and extensive slushfolder. Now it's time to start creating planets.
I'll use
GT: First In to detail a new planet. It turns out to be an earthlike world with a diameter of 6,800 miles and a hydrosphere rating of 73%.
Well, now I examine my Hydrospheres text file, and look... here's Vogel with a hydrosphere of 73.2%, excellent! I'll put an asterisk next to that entry to denote that this map has been used.
I go to the Vogel folder and there's the map for my new planet. Yay!
[EDIT="I skipped a step"]
III-B: Surface areas
First determine the surface area of your planet(4*pi*radius^2).
For this planet, with a radius of 3,400 miles, we come up with an area of ~145,267,244 square miles.
To determine the area represented by each pixel, we divide the area into the number of pixels as determined by the mollweide field histogram: in this case, 641,661. So we get that each pixel represents ~226 square miles. Planets are big.
The pixels are small enough that I can assume they are on a flat surface with only a small loss of accuracy. So lets take the square root of the pixel are to get the approximate size of each pixel. That gives us squares about 15 miles on a side. This is adequate for short trips, but you can expect distances to be fabulously inaccurate over long trips.
[/EDIT]
Part IV: Notes
This procedure obviously works best once you have attained a large collection of maps. This can be done at leisure. With practice this can be done quite quickly. It took me about two hours to do this example, but most of that time was spent on documenting the procedure for yall's benefit. After doing scores of these things, Ican do it in less than an hour. Yeah, I'm a slow typist
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I hope this will prove of use to you.
Thank you, my friends, for your attention,
Colin