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		<id>https://wiki.popre.net/index.php?title=Random_Map_Generator&amp;diff=5131</id>
		<title>Random Map Generator</title>
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		<updated>2010-07-26T18:18:01Z</updated>

		<summary type="html">&lt;p&gt;Valeria Ashley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The best known Random Map Generator is [[user:TedTycoon|TedTycoon&#039;s]] &#039;&#039;&#039;RMG&#039;&#039;&#039;. It generates maps based  on populous (rms) scripts. Other map generators have also been created such as [[user:MadMan|MadMan&#039;s]] &#039;&#039;&#039;[[Random Globe Generator|RGG]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:TEDRMG1.PNG|right|thumb|300px|First version of &#039;&#039;&#039;RMG&#039;&#039;&#039;]]&lt;br /&gt;
In late 2006 [[user:TedTycoon|Ted]] started by writing a program which could produce a random polygon  and fill it to create an area of land at a specified height. By applying multiple layers, islands  containing land of varied contours could be produced. Once a smoothing algorithm was added, playable  maps could be generated with interesting features looking very like original Bullfrog maps. The ability  to spread random [[tree]]s, [[wildmen]], and [[Reincarnation Site]]s was added, then  [[user:TedTycoon|Ted]] played these random maps with beta-testers to check them out and get additional  ideas and thoughts.&lt;br /&gt;
&lt;br /&gt;
The first maps looked quite similar to one another with land looking much like [[Dead Sea]].  [[user:TedTycoon|Ted]] then developed the progam to allow the map generation to be controlled by a  script that allowed different areas of the map to be generated using varied criteria. This meant that  maps could be specified to have islands of a certain number, size and height with objects, such as  [[Stone Head]]s, to be created in tightly defined locations.  &lt;br /&gt;
&lt;br /&gt;
[[user:TedTycoon|Ted]] then released a beta program which can read scripts (text files) and generate a  random map. The program shows the map produced with generation statistics.&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
&lt;br /&gt;
In May 2007 [[user:TedTycoon|Ted]] re-wrote the &#039;&#039;&#039;RMG&#039;&#039;&#039; as a windows dll which opens compiled scripts  to generate level files. The &#039;&#039;&#039;RMG&#039;&#039;&#039; was implemented into the [[Populous  Reincarnated|Reincarnated]] [[Matchmaker]] in Version 1.4.1.0 so players are able to generate maps and immediately play them against other players.&lt;br /&gt;
&lt;br /&gt;
The RMG is also integrated into the [[Populous Resurrection|Populous Resurrection]] Client Version 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Script Files==&lt;br /&gt;
&lt;br /&gt;
[[Image:RMS_Compiler.png|left|thumb|RMS Compiler]]&lt;br /&gt;
Script files are commands that tell the &#039;&#039;&#039;RMG&#039;&#039;&#039; instuctions for how to create the map. Commands can be  where to draw the island on the map and how many [[wildmen]] that need to be created etc.&lt;br /&gt;
&lt;br /&gt;
Scripts are tested in the first version of the &#039;&#039;&#039;RMG&#039;&#039;&#039; where you can generate them one after the other  to see what your random map looks like. For the latest version of the &#039;&#039;&#039;RMG&#039;&#039;&#039;, scripts must be  compiled using the &#039;&#039;&#039;&#039;&#039;RMS Compiler&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===RMS Edit===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RMS Edit&#039;&#039;&#039; is a simple text editor which can compile random map scripts. It provides a error checking system and a map generator to preview your scripts.&lt;br /&gt;
&lt;br /&gt;
===Script Commands===&lt;br /&gt;
&lt;br /&gt;
Scripts start off with &#039;&#039;Island Commands&#039;&#039; which tell the &#039;&#039;&#039;RMG&#039;&#039;&#039; to create an island of constant  height. Island commands have a number of parameters which tell the &#039;&#039;&#039;RMG&#039;&#039;&#039; what type of island to  make, how big to make it, how high the land is and the area of the map to create it.  By generating many  islands over the top of one another, contours of land are created. After smoothing the land two or three  times you get a random variety of hills, valleys and lakes depending on your script.&lt;br /&gt;
&lt;br /&gt;
Commands start with the command name and then a colon. Parameters are separated using either commas or  full-stops. Comments can be written into the script using two forward slashes. A random number between a  range can be written as &#039;rnd(min-max)&#039; where this is permitted.&lt;br /&gt;
&lt;br /&gt;
====Island====&lt;br /&gt;
&lt;br /&gt;
Island is one of the most important commands. It generates an area of flat land of the specified height  and size. Lots of these overlapping will create islands of interesting shapes and varied height click for more info.[http://www.superiorpapers.com/  	custom essays]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
//Island:[Number],[IslandType],   [Size] ,  [Height]  ,[StartX],[StartY],[EndX],[EndY]&lt;br /&gt;
  Island:   5    ,     0      ,rnd(25-35),rnd(100-600),   10   ,   10   ,  120 , 120&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example creates five islands with a random diameter of 25 to 35 land tiles, each with a random  height between 100 to 600, and placed in the map X,Y coordinate range of (10,10) to (120,120). Creating  islands with a height of 0 will produce a water so you can create lakes, inlets etc over the top of  previously generated land.&lt;br /&gt;
&lt;br /&gt;
There are three island types.&lt;br /&gt;
0. A round blob with a feathered edge.&lt;br /&gt;
1. A ragged polygon with sharply defined features.&lt;br /&gt;
2. A plain rectangle from the start x,y to the end x,y.&lt;br /&gt;
&lt;br /&gt;
====RSGEN====&lt;br /&gt;
&lt;br /&gt;
The RSGen command should be placed after most of the island commands. This command creates a [[Shaman]]  and 0 to 8 [[wildmen]] around her. It also flattens the area around her so that the [[Reincarnation  Site]] is not on a cliff or edge. This command must be before any other objects are created to  avoidplacing over [[tree]]s or [[wildmen]]. If it is placed before the land is smoothed, the flattened  area around the [[Reincarnation Site]] is smoothed to the area around it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
// RSGen:[Tribe],[Flatten Range],[RSWildies],[StartX],[StartY],[EndX],[EndY]&lt;br /&gt;
   RSGen:   0   ,        5      ,     6     ,    0   ,    0   ,  63  ,  63&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example picks a location in the upper left quadrant (range 0,0 to 63,63) and flattens five by five  land squares around a blue [[Shaman]] and 6 [[wildmen]]. The &#039;&#039;&#039;RMG&#039;&#039;&#039; will prevent [[Reincarnation  Site]]s being created too close too one another.&lt;br /&gt;
&lt;br /&gt;
====Smooth====&lt;br /&gt;
&lt;br /&gt;
The Smooth command gives the landscape a more realistic feel, by reducing sharp changes in height  created by island commands. It does this by modifying the height of every land tile on the map to the  average of the 8 tiles that surround it. Repeat the command (by using the Smooth Count parameter) until  the desired degree of smoothing is obtained.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
// Smooth:[Smooth Count]&lt;br /&gt;
   Smooth:       3&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example smooths all the land on the map 3 times which gives a good balance. The larger the number,  the flatter and smoother it will be.&lt;br /&gt;
&lt;br /&gt;
====Wildies====&lt;br /&gt;
&lt;br /&gt;
This command generates [[wildmen]] at the required density, randomly across the area specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
// Wildies:[Percentage],[StartX],[StartY],[EndX],[EndY]&lt;br /&gt;
   Wildies:    1.8     ,   0    ,   0    ,  63  ,  127&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example generates a number of [[wildmen]] in the left hand half of the map. The number of  [[wildmen]] it creates is calculated as a the percentage of land tiles in the range. The command will  accept either a decimal point or a comma, but it must be present (e.g. 1,0 or 1.0).&lt;br /&gt;
&lt;br /&gt;
====Trees====&lt;br /&gt;
&lt;br /&gt;
This command generate [[tree]]s in an identical format to Wildies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
// Trees:[Percentage],[StartX],[StartY],[EndX],[EndY]&lt;br /&gt;
   Trees:    1.2     ,   0    ,   0    ,  63  ,  127&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example generates a number of [[tree]]s in the left hand half of the map. The number of [[tree]]s  it creates is calculated as a the percentage of land tiles in the range. The command will accept either  a decimal point or a comma, but it must be present (e.g. 1,0 or 1.0).&lt;br /&gt;
&lt;br /&gt;
====Head====&lt;br /&gt;
&lt;br /&gt;
This command creates a [[Stone Head]], an [[Obelisk]] or a [[Gargoyle]]. There are many parameters to  control worshipping and Spell properties.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
// Head:[Head Type],[Range from RCs],[Occurrences],[Followers], [Seconds]  ,[Spell1],[Spell2],[Spell3],[StartX],[StartY],[EndX],[EndY]&lt;br /&gt;
   Head:     1     ,       25       ,   rnd(1-3)  ,     6     ,rnd(60-120),   16   ,   8    ,   14   ,     0   ,    0   ,   63 , 127&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example creates a [[Stone Head]] which is more than 25 blocks away from a [[Reincarnation Site]],  which can be triggered 1, 2 or 3 times using 6 followers to worship it. The worshipping time is randomly  selected between 60 and 120 seconds to give the player [[Volcano]], [[Earthquake]] or [[Firestorm]]. It  is placed anywhere in the left hand half of the map (X,Y range 0,0 to 63,127).&lt;br /&gt;
&lt;br /&gt;
Head Types:&lt;br /&gt;
#[[Stone Head]]&lt;br /&gt;
#[[Obelisk]]&lt;br /&gt;
#[[Gargoyle]]&lt;br /&gt;
Anything else is a [[Stone Head]]&lt;br /&gt;
&lt;br /&gt;
====Object====&lt;br /&gt;
&lt;br /&gt;
This command can create a custom object of your choice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
// Object:[Objects],[ID],[Group],[Colour],[StartX],[StartY],[EndX],[EndY]&lt;br /&gt;
   Object:    3    , 6  ,   18  ,   255  ,   0    ,    0   ,  127 ,127&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example creates three magical stones (neutral) anywhere on the map (X,Y range of 0,0 to 127,127).  Object ids can be found on the [[Object Data]] page.&lt;br /&gt;
&lt;br /&gt;
====Landscape====&lt;br /&gt;
&lt;br /&gt;
This command tells the &#039;&#039;&#039;RMG&#039;&#039;&#039; which landscape and tree style to use when generating the [[Header  Format|.hdr file]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
// Landscape:[Landscape], [Tree] &lt;br /&gt;
   Landscape: Rnd(0-35) ,Rnd(0-6)&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This example will use a random landscape and tree style out of all those possible.&lt;br /&gt;
&lt;br /&gt;
====Spells, Huts and God====&lt;br /&gt;
&lt;br /&gt;
These commands tell the &#039;&#039;&#039;RMG&#039;&#039;&#039; what Spells and Huts should be made available on the level, and  whether God mode is set on or off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;rms&amp;quot;&amp;gt;&lt;br /&gt;
   Spells:458996&lt;br /&gt;
   Huts:3840&lt;br /&gt;
   God:Off&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells is a long integer containing booleans, -1 gives all. Huts is a short integer containing booleans,  -1 gives all. God is either on or off and can be either 0 or off or anything else which is on.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.tedtycoon.co.uk/populous/downloads/rmsedit.zip RMS Edit]&lt;br /&gt;
*[http://www.tedtycoon.co.uk/mg.zip Random Map Generator (First Version)]&lt;br /&gt;
&lt;br /&gt;
{{Nav Programs}}&lt;/div&gt;</summary>
		<author><name>Valeria Ashley</name></author>
	</entry>
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