![]() ![]() Same for converting pixels to ascii map (or vice versa).Īn alternative could be to start with a high definition image (or, better, a huge civ map) and recompute the projection from it. Mere conversion to 13 colors won't give me 10 lands and 3 waters (oceans and lakes will surely look the same).Įlse, reducing color numbers and shrinking images are no big deal. It will confuse plains with grasslands, put mountains in deserts because of the brown shades, not do shallow/deep ocean difference, etc. It will remotely look like Earth, but not be it. So if the colors get simply converted, terrains will just be wrong. civ-like terrain types.Īnd they often have things drawn on top of it, e.g. Well, the problem is probably more about finding a suitable source map rather than actually converting it.Īs none of the maps i've found contain relevant data, i.e. Thanks for your reply, i wasn't expecting any jp2a also allows forcing width/height of the text (Freeciv map) output to alter the aspect ratio. I've used 'jp2a' before with good results on some maps. In the image at the link you posted, there is very little difference between jungle and forest so as a Freeciv map it's likely to have only one or the other and not both (all forest, or all jungle.)Įlevation / topographical maps are generally easier to convert because they already tend to have a limited color set - like this one:īut the elevation levels don't actually indicate forests, jungles, swamps, rivers and so on (although some of that can be inferred), so the map converted for Freeciv generally requires a bit of editing to add those features.ĮDIT: You could also try using any image-to-ASCII-art converter that allows specifying which characters to use. It often takes a bit of fiddling with color levels / balance to get distinct colors for areas like grassland vs. The most tedious part is step 1 of the process in which it is important to get 13 distinct colors before reducing the number of colors - three for ocean, deep ocean, lake, and 10 for the various land tiles. The sequence "255 255 255" is the RGB value for a completely white pixel. The highlighted portion is the first line of pixels running across the top of the image. ^ PPM ASCII format img file contents viewed in a text editor. There should only be 13 different sequences in the file for the 13 different Freeciv terrain types. If you are able to save a copy of the image to the PPM ASCII format (Lemke Software's Graphic Converter works and can be used free as shareware), it is quite easy to search and replace the color sequences to Freeciv terrain tile types (a=arctic/glacier, d=desert, and so on.) The command-line utility sed does a terrific job of it with substitution commands such as: " sed -e 's/ 255 255 255/a/g' -e 's/ 200 196 179/d/g' " which would convert the white pixels to "a" for arctic/glacier, and the light khaki/beige-ish pixels to "d" for desert. There have been a couple of programs over the years to convert from topographic images to Freeciv maps, I think they were called "mapper" and "ppm2maps" but I can no longer find them via web search. Save a copy of the new map in a graphics format which can be converted to Freeciv terrain map format.If that occurs, then again limit the number of colors to 13. In some programs, this causes the color palette to increase because the programmer thought it "smart" to add new shades when resizing. ![]() Proportionately reduce the image size to the desired Freeciv map size - for instance, with constrained proportions reduce the width to 200 pixels for a 200 tile wide Freeciv map.In Graphic Converter use Picture menu > Colors > Change color usage dynamically. Use an image editing program to limit the number of colors in the image to 13 (for the 13 terrain tiles in Freeciv.) Use the "posterize" option in Photoshop.The process varies a bit depending on the format of the original image but it's basically the following: It is possible to convert the jpeg at your link to a Freeciv map. ![]()
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