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Tutorials
World Maps

You can create a world map of any planet, complete with longitude and latitude lines, with MojoWorld 3.


A global map of MWv1p1-default.

First, download my library item. This is a nested material tree which will allow you to select the color for your latitude lines and then plug in your existing global material underneath those lines. It also colors the sea bed blue, as when the export process happens, the ocean is not rendered. You can, of course, change the color of the sea bed by modifying the 'sea bed gradient' texture's gradient.

Open the world you want to map. Click the circle-M for the material on the planet. Make sure that the material applied to your planet has a name that you can easily identify.

Use the 'Load From Library' option to load the WorldMapLines.mjl The second leaf is for the color of the latitude lines. They're red by default, but that may not be suitable for all planets. (You could make your latitude lines out of some wacky color texture, but a solid color is probably best.)

The first leaf is a nested material tree. Open the leaf, then click the arrow to the left of the 'land / sea leaf' to open up the material editor. That material also has two leaves, the first of which is the 'sea bed gradient' and the second is the 'planetary material.' Select the 'planetary material' leaf and using the DDLB on the right, select the material that you had originally applied to your planet. And, because I couldn't leave well enough alone, that leaf is now named 'Your Planetary Mat Here.'

Once you've set up the material, you're ready to export the planet map files. Choose File > Export Terrain to open the Export Wizard. On screen 1 of the Export Wizard, click the lower button to export the entire planet. Don't worry about the options on screen 2, as we'll be discarding the terrain export data. The top part of the third screen of the Export Wizard is for exporting the 6 heightfields. But for our map, we don't care about the heightfields, so I pick a temporary name for them, set their resolution _really small_ and accept the other defaults.

It's the texture files we'll use to create the map. Although it'll take a long time, the higher resolution that you can use, the better. For the , I used 1024 on a side. A size of 512 is a good test size. Some concrete numbers here - assuming the default Mojo planet radius of 6,000,000 meters and a map made up of faces 1024 on a side, the final map has a resolution of approximately 9 kilometers per pixel!

NOTE! It can take a _long_ time to export the planet texture maps! I think it was about half an hour to export the panels for the large map, YMMV.

Once you export, you'll have 6 tiny heightfield files that you can throw out and 6 texturemap panels that are ready to be stitched together in your favorite 2D image editing program. They will be numbered 1 through 6. Where I used the name "globalmaps.png" above, the files I get will be named "globalmaps_1.png" through "globalmaps_6.png".

The two polar panels (1 is the north pole, 3 is the south) will need to be cut into four triangular sections. Three of the remaining four panels will need to be rotated when they are stitched into the map.

Here's the key for the polar panels:

and here's the overall plan for where to place the panels:

The second row of text in the square panels specifies how to rotate those panels. It should be evident how to rotate the triangular panels. The bottom row shows the longitude values at the points.


A Note about Parameter Bombs

In order to find out where the opening camera shot was on MWv1p1-default, I created a parameter bomb that was 50,000 meters square, colored the inside of it bright pink and then exported my planet texture files at 1024x1024. The parameter bomb showed up as a square only about 4 pixels on a side.

So, if you have small parameter bombs around, they probably won't be terribly obvious on your map. However, if you have large parameter bombs, you'll want to edit the material inside of those bombs in the same way as the global material, starting with the WorldMapLines.mjl, setting your latitude line color as desired and plugging the parameter bomb's material into the appropriate spot. This is only an issue if your parameter bombs are large and cross latitude lines.