The process of creating a new world map step by step includes:
1.- Clearing existing geodata information.
2.- Creating your own country frontiers, province borders and/or cities.
3.- Assigning your own world map textures.
Clearing existing geodata information
To clear current geographic data and start your own map from zero, use “New Map” option under Map Editor’s gear icon:
Creating your own country frontiers, province borders and/or cities
This task is the most complex. Fortunately WMSK provides you with a territory importer so you can automatically create rough frontiers for countries and provinces based on a color texture where each color represents a country (see Territory Importer section below).
Alternatively, or after using the Territory Importer, you can use the Map Editor to adjust frontiers and create your new cities.
Assigning your own world map textures
Depending on the Earth style you prefer, one or more textures need to be provided:
Main world texture for the background. Select the material of the Earth style and assign your own texture. The materials are located in WorldMapStrategyKit/Resources/WMSK/Materials folder.
Heightmap and Watermask. If you use the Scenic styles and the viewport mode, you will also need to provide a suitable heightmap and watermask. Set them in the WMSK inspector in section Earth Settings:
The heightmap is required to calculate the elevation in the viewport mode. It should be a grayscale texture.
The water mask is similar to the heightmap with alpha channel used for specifying the water level in pathfinding and scenic animated foam. The water level can be configured in the Path Finding settings:
Once you assign a new water mask, it’s important to generate the water motion vectors. The RGB channels of the watermask texture will contain water flow data used in Scenic Earth styles and viewport mode: