The Ultimate Site of Worms Armageddon

Worms: Armageddon => General discussion => Wormkit Modules => Topic started by: nizikawa on February 07, 2021, 09:30 AM

Title: wkTerrainSync
Post by: nizikawa on February 07, 2021, 09:30 AM
wkTerrainSync is an improved version of wkTerrain38 that fixes limitations of the original module. It implements custom network protocol to automatically synchronize terrain data, download missing terrain files from host player and more. With this module players are able to use custom terrains online without limitations and desynchs. On top of that, wkTerrainSync adds extra visual customization features to terrain files to overhaul how the game looks.

Data synchronization features:
   - Custom network protocol integrated with WA's original network code - this module works seamlessly with WormNAT2 and direct hosting
   - Terrains are now referenced by their MD5 hash instead of ID - play online games regardless of your terrain list order and terrain directory names
   - File transfers - missing terrain files are automatically downloaded from the host player
   - Terrain metadata is embedded directly in .wagame replay files - replay files will work even when terrain list changes or files are renamed

Terrain customization features:
   - Terrain files can include additional parallax sprites - back2.spr displayed in far distance behind regular back.spr ; front.spr displayed in front of the map
   - Removed sprite loader limitations when handling back.spr, back2.spr and front.spr - sprites are no longer limited to 640x160px size and can be animated like regular sprites
   - Since v1.0.2: To use extended sprite loader with back.spr rename the file as _back.spr . If _back.spr is not present, the game will load back.spr with the default sprite loader
   - Terrains can override any sprite in the game, including worm animations, weapon projectiles and clouds - place gfx0/spritename.spr (normal palette) and gfx1/spritename.spr (colorblind palette) within terrain.dir to override any sprite
   - Terrains can override water.dir for custom water color and animations - place water.dir next to level.dir in terrain directory. Use https://worms2d.info/Water_color_editor to generate custom water.dir

Installation:
   1) Remove your existing wkTerrain38.dll
   2) Place wkTerrainSync.dll and wkTerrainSync.ini in your WA directory

Usage:
   - wkTerrainSync does not require any special configuration or user interaction.
   - If you are joining an online game that uses a new terrain file that you currently don't have installed, you will see an "Invalid map file" in map thumbnail and multiple messages about terrain data download will appear in lobby chat. This means the terrain file is being downloaded from the host and a proper map thumbnail will appear once the terrain is downloaded. This should take few seconds depending on network speed.
   - When generating a random map by clicking on map thumbnail, the game selects a random terrain from all available terrains.
      To limit this selection to only custom terrains, hold CTRL key and click on the thumbnail.
      To limit this selection to only default terrains, hold ALT key and click on the thumbnail.
   - Online play with a mix of wkTerrain38 and wkTerrainSync players is not supported. In such case both wkTerrain38 and wkTerrainSync will refuse to load custom terrain maps and wkTerrainSync will print warning messages in lobby chat
   - Downloaded terrain directories are stored as "Name #MD5checksum" to avoid file conflicts
   - Incomplete file transfers are stored with .part suffix to prevent adding incomplete downloads to the terrain list
   - To troubleshoot the module, enable dev console in .ini file and examine the logged messages
   - To print the version of the module and a list of available terrains, use /terrains command in lobby

Current version: 1.2.6.0
Source code is available at: https://github.com/nizikawa-worms/wkTerrainSync
Download: https://github.com/nizikawa-worms/wkTerrainSync/releases/latest/download/wkTerrainSync-release.zip
Title: Re: wkTerrainSync v1.0.0 - wkTerrain with automatic data synchronization and extras
Post by: h3oCharles on February 07, 2021, 04:01 PM
you have no idea how much of a godsend you are
Title: Re: wkTerrainSync v1.0.0 - wkTerrain with automatic data synchronization and extras
Post by: oScarDiAnno on February 07, 2021, 08:09 PM
This opens a whole new world for terrain customization, and it also removes the hassle of keeping strict same files in order to play with other people, as before I had to keep sending zip updates with the new terrains to my friends and it was a mess when one skipped something.
Again, thanks a lot for your work! ;D
Title: Re: wkTerrainSync v1.0.1 - wkTerrain with automatic data synchronization and extras
Post by: nizikawa on February 08, 2021, 09:25 PM
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Title: Re: wkTerrainSync v1.0.1 - wkTerrain with automatic data synchronization and extras
Post by: mozzribo on February 20, 2021, 09:51 PM
Hi! I'm getting the following error (on Linux):

(https://u.teknik.io/1Q2By.png)

Code: [Select]
recursive_directory_iterator::recursive_directory_iterator:
File not found.: "data\level\"

I'm sure I'm doing something wrong. Any ideas what that might be? DevConsole shows no output (possibly because I'm in Linux).

I've put the two files in the WA root directory and the terrain folders into DATA/Level... WormKIT is enabled, of course.

The old wkTerrain38 also doesn't seem to work anymore (I get the same error). However, I remember that it did (on the same installation). I haven't been using it in a while, though, due to the desync.

I'm not using a CD version but the GoG one, yet I tried the wkFileOVerride just in case, and of course, it didn't help (unless I used that one improperly as well).

Update: I now (after removing all the terrain files and folders and the wkTerrainSync files) actually encounter a fatal error within the game:

(https://u.teknik.io/XRCQy.png)

I cannot load customs maps, while generated maps don't load to the game setup screen. When I start the game, it crashes. I can provide the error log if needed.

If I install another instance of the game, I have the same problem. I suppose this has something to do with the registry (not that I have an idea)?
Title: Re: wkTerrainSync v1.0.2 - wkTerrain with automatic data synchronization and extras
Post by: nizikawa on February 21, 2021, 08:59 AM
the module has been updated to version 1.0.2
- added a nag message informing players to install wkTerrainSync

fixes:
- host desynchronization with fallback to -Beach terrain
- .BIT levels with custom terrains in online games
- fixed file lock when renaming .part files and infinite request/download/rescan loop
- to fix opaque back sprite in some terrains, back.spr is no longer loaded with extended sprite loader. to use the extended sprite loader, rename back.spr as _back.spr
    - new custom terrains should use _back.spr when using back sprite with custom resolution
    - some existing terrains that utilize custom back.spr loader are added to a predefined exception list by terrain hash
    - the exception list can be overridden by appending the following section to wkTerrainSync.ini file; terrain hashes must be separated by comma symbol:
Code: [Select]
[exceptions]
ExtendedBackSprLoader=e27d433fcd8ac2e696f01437525f34c5,
Title: Re: wkTerrainSync v1.0.1 - wkTerrain with automatic data synchronization and extras
Post by: nizikawa on February 21, 2021, 09:04 AM
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Title: Re: wkTerrainSync v1.0.1 - wkTerrain with automatic data synchronization and extras
Post by: mozzribo on February 21, 2021, 11:58 AM
Hi! I'm getting the following error (on Linux):

i'm not familiar with running worms under wine, but some users confirmed the module works fine on linux. my guess is that your current working directory is not set to WA directory:
launch a new terminal window and enter:
Code: [Select]
cd /home/username/path/to/your/wa/dir/
wine ./WA.exe
this should make dev console output visible in your terminal and might fix the terrain loading issue. i will look into the compatibility of the module with wine

Thanks for the help. Ultimately I managed to remove all existing instances of the game and re-install it. Now everything works as expected. We did need to use the most recent version You just posted, though.

Otherwise, me using WA 3.8.1, while the other person using 3.8, both with the previous versions of wkTerrainSync, got the desync error. Here are screenshots, maybe they help even though there isn't much technical information on them:

Me, as a host:

(https://u.teknik.io/1Odmx.png)

On the joiner's side:

(https://u.teknik.io/BkJwl.jpg)


Thanks for the awesome work You're doing!
Title: Re: wkTerrainSync v1.0.2 - wkTerrain with automatic data synchronization and extras
Post by: Magma-1337 on April 26, 2021, 02:16 AM
I have found a bug where the game crashes when you minimize, then maximize the game while the map editor is open with a custom terrain selected.
If you need, I can send the errorlog.txt so you can figure out what made it crash.
Title: Re: wkTerrainSync v1.0.2 - wkTerrain with automatic data synchronization and extras
Post by: MonkeyIsland on April 26, 2021, 10:47 AM
Is this bug related to wkTerrainSync?
Title: Re: wkTerrainSync v1.0.2 - wkTerrain with automatic data synchronization and extras
Post by: nizikawa on April 26, 2021, 01:50 PM
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Title: Re: wkTerrainSync v1.1.0 - wkTerrain with automatic data synchronization and extras
Post by: nizikawa on May 02, 2021, 08:46 AM
Version 1.1.0a has been released!

What's new:
Version 1.1.0 introduces support for custom-sized random maps generated with built-in map generator. The maps can be scaled with 0.1x scale increments in both width and height dimensions up to 5.0x scale max.
The module modifies frontend code to add two dropdown menus under map preview with selectable width and height scale. The scale is applicable only to .LEV maps - i.e. the maps that were generated with map generator and not altered since their generation. Drawing anything on the map preview will cause the map to be immediately converted to .BIT format and its scale reset to default.
Online play on custom sized maps is supported, but all players need to have wkTerrainSync v.1.1.0 (or newer) installed.
The generated maps must be converted to PNG format to be played online with people without wkTerrainSync or previous versions of it installed.

Important notes:
The official WA maintainers have stated that this module WILL NOT BE SUPPORTED in upcoming versions (3.9.x and newer) of Worms Armageddon.
Replays created with wkTerrainSync maps WILL NOT BE COMPATIBLE with WA 3.9.x+ out of the box, however it might be possible to convert the replays to a newer format or create a compatibility layer wormkit module.
If you care about future preservation of your replay files, convert your maps into PNG format in map editor before playing on them.

Source code is available at: https://github.com/nizikawa-worms/wkTerrainSync
Binary DLL is attached to the first post and also available at: https://github.com/nizikawa-worms/wkTerrainSync/releases

---edit:
By mistake version 1.1.0 embedded its metadata in every replay, even if custom terrain/scale wasn't used. Although this shouldn't break replays, the metadata in such cases shouldn't be embedded at all.
I've released version 1.1.0a to amend this bug. Those who've installed v.1.1.0 are requested to update to 1.1.0a. Version 1.0.2 is unaffected.
I'm sorry for inconvenience I've caused.
Title: Re: wkTerrainSync v1.1.0a - wkTerrain with automatic data synchronization and extras
Post by: Korydex on May 03, 2021, 12:08 PM
Awesome job! It would be appreciated if you could explain every line in the ini file
Title: Re: wkTerrainSync v1.1.0a - wkTerrain with automatic data synchronization and extras
Post by: nizikawa on May 03, 2021, 06:59 PM
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Title: Re: wkTerrainSync v1.1.0a - wkTerrain with automatic data synchronization and extras
Post by: Electric Grenade on June 15, 2021, 01:02 PM
Sweet! Can't wait to try out all sorts of new terrains.
Title: Re: wkTerrainSync v 1.2.0 released - play custom missions online!
Post by: nizikawa on July 18, 2021, 08:52 AM
Version 1.2.0 introduces support for custom .WAM files to be played in both offline and online multiplayer games.

A custom mission consists of 3 files:
- Map file in .img/.png/.bit format, for example: missionname.img
- WAM script with mission configuration with the same name as Map file, for example: missionname.wam
- [Optional] .WSC scheme to be used by the mission, with the same name as Map file, for example: missioname.wsc

More info regarding .WAM file format: https://worms2d.info/Worms_Armageddon_mission_file

Usage
To play a mission, enter Map Editor and select .img/.png/.bit map file. If a .wam file with the same name exists, it will be automatically loaded. If .a .wsc scheme file with the same name exits, it will also be automatically loaded.

After exiting map editor, mission details will be displayed in chat (online multiplayer) or in a message box (offline multiplayer).
Add your teams to match what's displayed in mission description (in the exact same team order) and start the game. You don't need to set the number of worms in team and alliances - the module will do it automatically when you start the game.

If you've added less teams than the mission expects, CPU teams will be added automatically to match the requirement. If you add too many teams, they will be automatically removed.
To reset mission configuration and play a regular game simply generate or load a new map.

For your convenience the module will automatically copy default WA mission files to User/SavedLevels/Mission/WA/ folder (and slightly fix them).
Most WWP missions should be playable in WA - some might be broken because certain events are not present in WA.

By default, the mission files use an empty .WSC scheme file that is later populated by .WAM script when the mission begins - it will be labeled as [ Default mission scheme ]. This scheme can be edited by changing basic parameters such as turn time, round time, etc. It is also possible to enable 3.8 scheme extended options.
Mission files can also provide own .WSC scheme, it will be labeled as [ Mission-provided scheme ].
Note: not all scheme settings are preserved - some values are overwritten by .WAM file.

Replay compatibility
Custom mission replay files are fully supported by wkTerrainSync.

Unmodded WA has almost full support for such replays. Online multiplayer missions will raise checksum errors, because all teams will be assigned to the first player in the list. This will be probably fixed in future WA updates.
However, unmodded game will only playback mission replays containing Scheme files in version 1 format. Replays created with this module that contained v2 or v3 schemes probably won't be supported in future WA updates.

Extended WAM options
The module adds some custom fields to WAM file format:

Code: [Select]
[HumanTeam] or [CPUTeamX]
Ammo_SkipGo=1
Delay_SkipGo=2
Ammo_Surrender=3
Delay_Surrender=4

[CPUTeamX]
Optional = 1 ; a CPU team will not be spawned if no player team is added to cover this team
TeamNameValue=Team Name Text ; sets custom team name instead of one specified by TeamNameNumber
WormX_NameValue=Worm Name Text ; sets custom worm name instead of one specified by WormX_NameNumber

[EventXXXX]
TypeOfEvent=10 ; show text event
Text_String_Value=Custom text message to be displayed ; sets custom text message instead of one specified by Text_String_Index

Lobby commands
The module implements some commands available in online lobby:
- /mission - show status of currently set mission
- mission attempts 5 - set attempt number of custom mission (used for activation gold/silver/bronze alternative events
- /mission reset - cancel currently loaded mission
- /terrains - send your wkTerrainSync version
- /terrains list - send your wkTerrainSync version and a list of installed terrains
- /terrains query - query wkTerrainSync version used by other players
- /terrains rescan - rescan terrain directory for new terrains
- /scale - show current map scale
Title: Re: wkTerrainSync v 1.2.1 released - play custom missions online!
Post by: nizikawa on August 18, 2021, 07:35 AM
Version 1.2.1a has been released to fix known bugs and introduce some features:

New features:
- Custom terrains can now be used in Quick CPU and Deathmatch games. You can also hold Ctrl while clicking the Quick CPU/Start buttons to force custom terrain to be used or hold Alt to force standard terrain. This feature can be completely disabled in .ini file.
- The terrain name is now displayed when hovering on map thumbnail in both offline and online multiplayer
- You can force random map style by holding 1,2,3...8 keys and clicking on the map thumbnail to generate a new map

Bug fixes:
- Map scale dropdowns no longer steal window focus
- CD editions no longer require wkFileOverride
- Fixed Skip Go/Surrender Ammo/Delay settings bug in custom missions [Note: this change might desynchronize the game if a mix of 1.2.0 and 1.2.1 players use a WAM file with these settings]
- General bug fixes
Title: Re: wkTerrainSync v 1.2.2 released - play custom missions online!
Post by: nizikawa on August 22, 2021, 02:08 PM
wkTerrainSync v. 1.2.2 has been released to fix some existing bugs and ones introduced in 1.2.1a release.

New features:
- Scanned function offsets are now stored in wkTerrainSync.cache file for significantly faster module startup. This feature can be disabled in .ini file by adding UseOffsetCache=0 under [general] section.

Bug fixes:
- Patched replay loader to allow playback of custom mission replays with CPU Teams with skill level beyond 100
- Fixed custom map sizes in online games (this feature was broken with 1.2.1 release)
- Fixed custom map sizes compatibility with wkMultiInstance
Title: Re: wkTerrainSync v 1.2.2 released - play custom missions online!
Post by: nadiya8040 on August 29, 2021, 12:17 AM
Um, I've been thinking... It would be neat for you to include "Max Objects eligible in the terrain" (also includes custom PNG pics) feature, So that i can know how many worms, mines, oil drums and any other stuffs that can be randomly placed in a terrain (Example: If small, few objects; If large, more objects). I'm kinda bothered when i have to teleport-in if have the participating worms beyond the max objects can be randomly placed. So it'll be nice to have that QOL feature.

Also, I suggest you could tweak map generations when generating bigger-scaling map, especially when cavern maps doesn't have right exit while the left have exit.
Title: Re: wkTerrainSync v 1.2.4 released - play custom missions online!
Post by: Ashtar on January 24, 2022, 11:15 PM
Well made. I chose, however, to uninstall it when not playing with others who have the module installed. Most of the time, with other words.

Reason: when players without the module installed join my game, they often see "Invalid map file" because the automatically generated terrain is often custom. Therefore, I must make certain to hold down the Control key and click to generate normal terrain nearly every time I host a game, or others will not be able to play.

Solution: making the module so that custom terrain is never generated, unless we hold down the Control key while clicking. I have seen others with this module hosting a game and wondering why people see "Invalid map file," without the host even being aware of it. Sometimes people leave because of it.
Title: Re: wkTerrainSync
Post by: Lancelot on September 03, 2022, 08:37 AM
The module is great, I'm waiting for its integration in the next patch :)

It worked for me for the first time without problems, but recently I had to delete it, because when I enter the map editor, WA gives an error. It doesn't matter if it's a pirated version or a Steam license. I can't figure out why or what landscape this is happening. Maybe because of the little things, I would not refuse help in this matter. Thank you.

I'll attach the error file to the post.



Title: Re: wkTerrainSync
Post by: nizikawa on September 03, 2022, 08:52 AM
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Title: Re: wkTerrainSync
Post by: Lancelot on September 03, 2022, 09:02 AM
It worked for me for the first time without problems, but recently I had to delete it, because when I enter the map editor, WA gives an error. It doesn't matter if it's a pirated version or a Steam license. I can't figure out why or what landscape this is happening. Maybe because of the little things, I would not refuse help in this matter. Thank you.

I'll attach the error file to the post.
Hi. Try removing Camping terrain from your installed terrains and see if it helps.
In general, if the game crashes when loading terrain data, edit wkTerrainSync.ini and enable the following options:
EnableDevConsole = 1
LogToFile = 1
DebugSpriteImgLoading = 1
Then launch the game and try to load the terrain. There should be a new file named wkTerrainSync.log created in WA directory and it should list the last loaded .img/.spr files. Usually the last line contains the name of .img/.spr file that crashed the game.

Yes, I could just use the list of new terrains on tus, and by gradually removing them, I would find the source of the error.

Breaking Bad terrain is the source of the error. I will write in the comments so that the author does not forget to correct the error in the future

Thank you for your prompt response, to you and Echiko :)
Title: Re: wkTerrainSync
Post by: Doctor Proteus on July 28, 2023, 05:55 AM
Would anybody be so kind as to tell me where the wkTerrain38.dll is located? I want to use custom terrains but I do not know where the file is located that I need to replace.
Title: Re: wkTerrainSync
Post by: SIBASA on July 28, 2023, 07:38 AM
Would anybody be so kind as to tell me where the wkTerrain38.dll is located? I want to use custom terrains but I do not know where the file is located that I need to replace.
wkTerrain38 is an outdated version and if you haven't installed it before, you won't have it. Just place wkTerrainSync.dll and wkTerrainSync.ini in your WA directory and ensure that "Load WormKit modules" in the Advanced options section of the game is enabled  ;)
Title: Re: wkTerrainSync
Post by: Doctor Proteus on July 28, 2023, 09:02 AM
Would anybody be so kind as to tell me where the wkTerrain38.dll is located? I want to use custom terrains but I do not know where the file is located that I need to replace.
wkTerrain38 is an outdated version and if you haven't installed it before, you won't have it. Just place wkTerrainSync.dll and wkTerrainSync.ini in your WA directory and ensure that "Load WormKit modules" in the Advanced options section of the game is enabled  ;)
Thank you. I originally had a problem getting the custom terrains working but it seems I put them in the wrong folder.
Title: Re: wkTerrainSync
Post by: Plutonic on January 20, 2024, 11:43 AM
Hey! Is there support for PNG maps using specific custom terrains? MapGEN currently sets up the WA chunks using the default ID's, but would be cool to support this as well if possible.
Title: Re: wkTerrainSync
Post by: TheWalrus on January 20, 2024, 06:07 PM
Hey! Is there support for PNG maps using specific custom terrains? MapGEN currently sets up the WA chunks using the default ID's, but would be cool to support this as well if possible.
I was gonna ask this pluto, been using mapgen alot lately and thought it would be cool to use the new terrains with mapgen!
Title: Re: wkTerrainSync
Post by: Jago on February 20, 2024, 04:26 PM
Does anyone know of any kind of tutorial for creating terrain? It would be great if someone did it to create their own.
Title: Re: wkTerrainSync
Post by: Sensei on February 20, 2024, 09:13 PM
Does anyone know of any kind of tutorial for creating terrain? It would be great if someone did it to create their own.

I was just linking this today to Runaway.
King Gizzard made few video tutorials. They are pinned in W:A Discord.

1. https://discord.com/channels/416225356706480128/691342271861358592/795653643557928991
2. https://discord.com/channels/416225356706480128/691342271861358592/795669452473237514
3. https://discord.com/channels/416225356706480128/691342271861358592/800808885589245962

In case you get stuck, just comment in #workshop-discussion channel and people will help you out. Most of the terrain creators regularly speak there about this and other projects.
Title: Re: wkTerrainSync
Post by: Triad on February 20, 2024, 09:58 PM
Also linking this guide for further details: https://worms2d.info/Terrain_Creation_Guide
Title: Re: wkTerrainSync
Post by: TheWalrus on February 21, 2024, 12:18 AM
how do u make maps work, i coped and pasted in mspaint to make mirrored map from mapgen but it wont work in wa
Title: Re: wkTerrainSync
Post by: FoxHound on February 21, 2024, 12:39 AM
how do u make maps work, i coped and pasted in mspaint to make mirrored map from mapgen but it wont work in wa

I'm a MS Paint map maker, and unfortunately, Paint alone cannot make maps work in WA (PNG ones I'm saying). I use Gimp to set 64, 96, or 112/113 colors. GIMP is free software and you only click on two or 3 buttons to convert colors for WA. Don't forget that maps dimensions must be divisible by 8.

Edit: by the way, you probably just forgot how to make maps, because you have some (https://www.wmdb.org/users/Walrus) with Original, Elaborate, Good Graphics and other wild tags, while the recent map I participated (https://www.wmdb.org/46602) has a completely new and unreleased scheme, not to say other creative parts of the map, such as sbs' "one shot roping" and the map didn't even receive Original tag. The map I made with sbs called DFW City (https://www.wmdb.org/43802) took more testings and more time (not to say it has a trailer (https://youtu.be/sKIlCuEt9wI?si=3gSNSIMij9LnYxgF) and a scheme icon gif of 20 handmade frames (https://worms2d.info/images/f/fd/Drive_for_Weapons_gif_icon.gif)) than the BigBilly's coop project and the map didn't receive much tags.
Title: Re: wkTerrainSync
Post by: TheWalrus on February 21, 2024, 02:10 AM
I'm a MS Paint map maker, and unfortunately, Paint alone cannot make maps work in WA (PNG ones I'm saying). I use Gimp to set 64, 96, or 112/113 colors. GIMP is free software and you only click on two or 3 buttons to convert colors for WA. Don't forget that maps dimensions must be divisible by 8.

Edit: by the way, you probably just forgot how to make maps, because you have some (https://www.wmdb.org/users/Walrus) with Original, Elaborate, Good Graphics and other wild tags, while the recent map I participated (https://www.wmdb.org/46602) has a completely new and unreleased scheme, not to say other creative parts of the map, such as sbs' "one shot roping" and the map didn't even receive Original tag. The map I made with sbs called DFW City (https://www.wmdb.org/43802) took more testings and more time (not to say it has a trailer (https://youtu.be/sKIlCuEt9wI?si=3gSNSIMij9LnYxgF) and a scheme icon gif of 20 handmade frames (https://worms2d.info/images/f/fd/Drive_for_Weapons_gif_icon.gif)) than the BigBilly's coop project and the map didn't receive much tags.
well that does say uploaded in 2004, was probably pretty good for the time period but not so good now :D 20 years later lol
Title: Re: wkTerrainSync
Post by: Jago on February 21, 2024, 06:23 PM
I was just linking this today to Runaway.
King Gizzard made few video tutorials. They are pinned in W:A Discord.

1. https://discord.com/channels/416225356706480128/691342271861358592/795653643557928991
2. https://discord.com/channels/416225356706480128/691342271861358592/795669452473237514
3. https://discord.com/channels/416225356706480128/691342271861358592/800808885589245962

In case you get stuck, just comment in #workshop-discussion channel and people will help you out. Most of the terrain creators regularly speak there about this and other projects.

Thank you very much, a tutorial with video is exactly what I was looking for :D, I didn't really understand much of the guide that comes in the Redame of the module.