By specifying two tiles within the set of tiles you want to import, World Machine will attempt to
determine the naming scheme in use for tile coordinates. In general, as long as each tile is identified
with a discrete coordinate within the tileset, it will be able to parse out the naming system.
By default, World Machine will determine the total extents of the tileset even if they lie outside of the
two files you specify; for example, even if you selected "tile_3_1" and "tile_5_2", World Machine
would search for all other matching tiles and determine the full set by itself.
There are two extra options available while specifying the input dataset:
Import Selected subset only: If you select this option, only the tiles that lie between the
selected ones will be imported. In the example mentioned above, with this checked, only the
rectangular area of tiles between tile (3,1) and tile (5,2) will be imported.
Use relative path to file: allows you to locate a dataset by relative path rather than absolute. If
the dataset is located in a folder that is underneath the location specified in Project Settings, the
path will be stored as a relative path; otherwise it will remain absolute.
Once you have selected the tilestream, World Machine will attempt to validate the tileset by
determining the tileset extents and making sure that each tile exists.
Establishing world space location
The upper-right corner of the dialog allows you to specify where in worldspace the tileset should be
located. You can set the location and size of the overall tile area, or set the size of each tile and let WM
calculate the total size for you. If you prefer, you can set the location graphically by clicking on the
"Set in Layout View" button.
Setting your file's elevations
There are several ways you can map the tileset's elevations into the world:
Natural Elevations: Ensure that the height values in the input files are translated correctly into
the same elevation in World Machine
Full Range: Map the elevations present so that the highest and lowest elevation completely
span the possible elevation range inside of World Machine
Specify: Specify an altitude range in meters that the input data should fall between.
After the mapping of height values, any heights out of range will be clipped to the minimum and
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maximum altitudes allowed.
You can set options for tiled input, including:
Interpret as RGB: When toggled, the Tiled Input device will produce a Bitmap output instead
of Heightfield output.
Share Edge Vertices: If World Machine should assume that the edges of each tile will match.
When this option is not set correctly, there will be a one pixel offset in your tileset; Check the
export options from World Machine or your other source of tiled data to see what this should be
Flip Y-axis: Enable this if the source of your tiled data exported each tile using a top-left origin
rather than bottom-left; You will be able to tell because each tile will be in the right order but
The Tiled File Input device uses a multi-resolution cache to making working with your tileset easy. The
default settings will usually achieve optimal performance; however, you can adjust the total amount of
space allocated to the cache if you want to accomidate an extremely large tileset.
World Machine Professional supports a simple but useful form
of automation using XML-based scripting. This allows you to
load, build, export, and modify basic world settings all from the
You can launch automation in two ways:
1. From within the World Machine GUI, by choosing "Run
Automation Script..." from the File menu:
2. From the commandline, by dragging a WM script onto
the executable, or launching World Machine with the
name of the script file as the parameter.
10.3.1 A Brief Introduction to XML
For those not familiar with the XML markup language, it is quite similar to HTML in overall approach.
You create an XML document by using tags denoted with the <tag> and </tag> markers. Unlike HTML
however, the application defines its own tags; the tags you define determine what is in the datafile.
Tags are hierarchical, and may contain children by defining new tags between the begin <> and end </
> tags. Tags may have any number of parameters associated with them. For example
<mytag> ... </mytag> is a valid XML tag
<mytag1> <mytag2> </mytag2> </mytag1> is a valid XML relationship; mytag1 is mytag2's parent.
<mytag name="My.. tag..." action="none" /> is a valid single-tag XML tag with two parameters,
name and action.
The tag <!-- ... --> is a comment tag. You may put any text into the ... area and it will be ignored by the
10.3.2 World Machine XML Scripts
Always start the script file with the XML header declaration.
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
After the header, there must be one and only one root tag, in this case using the
The tags inside are processed and executed in line order.
There are three main types of commands that you can execute from a script file:
1. Worldfile Actions: Load or save a world file (TMD). Each script must include a load command
to load a worldfile from disk.
2. Modification: Change something within the world. The most common modifications would be
to change the output resolution, or enable/disable devices or groups of devices.
3. Building/Export: Actually perform the build process and export to files.
10.3.3 An Example Script
An example script is shown below. Most of the tags are self-explanatory; a full listing of the available
tags is in the following section.
<!-- Example World Machine Pro script file. These
files are in XML format -->
<!-- The example_script2.tmd file is setup to allow us
to quickly change what outputs we're using to export a
low-res mesh and a high-res normalmap.
<!-- XML header declaration -->
<?xml version="1.0" encoding="UTF-8"
<!-- Load a TMD file into WM-->
<section name="HF Export">
<!-- Set the resolution to 512, enable the output group
named A, then build and export the world (this builds
the normalmap) -->
<world res="512" />
<enable group="A" />
<disable group="B" />
<echo text="Group changover, and re-build for mesh
<section name="Mesh Export">
<!-- Set the resolution to 64, enable the output group
named B, then build and export the world (this builds
the mesh) -->
<world res="64" />
<enable group="B" />
<disable group="A" />
<echo text="Example Script Completed"/>
10.3.4 World Machine Scripting Tags : General
Tag: <automation> ... </automation>
This tag is the parent container for the WM automation scripting data. The version parameter must be
always equal to "WMP2", this is the currently defined version number for World Machine v2.0
Tag: <section name="" enable=""> ... </section>
name ( = string )
enable (= "true"|"false"|"yes"|"no" )
The section tag allows you to group together sets of commands into logical sections. You can name
each section, and enable/disable it by changing the enable parameter. A disabled section is skipped
during script parsing.
The other important ability of a section tag is to localize failure. If any major command (e.g. <load/>)
fails, that command propagates an abort message until it hits a section tag or the root container. Thus
without sections, any one failure aborts the script. Within a section, only that particular section will
abort; other sections will continue to process, which is usually the intended behavior.
Tag: <echo text=""/>
text (= string )
This tag echoes the text string input to the scripting output display. It has no other effect.
Tag: <load file=""/>
file (= file path )
Loads a world file (TMD) from disk. You may specify either an absolute or relative file path.
Tag: <save file=""/>
file (= file path )
Saves a world file (TMD) to disk. You may specify either an absolute or relative file path.
Tag: <build mode=""/>
mode (= "normal"|"tiled" )
This very important tag builds the currently loaded world. Note that output files will only be created at
this point if they normally would be during a build within WM -- this means that your File Output
devices must have "Save file every time the world machine is built" checked to save during a normal
The mode parameter controls whether a single-file or tiled build is performed. Either build type uses
the current appropriate extents & resolution settings of the world file.
Can be called after a world build is performed, this command will export files from all currently
Unless your File Outputs have "Save file every time" checked, this is the only way to export files from
your normal build mode script!
10.3.5 World Machine Scripting Tags : Modifcation
World Machine supports a limited ability to modify the state of the device world from a script file.
World modifcations are all contained within a special <modify> container tag. Within, the various
modification tags allow you to do things like enable or disable sets of devices, change the resolution of
the world or the render extents used, and so on. By designing your world file with script control in
mind, between the modify section and variables (described in section 10.3.6) you should be able to
control virtually anything you wish from the script file.
Example use of the Modify
<world res="512" use_extents="1" />
<enable group="A" />
<disable group="B" />
The <modify> tag is the container for all of the other commands in this section intended to modify the
settings of the world. It must enclose every other modifcation tag.
Tag: <world />
res ( = value denoting the resolution of the world to build )
use_extents ( = value specifying which render extent to use: zero-based, these correspond to the
order they are listed within the Project Setup dialog)
The <world> tag modifies the project file's world settings. You can change the build resolution and
render extents used for any following normal build command.
Tag: <tile />
res ( = integer value denoting the resolution of each tile for a tiled build )
number ( = value giving the number of tiles to export )
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