My main problem was that I didn't really grok the distinctions and relations between the mapping of the total loop, the resulting noisemap and the final tiles I wanted. I was trying a lot of wierd things with the mapx/y chunks, partial mapping etc. I think I saw pics of every way this could go wrong
Anyway, in the end it was quite easy: I just set the submap to the size of the loop and grabbed chunks of that using an offset:
for (int i = 0; i<numberOfTilesHeightInt; i++)
{
for (int j = 0; j<numberOfTilesWidthInt; j++)
{
for (int localy = (i * tileheight); localy < ((i+1) * tileheight); localy++)
{
for (int localx = (j * tilewidth); localx < ((j+1) * tilewidth); localx++)
{
s = (double) localx / (double) m_dxloop;
t = (double) localy / (double) m_dyloop;
nx = m_loopx0 + Math.cos(s * 2 * Math.PI)*m_dxloop/(2*Math.PI);
ny = m_loopy0 + Math.cos(t * 2 * Math.PI)*m_dyloop/(2*Math.PI);
nz = m_loopx0 + Math.sin(s * 2 * Math.PI)*m_dxloop/(2*Math.PI);
nw = m_loopy0 + Math.sin(t * 2 * Math.PI)*m_dyloop/(2*Math.PI);
noise = SimplexNoise4D.noise(nx* scalingfactor, ny * scalingfactor, nz * scalingfactor, nw * scalingfactor);
noise = ((noise + 1) / 2);
noisedpixelsarray[(localx - (j * tilewidth))+ ((localy - (i*tileheight)) * tilewidth)] = tileColor;
}
}
noiseTileBitmap.setPixels(noisedpixelsarray, 0, tilewidth, 0, 0, tilewidth, tileheight);
//draw the colour noisemap in grayscale:
tmpTileCanvas.drawBitmap(noiseTileBitmap, null, dstRect, tmpPaint);
//and draw on h-index-w-index text:
_tmpTileCanvas.drawText("w" + String.valueOf(j) + "-" + String.valueOf(i), tmpTileBitmap.getWidth() * 0.5f, tmpTileBitmap.getHeight() * 0.5f, penPaint);
saveTile(tmpTileBitmap, j, i);
}
}
Anyway, thanks for helping me out! Now I'm off to find some good octaves and making some postprocessing routines
PS: wtf? CODE tags eat my newlines again?!? It looks OK in preview, but as soon as I post and reload the page, it's all one line? Well, let's see what removing the tags does...

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