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spud42

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Everything posted by spud42

  1. so far the "optimizations" seem to be simplifying the game to shoehorn it into a console. Sure some of these wil benifit the PC game but a lot of the richness and complexity has been whittled away to cram it into a console.
  2. hmmmm. Looking in 7days to die/data/prefabs/RWGTiles it seems each tile has 6 parts. .blocks.nim .ins .jpg .mesh .tts .xml all prefixed by the tile name for example rwg_tile_commercial_cap is there a tool to generate these files? Reading the xml file there is a structure to the file that seems so far to be the same with the variations being where each poi can spawn on this tile.. facinating to see how it works.. easier to try to figure out the rural tiles with less stuff on them lol. this is the easier part the other files i have no idea of except the jpg of course . its a picture of the tile.
  3. how hard is it to make a tile? Sounds like we would be making a custom map like navazgane...
  4. yep i thought it wasa TFP tile limitation.. they just dont link together. Its like knock off LEGGO blocks... they look ok but you cant mix them with the real thing ...lol
  5. ok, i think i have asked before but cant remember.. Most real life cities and suburbs are designed on a grid. in 7DTD the roads stop turn around on themselves, 4 lane roads turn into 2 lane roads. Is this a limitation of TFP tiles? some tiles seem to be slightly offset from others. so they dont meet correctly. Looking at the google earth of Phoenix you can see its a grid of main roads with a smaller grid of local raods . Like most towns. yes in the suburbs they sometimes get twisty in very local roads but still most are straight roads.. Can this be done in Teragon? are there any parameters to set for this? on another note those cites are huge... lag for sure. Is there a way to paint a town map? like set up a wide ring of suburbs with small comercial areas and indusrty areas and maybe a central area for all the skyscrapers? Or do we have to try a few parameters and keep generating maps till the city looks like something we would like? No critisim of Teragon, its great fun to make maps.
  6. ok here is a link to an A21 version of Tassie..... will be challenging as there is a lot of open space. https://gofile.me/6ZBka/xJLsd78df
  7. never mind. hopped on discord and fixed my mistakes... trying to generate a decent Tassie for a21.
  8. ok what am doing wrong? trying to create a new tassie map for a21. at first i got the file name wrong... fixed that now it generates to the preview then crashes! tried it twice and crashes at preview generation.... here is the log file. 1 savePreset : 1 clearVariables : 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 1 defineCustomTag : seed, 4665948659465454 1 setWorldSize : 10240 1 copyFile : C:/Teragon\data\game\Install_World\Teragon POIs, C:/Users/Tim/AppData\Roaming\7DaysToDie\Mods\Teragon POIs 1 copyFile : C:/Teragon\data\game\Install_World, C:/Users/Tim/AppData/Roaming/7DaysToDie/GeneratedWorlds/T49-1 test 9\Install_World 1 setGameData : 7 Days To Die, C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die, Alpha.21.6, true 1 addSourcePath : C:\Users\Tim\AppData\Roaming\7DaysToDie\Mods\Teragon POIs, true 1 readObjectPropertyList : //, // ------------------- Teragon POIs --------------------, //, ship_poi;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:ocean;max_spawn:1, mountain_camp;poi_distance:16;biome:snow;region:mountains;max_spawn:3, //, // --------- /7 Days To Die/Data/Prefabs/POIs/ (wilderness) ---------, //, abandoned_house_01;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_02;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_03;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_04;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_05;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_06;poi_distance:49;biome:forest;region:default;road:gravel, abandoned_house_07;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, abandoned_house_08;poi_distance:49;biome:forest;region:default;road:gravel, army_barracks_01;poi_distance:49;biome:desert,wasteland;region:default;road:gravel, army_camp_01;poi_distance:49;biome:forest;region:default;road:gravel, army_camp_02;poi_distance:49;biome:forest;region:default;road:gravel, army_camp_03;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, bombshelter_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_01;poi_distance:49;biome:snow;region:default;road:gravel, cabin_02;poi_distance:16;biome:burnt,wasteland;region:mountains;road:gravel;max_spawn:2, cabin_03;poi_distance:49;biome:forest,snow;region:default;road:gravel, cabin_04;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_05;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_06;poi_distance:49;biome:desert;region:default;road:gravel, cabin_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_08;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_09;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_10;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_11;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_12;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_13;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_14;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, cabin_15;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, field_concert_01;poi_distance:49;biome:forest;region:default;road:gravel, gas_station_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_04;60;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, gas_station_08;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_modern_18;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_old_spanish_01;poi_distance:49;biome:desert;region:default;road:gravel, house_old_tudor_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, house_old_victorian_03;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, installation_red_mesa;poi_distance:49;biome:burnt,desert,wasteland;region:default;road:gravel, lodge_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_01;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_03;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_04;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_05;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_06;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, ranger_station_07;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:default;road:gravel, survivor_site_01;poi_distance:16;biome:snow;region:mountains;max_spawn:2, survivor_site_02;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:island,coast;road:gravel, survivor_site_03;;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:island,coast;road:gravel, survivor_site_04;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, survivor_site_05;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel, survivor_site_06;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_07;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_08;poi_distance:49;biome:burnt,wasteland;region:default;road:gravel, survivor_site_09;poi_distance:49;biome:burnt,desert,snow,wasteland;region:default;road:gravel 1 readTownPropertyList : regular_town;7;any;center:downtown,commercial,industrial;outskirt:rural,residential,countrytown;layout:maze_3;extra_link:0.99, small_town;3;8;outskirt:residential,countrytown, oldwest_town;1;4;outskirt:oldwest, //, // <-----------------syntax------------------>, //, // town_name;min_tile_count;max_tile_count;center:tile_type1,tile_type2,...;outskirt:tile_type1,tile_type2,...;layout:layout_type;extra_link:float_number;gateway:gateway_tile_name, // the order of tags after "max_tile_count" doesn't matter, //, // outskirt types -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural, // center types (optional tag) -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural, // layout type (optional tag) -> grid, maze_1, maze_2, maze_3, // extra_link (optional tag) -> 0.0 to 1.0 (1.0 always gives a grid layout, regardless of the currently selected layout), // gateway (optional tag) -> Name of gateway tile 1 createTextData : map info data, <?xml version="1.0" encoding="UTF-8"?> <MapInfo> <property name="Scale" value="1" /> <property name="HeightMapSize" value="10240,10240" /> <property name="Modes" value="Survival,SurvivalSP,SurvivalMP,Creative" /> <property name="FixedWaterLevel" value="false" /> <property name="RandomGeneratedWorld" value="true" /> <property name="GameVersion" value="Alpha.21.6" /> <property name="GenerationSeed" value="There is no seed" /> </MapInfo> 1 importHeightMap : my height map, heightmap.png, 0, false, false 1 filterErodingRain : my height map, 40, 255, 20238577, 1 1 filterGaussianBlur : my height map, 0.5, false, 1 scaleLayer : my height map, 5, 250 1 createFlatWaterMap : my water map, my height map, 23 1 createNoiseLayer : my humidity map, 4665948659465454,0.001,WhiteNoise,5,2.0,0.5,FBM 1 createEnvironmentalRegionMap : my region map, my height map, my water map, 1 1 createNoiseBiomeMap : my biome map, 4665948659465454, 0.0003, Cellular, DomainWarpIndependent, 0.6, 2.0, 5, 0, Euclidean, CellValue, 1.0, OpenSimplex2, 800, 1.0, 1.0, 1.0, 1.0, 1.0 1 createEdgeZoneMap : my zone map, 0, 0, 50 1 updatePreview : 1, 1, 1, 0, 1, 1, 3, 0, 100, my height map, my biome map, my debug map, my region map, my road map, my water map, my zone map, my spawn list
  9. nice, if you are going to use the height map to roll a new a21 map then rename the dtm.png to heightmap.png and dont forget to rotate it 180 degrees. otherwise your map of tassie is upside down...lol ( thats another Aussie reference, ask your mate.) 😁
  10. took a while. i thought i lost it. The map is for alpha 20.6 not sure if it works with A21. the height map is called dmt.png and is upside down for some reason but the preview is the right way up.. https://gofile.me/6ZBka/ehpVQ5eHi the file is on my NAS so it shouldnt move....... I found the map of Ireland and one with 3 craters both a20.6 i think...
  11. when you export as a PNG file , in the middle of the export menu is a dropdown list. default is automatic pixel format . If yo click the down arrow you get a list it contains 16 bit GRAY as well as 16 bit GRAYA. I think the 16 bit GRAY is the onw without the Alpha channel.
  12. in other words for great console games use a console but for great PC games get a PC! lol They are just better.... incoming hate 5..4..3..2..1......
  13. maybe my play style is different but i find those unnecessary. i only needed 1 dew collector, i have so much meat in storage i wont use it all. i have a stack and more of "yellow" water...lol i have a stack of 70 eggs i dont need now i have 100 magazines in food/cooking . im on day 106 of this playthrough and all i really want to acomplish is getting the last 8 vehicle books so i can make a gyro. once i do that it explore the entire map and finished... i have a Teragon map waiting for the next start. cooking faster or needing less resources isnt really an issue. start cooking then go loot , dinner is ready when i get home...lol
  14. do you have bridges off? that road looping around the river is mad! lol
  15. A21 has perk/magazine crossovers that need to be sorted out for A22. with the cooking magazines the master chef perks are redundant and a waste of points. Its the same with grease monkey i havent put any points into it and i am only 10 magazines away from building a gyro. the amount of points to max strength and then grease monkey are better spent elsewhere. I suppose it gives the player a choice . is there any overhaul of the magazine /perk duplications in A22?
  16. yes, that is obvious. TFP always recommend a new map and game for the new alpha. an old certainly wont work with the change to armor alone. you would get a heap of null reference errors..lol
  17. yep sometimes it looks like the cast of Thriller are after you , all in sync step....
  18. With the A22 diary opened and the few vague comments from faatal about RWG. Does it look like any changes are going to affect this current version of Teragon? I realise that it could be anywhere from 6 months to a year before we see A22 released, despite the 2024 release hoped for by TFP. I am currently on day 106 of my current playthrough and starting to get bored. life is too easy..lol I am going to play the last map i posted recently on the next playthrough. going to hold off making any more maps till A22 most likely..
  19. slight anomaly on the road bridges. Maybe there should be a minimum distance between bridges. No biggie but not a bad map.. i like this one a bit better.. 12k map
  20. god yes, please fix the weather. I hope that in Arizona , where this is alegedly based , it doesnt rain every day or even two or three times a day!
  21. i have a 5800X 8core 16 threads @4.35GHz. there are sometimes when all cores are pegged at 90%pluss... other parts of the generation 1 core at 100% is used and that core changes every 30 seconds or so... just did a 12K map i kind of like it but again i cant upload the jpg! i shrunk the image to 1000 pixels on max dimension but nope forum wont let me add it... error code 200 i give up.. i tried to up load the same image in a new post and this time it worked?? and it joined the two posts into one!! lol
  22. looks like the images have to be under 1000 pixels wide! so my first 16K map. not really a good map. it has some big cities but too far apart. need to find a balance with size and distance.... might try a 12K next.
  23. i made a 16K map 2 days ago on the latest Teragon so it does work. that being said with a few tweaks i have made and changing the errosion limits, rivers and widthadjustments it took over 5 hours to finish the map. 16K is a huge area ,the map was sparsely populated with the wilderness POI limit set to 450. i got some large cities ( i also increased the max size) . i tried to show a map but the damn forum wouldnt let me post it.... i have posted the previews of maps before so i have no idea what the issue is. i even shrunk the map to 25% still wouldnt load....
  24. this topic should be locked seeing as it isnt maintained and doesnt work with A21 , heck it didnt work with A20.... if you are going to create a custom height map then use it in Teragon. It is slightly harder to start to learn than kinggen but offers so much more flexability and is being actively developed .
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