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spud42

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Posts posted by spud42

  1. 359538439_previewsmall.thumb.jpg.7dfd6965921ef776e2cdb39bf1073e5f.jpg

     

    the top 5 cities, so the big 2 and north are generated on an area that was lassoed ans filled to 1 specific colour grey. you can clearly see an edge to them. There are going to be vertical cliffs  from surrounding natural ground to the artifical flat area. A feather brush to the edges might smooth it out a bit more. but the bottom 2 cities were generated on areas that were made using the smudge tool in GIMP. they blend in better and seem more natural.

     

    these are just rough drafts of a world and in cleaning up areas for towns to generate i have mucked up the coastline in many places. 

    A better height map capture is required or a better resource than tangram heightmapper is required. i suppose i would get more detail if i had a 4K monitor because essentially you get a screen capture and then have to scale it up.

     

    But why no wilderness poi's ????   the Tassie map almost has too many and this one has 0. at least i havent found any. on the upside the road generation was a lot quicker without all the dirt roads...

  2. no idea, i didnt write this just trying to use it. 

    sea level is set to 20 in teragon, if the land the river cuts through is at 100 then you are going to have a 80 m drop to water.

    there is no river map to adjust as far as i know teragon randomly generates them and where the cities are and how big. each generation seems different even if you dont change anything. maybe maptools could edit the river banks but 80 m is a whole lot of wide smoothing that would look weird. For now i am generating with no rivers. maybe later there will be more control on them or maybe i need to learn how to adjust the generation . I just dont know. 

    I have been generating 10K maps because i like to travel and explore but they take a long time to generate to preview and thats before the roads are calculated.

    I have wilderness POI's set to a max of 500 but for some reason in the last 3 maps i generated i have 0 poi's .  so thats over 30 minutes to generate a map i dont like another 30 minutes to figure out what to tweak, watch brads videos again etc.

     

    and still no wilderness pois in the render just finished.  i tried Brads idea of lassoing an area in gimp and filling it with a level. i got more and bigger cities but no pois in the wilderness.....  the huge flat areas look a bit weird on the map but probably ok in game.

  3. 5 hours ago, paulj_3 said:

    @spud42   You're a life-saver Spud! Thank you for the map. (175Mb, phew!) I reckon I'm too old for figuring out this program - in spite of Brad's great tutorials. Just about every map I've/it's created ends up looking like a Dingo's back-end, so I'm just going to go back to the "old" Advanced RWG+GIMP+KingGen & MapToolz. I understand "smudge" and "brush". K.I.S.S. . . .
    Cheers.
    pj

    no problems, i have played this through for 2 ingame days so far. after completing the starter quest i found my trader was on the other side of 1 off the rivers. now this is where Teragon fails a bit. The rivers cut through the land like the Grand Canyon. there is like a 50 or 60 block almost vertical wall to the rivers. they should be limit to the depth they can be and then filled with water. At the moment the water level is the "sea" level so sheer vertical walls on rivers is what you get in mountain areas.

  4. Ok, thiss has been an ordeal.

    height map taken from Tangram heightmapper using Tallmanbrads tutorial on his youtube channel.

    its a 10K map

    i had to go in with GIMP and smudge some areas of the height map so cities would build at all. original had too much variations in height to let a city spawn.

    I noter there are a high concentration of pois creating town like areas will remain to be explored if they make sense in game. They are linked with paths/roads. check the top right of the map, it spawned 7 ship poi's . 

    Overall the final render with errosion rivers and roads took approx 3 hours on a Ryzen 5800X . It is the roads that take all the time. watching on perofmance monitor the road making only uses 1 core. interestingly it moves cores but only ever uses 1 core at 100% for a while then switches to another core. Shows 8% CPU usage. Maybe the road generation cant use multi threads?

     

    If anybody wants it here is a link  https://gofile.me/6ZBka/ehpVQ5eHi         Edit: updated link 29/3/2024

     

    1360687507_previewsmall.thumb.jpg.7c04b6f7b53d453f4be14a16cb6e0ddb.jpg

     

     

     

  5. image.thumb.jpeg.2673a069c385ec5b00f574d39ddd9859.jpeg

     

    image.thumb.jpeg.cfcbda7297c053730c3662d1864c1987.jpeg

     

    the first map was my first go and the second i tweaked a few things and turned on erosion. still a bit too craggy through the mountains need more practice . 

  6. Thank you for the excellent tutorials Brad, i have nade a few maps and they work flawlessly.

    i did a map with erosion on and it used all 16 cores and 78% cpu, when it gets to roads it seems to only use 1 core. Is this why its slow to generate roads i know the program says roads are still a work in progress...

     

     

  7. 5 hours ago, SnowDog1942 said:

    Does it work easily with the compopack?

    yes, Tallmanbrad has just put up a video on youtube showing how. i would recommend watching his videos as Teragon is easy but not straightforward to tweak things like height maps etc. i just generated an 8K world with erosion . it didnt take too long but the roads took most of it. i had 78% cpu utilisation during erosion but it drops to under 9% when generating roads and only seems to use 1 maybe 2 cores wheras the rest seemed to use all 16..still i highly recomend trying it .

  8. 9 hours ago, meilodasreh said:

    I am rather curious how that new feature will look, or better said what kind of useful information this really provides.

     

    I mean what, would it be like

    "this is 80% dangerous right now"

    or

    "when I go here, it switches from low danger to medium danger"

     

    hmm...doesn't really seem very useful like that.

     

     

    Australia fire danger sign hi-res stock photography and images - Alamy

     

    how about a sign like this on the road side when entering a new biome....    these are a thing in Australia... lol

  9. On 10/29/2022 at 1:21 AM, meganoth said:

     

    Did you have the RoboticDroneHeadlampMod installed and on? (Just making sure 🤔)

    no sir. only mod i ever used on the drone was a cargo mod. as soon as i put thr drone away i could stand outside a door and whilst crouched i could shoot a line of 4 zombies with the crossbow and NONE woke up. even when the shot zombie flew over the head of a sleeper. before i put the drone away walking to the door and all 4 would have woken up and attacked.

  10. still does. still floats in front of you as you shoot. blocks doorways. Worst of all it seems to completely destroy stealth. clearing a Higashi tower with the drone floating nearby the sleepers instantly woke up when crouched and using the crossbow. i put the drone in my backpack and the sleepers stopped waking up as i aproached a door. 

    the drone now sits in the 4x4 and is used if i fill the storage on the 4x4 . just a floating suitcase..lol

     

  11. 5 hours ago, AmishMan53 said:

     

    -Even if someone bought the game at alpha 5 with the "it's an alpha, expectations are low" mindset.. it's been ages and they want their moneys worth, whatever that means to them

     

    If someone who has had the game from alpha 5 and hasnt got their "money's worth" , well they are impossible to please. 

    i spent $24.00 on this game and have over 2400 hours. at 1c per hour and dropping in price the more i play ... i sure as hell have had my money's worth and a whole lot more. 

  12. 21 hours ago, Tallman Brad said:

    I don't want to step out of place and I certainly can't announce anything or give any estimates but I can tell you that things are moving along very quickly and as of this morning there are only a few things that need to be done before it's in a shape for any sort of release. The question is how long will these few things take, and once they are done, will Pille be happy to let it go public?

    Unless there is a big announcement from tfp about a21 soon I'd personally expect to see Teragon before then. 

    thanks Brad, light at the end of the tunnel..lol

     

  13. with the amount of food available and the number of farm plots found in drops along with quest rewards , the only reason i have planted anything is for the look of it around my home. 

    I have so many airdrops of meat stews and others that i really havent had to cook much at all .  it is a single player world started with a20 and continued to current a20.6

     

  14.   "CustomBackupsFolder": ""
     "CustomArchiveFolder": ""

    from the first post... You can configure the modlet by modifying the 'settings.json' file, .  those two lines above i believe ar the ones to edit. i presume you add your custom path between the quotation marks.

  15. English please on the forums.  google translation

     

    "pointless performer the files he posts here with a link are then hidden again and nobody is allowed to use them."

     

    https://www.nexusmods.com/7daystodie/mods/1753

    If you mean this link then yes it is broken . the polite thing to do would be to ask him to fix it not call him names.

     

    EDIT: Need to check if this is still compatible. I know TFP needed to update some prefabs, I might update again soon. 

    there is the reason you cant get the file. it is believed not compatible. 

  16. On 8/2/2022 at 3:58 AM, Roland said:

     They are finishing up this game and have started preliminary work on two new games as well as on bringing the full version of this game to consoles with cross platform compatibility to PC servers.

     

    confirmation that the game has consistantly been dumbed down over the last 5 or 6 alphas to shoehorn the game into underpowered consoles. 

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