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Posts posted by spud42
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nah just gimp, i have photoshop but its too hard for this simple stuff ..lol
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https://drive.google.com/file/d/10Rk_Iee4DCL445dGdXdY1PmRH70v5E7G/view?usp=sharing
first is Tassie 12K with water at 20 cities at 45 and snow at 160
https://drive.google.com/file/d/1arYS3IKISlHmQdD9zzpLIvlkI88Ebvzu/view?usp=sharing
second is with water at 15 cities at 45 and snow at 150
here is the cities png i used : https://drive.google.com/file/d/1_qWl8sJ5l2HeSuGeTIs317L2wGmWq4lG/view?usp=sharing
and here is the height map : https://drive.google.com/file/d/1jTRQIhfBjbZ0a_QucDXzUSh4ems1hhAR/view?usp=sharing
all thanks to Kingen and Tallmanbrad for his excellent tutorials.
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looks like i deleted it. but i have the height map and the cities map png's all 12K size. cant remember the settings i used.
Just generated a map and the default water level of 43 has too much flooded... will play around a bit and post a google drive link later. in the original i tried to make it feel sparse in most of the map and a big city where Hobart should be.... fun to play with king gen again... but this is a A19 map. not sure if these work with A20.
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cool i made a kingen map of Tassie for A19. downloading this...
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KhaineGB , was watching Jawoodle muppet around last night and he mentioned the multiple land claim mod. i have down loaded an know where to install. My question is can i use it in an existing game or do i have to start a new game ?
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city tile rwg is good but there are still weird things generated. roads stopping, roads in circles around tiles then 3 of them in a row where the roads do not meet or merge but run alongside. hopefully the city RWG get a bit of a tickle as well as everything outside the city.
@Crater Creator my base is in the field at the t intersection next to the trader. i always find some sort of camp across the road from the trader entrance...
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looks great. rivers nice but should take into account height. should start small in mountains and get bigger as they approach the coast. that looked like it had just plonked down a wide river without regard to terrain.
looks like it is going to be a good versatile map gen when finished.
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yes it does. i wanted to let you know about the warning in case you were not aware of it. probably be fixed by the pimps for a20.1 lol
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just tried this and the default suggested folders do not work. i had to use this instead C:/Users/*******/AppData/Roaming/7DaysToDie/GeneratedWorlds/Keikeno County , for the world folder and this C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die for the game folder.
got this error/warning during generation.
### PrefabList - POI error : house_new_mansion_03.tts - [Errno 2] No such file or directory: 'C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die\\Data\\Prefabs\\Pois/house_new_mansion_03.tts'
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this video shows how to generate the poi list.
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i had thought of doing that , what size map do you want? i would have to give a google drive link to the files so there is an issue if you dont trust me...lol i could rickroll you..ha ha ha.
could do a better biome map without dead straight lines... but you would still have the issue of no new tile system so the city tiles and new system wont work cities will look more like A19...
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Mate those will work with A20 BUT and its a big BUT.....the new tile system doesnt work. you will get cities but they will look more like a19 than a20. but hey at least you got a flat map...lol
this is still an experimental build.... its hard to adapt kingen when the goal posts keep moving. have a bit of patience and hopefully the guys can get the tiles working. BUT they may never get it working. Nitrogen is alreay dead. the Developer has stopped working on it. the guy who wrote Kinggen also has a life and is too busy with the real world to put time into the map generator. things take time chill...
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you have been told how to do it several times.
Under Advanced customization the first item is Custom Height map select.
use GIMP it is free.
water level is default at 43 and cities at 60. so make apng the size of your world and fill it with a grey colour of 60,60,60 RGB.
export it as a .png and then select the file with the custom height map select.
go to the first page of this thread and look for the excellent tutorial from Tallman Brad.
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8 hours ago, LunitartheChaoticGM said:
I thought they got rid of road editing?
nope check this tutorial from TallmanBrad
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On 11/21/2021 at 7:53 PM, wereMole88 said:
Anyone know what this rendering effect is caused by? It's a straight line going forward over the map when travelling. It's most obvious on snow territory but it's everywhere on the map.
I don't see it in Navezgane or the pregenerated worlds from 7d2d.
EDIT: it appears to be gone when I turn off height map smoothing.
its a 7DTD thing not a KingGen thing... i have seen this in vanilla when flying over snow biome..been around for a few alphas now. hopefully gone in A20
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you could do this with a custom height map and edit the splat map to add roads where you want. you could add a cities map as well for the checkpionts.
check out TallmanBrads tutorials on the first page. tutorial 5 shows how to make roads. it is very simple..
just had a thought after watching the video... Redbul air races? flat map build a pair of metal towers as checkpoints have as many as you want and have gyrocopter races...lol have the red areas and white stripe to show the height you have to go through them..
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8 minutes ago, Tallman Brad said:
Lowering the town 'grid' size will reconnect the roads. I've had a similar problem.
Regarding your water and city height issue. It sounds like your map is effectively too 'dark' making it low. Try using the 'brightness' tool on your whole map, in your graphics editing software, to increase the base level of the terrain to nearer 60,60,60. Or you could drop a black layer underneath your map, then slowly make your map more transparent, slowly exposing the black layer, until it brings the brightness down sufficiently.
Just a couple of random ideas. I hope something there helps.
cheers Brad, i will try the grid size.
the map probably is too dark but i have no issues with generation with the 10,30 settings. the map is lifted out of tangram, it is Tasmania the smallish island below victoria in Australia...
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hi, i have settings mostly default. only changes are wasteland size=none , number of spawn points increased , number of POI's in the wild = decreased.
using a 12k custom height map and a custom cities map. I am using a custom citits map because playing with cities =1 and trying to keep the number of towns down just wouldnt work. you couldnt tell the difference between the city and the towns. ok so i painted areas green 0,255,0 for towns and i am mostly happy with the map. BUT the roads in the towns dont connect! the city is fine, the villiages are fine, asian and farms areas are fine . Its only the towns that are a series of crosses. as per the image.
the only other changes i made were because the map was getting too flooded and lost its shape. i set water level to 10 cities to 30 and snow at 150
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seems so out of context... malls are in towns and cities... one of them was an airport maybe just outside a city ? castle on a remote hill ? ok no prob but when the poi is a tourist attraction?
well we will see what a20 brings and how much work yo have to do to update the compo pack for it. i dont envy you the work. good luck.
Thanks for the help. i think the easy way is to remove these from the poi list for now...
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xcostum_airport_rundown(by_gt) this is the big red squareto the left of the bottom city on the map.
xcostun_Resident_Evil_Mansion is the red square in the snow area between the two cities.
xcostum_Mall_DOD_Dungeon is to the east of the mansion....
x_costum_AltenburgCastle is the large one in the desert on the east coast.
i also had wilderness poi's turned off in King Gen too.
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Hi, not sure if this is a CP issue or a KingGen issue or if its just 7DTD being a C$%#.
how do i stop huge inappropiate POI's spawning in the wilderness ?
I have made a height map of Tassie thaanks to Tallman Brad's tutorial videos works great
I have added the CP and it also works great but i get these really big POI's in wildeness areas. Its a bit weird running through the pine forrest no roads around and suddenly there is a huge shopping mall or factory etc...
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is it supposed to have a double coma at the end of the line?
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nope, blunderbus is a usless noisy POS, its right there in the name.BLUNDER.
as for pipe pistol and rifle lets hope the animations are short , not like the ludicrously long reload on the magnum.
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you forgot to add "ask me how i know..." lol
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Khaine's A20 Modlets! (Bigger backpacks, Lockable Slots, Behemoths, Random Wandering Hordes, etc)
in Mods
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cheers, yes it worked in an existing game with out issues. thanks.