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KingSlayerGM

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  1. From my experience I haven't noticed any change in performance. Consider that the game does support a maximum height of 255 (starting from bedrock), so we are not breaking any rules here . Furthermore distant terrain helps a lot by not rendering all the single blocks that make up a huge mountain at the horizon, but instead rendering the mountain as a whole. Technically it is possible that performance is reduced by large mountains but you always have the option inside KingGen to reduce the mountains size. There is aslo an option to increase it if you dare to
  2. Thank you, please let me know how it goes after you have generated some worlds
  3. Thank you! Yes, snow spawns only above a certain elevation and mountains with KingGen can go as high as 200 blocks, which is a lot more than vanilla! It seems like controlling the pois list is a highly requested feature so I will defenitily have a look into it
  4. I'm sorry to hear that, but thank you for letting me know.
  5. It was built on Windows 10, I am not sure it will work on Windows 7.
  6. I haven't thought about it. For now only vanilla pois are possible. I could add a way to supplement you own list though. I have to think about it.
  7. KingGen has an internal list of pois from which it generates the world. So adding the combo pack to the game, won't work. I think I can probably just include the combo pack pois into the internal list, but that will happen in a future release.
  8. I haven't looked into combo pack compatibility yet, but I think I will be able to include it.
  9. User Guide This guide will help you getting started with KingGen. It is advisable to read thoroughly. If you want a nice video tutorial I sugget you check out @Tallman Brad's video here. KingGen is a tool to generate worlds that are playable in 7 Days to Die. The generation is procedural, which means that an algorithm will create the world for you. Also every time you run such algorithm, you get a different world. This is great, because you can play the game over and over again in different worlds, without getting bored. Getting Started First off, download KingGen. You can find the download links at the top of this page. KingGen is provided as an executable file for Windows 64 bit and Linux 64 bit. It is packaged inside a single file so that it is easier to distribute. Once you have downloaded KingGen, make sure it is located somewhere on your disk where it has writing permission (like in your home folder), or in alternative run it as administrator. Also make sure that there is enough space available on your disk. This is necessary because KingGen needs to save the generated worlds. Once that is taken care of, it is time to run it. Windows Double-click to start it. Windows might warn you that the publisher is unknown, but you can go ahead and click "run anyway" (buying certificates to be a publisher is expensive). Linux Depending on your distribution, you might just double-click it, or you might have to run it from the terminal. To run it from the terminal open a terminal window at the location of KingGen. Give the file execution permission with: chmod +x ./KingGen Fnally run it with: ./KingGen Once you have started it, give it a few seconds to load and then the editor will appear. Generating First World To generate your first world using the default settings, simply click on the big button on the left side of the panel that says "Generate World". Now the tool will start and you will be able to see its output log on the left side. The default world is 8K in size and it is called KingGenWorld. Once the generation is completed a folder will appear with the same name of the world and a big preview image will appear on the right side of the panel. The preview image is a map of the newly generated world, in which you can see biomes, mountains, lakes, cities and the traders, which are small rectangles of blue color on the map. A preview image is also saved inside the world folder. In order to play this world, you have to copy its folder to the 7 Days to Die world folder, which is usually located under “%appdata%\Roaming\7 Days to Die\GeneratedWorlds”. If you don't have this folder you have to create it manually or you can generate a world from within 7 Days to Die and the game will create the folder for you. Once you have copied the world into this folder, you are ready to fire 7 Days to Die and start a new game. You will find the newly generate world in the worlds list. Settings You you are not satisfied with the default generation, or you just like to mess around and experiment, KingGen offers a lot of options to customize the world as you like. Firt off, on the left side of the panel you can find the basic settings: world name, world size and world seed. Name The world name is the name of the folder and the name that you will see inside 7 Days to Die. Keep in mind that two worlds cannot have the same name. Also keep in mind that the world is not the saved game and these two can have different names. Size The world size is either 4K, 8K or 16K. Each of them is a square and their sizes, in blocks, are respectively 4096x4096, 8192x8192 and 16384x16384. Their area is respectively 16Km2, 64Km2 and 256Km2. Seed The world seed is a sequence of characters that determines the randomness of the generation. Two generations with different seeds, will generate different worlds. Two generation with the same seed will generate the same world. You can put anything you want as seed or you can leave it empty for a random seed. Advanced settings The advanced settings tab allows you to control the generation more in depth. There are options to control: POIs used and placement. Custom pois are supported Cities, towns and villages generation Landscape generation (biomes, mountains, terrain roughness...) World border Advanced tools Advanced imports (heightmaps, biomes map, cities map...) Custom heightmaps KingGen allows you to import custom heighmaps. You might like to create them yourself or you might have found a cool looking one online, well you are in luck because now you have a way to use them inside the game. If you want a nice video tutorial for custom maps I suggest you check out @Tallman Brad's video here. In order to be acceptable, heightmaps must sutisfy some requirements. Heightmaps must be 8-bit or 16-bit, grayscale, png images. Alternatively they can be raw files of the same kind used in the game. The size of heightmaps must be exactly the same as the world you are trying to generate (4096x4096 or 8192x8192 or 16384x16384). If your images do not satisfy these requirements, you might want to use a third party software to convert/adjust it, such as Photoshop or Gimp. Furthermore there are a few things to keep in mind when designing your own custom heightmap. The world goes from 0 to 255 blocks in height. 0 is the bedrock level and 255 is the build limit. The water level in KingGen is fixed at 43, so any land below that will be submerged. Anything above 100 will be covered in snow. Cities generate only between levels 43 and 70. It is preferable to have flat land around level 60. Custom biomes maps KingGen allows you to import custom biomes maps. In order to be acceptable, biomes maps must sutisfy some requirements. Biomes maps must be 24-bit (or 32-bit), rbg (or rgba), png images and their size must be exactly the same as the world you are trying to generate. The colors allowed in biomes maps are: ██ pine forest = 0,64,0 ██ snow = 255,255,255 ██ desert = 255,228,119 ██ burnt forest = 186,0,255 ██ wasteland = 255,168,0 These are the default colors used by the game. Custom cities maps KingGen allows you to import custom cities maps. Cities maps are masks that tell KG where and how to generate cities, towns and villages. You can basically draw any shape you want and KG will create a city with that shape. Here is an example: In order to be acceptable, cities maps must sutisfy some requirements. Cities maps must be 24-bit (or 32-bit), rbg (or rgba), png images and their size must be exactly the same as the world you are trying to generate. The colors allowed in cities maps are: ██ city = 0,0,255 ██ town = 0,255,0 ██ village = 255,0,255 ██ no pois = 255,0,0 The "no pois" color prevents KingGen from placing any random pois in that area. Custom zoning maps KingGen allows you to import custom zoning maps. Zones are groups of POIs that are used in hubs. You can think of a zone as a city district, in which the POIs are similar in some way. Zoning maps are masks that tell KG the type of POIs to use in certain areas. For example industrial buildings vs commercial buildings. In order to be acceptable, zoning maps must sutisfy some requirements. Zoning maps must be 24-bit (or 32-bit), rbg (or rgba), png images and their size must be exactly the same as the world you are trying to generate. The colors allowed in zoning maps are: ██ old residential = 255,100,0 ██ new residential = 255,255,0 ██ downtown = 0,255,0 ██ industrial = 0,0,255 ██ commercial = 255,0,255 ██ old west = 161,81,0 You can use also use custome zones here, with their respective colors. See the Custom Zones section for more information about this. Custom water maps KingGen allows you to import custom water maps. If you do not know about water maps, skip this option, it is not fundamental. In order to be acceptable, water maps must sutisfy some requirements. Water maps must be 8-bit, grayscale, png images. The size must be exactly the same as the world you are trying to generate (4096x4096 or 8192x8192 or 16384x16384). If your images do not satisfy these requirements, you might want to use a third party software to convert/adjust it, such as Photoshop or Gimp. Water maps tell KingGen where the water is. The value of each pixel determines the elevation of water in that point. A value of 0 means no water. Water maps merely tell KingGen how to generate the waterinfo.xml file. Water maps DO NOT change the heightmap itself. So it is your duty to provide a suitable heightmap along with the water map. Custom POIs KingGen allows you to generate a world with your own custom POIs, including the Compo-Pack. If you want a nice video tutorial about custom pois and the Compo Pack I suggest you check out @Tallman Brad's video here. KingGen has an internal list of vanilla POIs, taken from the latest version of the game. For the generation you can use this list and KingGen will generate a world only using vanilla POIs. If you want to use Compo-Pack POIs instead, you can check out the Compo-Pack page or you can check out the Compo-Pack discord for a detailed guide. For any other custom POIs that you might want yo use, you must provide KingGen with a list of comma separated values formatted as follows: each POI must be listed on a new line and be written as <name>,<x size>,<y size>,<z size>,<y offset>,<rotation to face north>,<allowed biomes>,<allowed townships>,<zones>,<min>,<max>. Any POI that does not follow this format will be ignored. Here is an example taken from the vanilla list: abandoned_house_01,24,18,26,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,residentialold,, abandoned_house_02,24,17,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,residentialold,, abandoned_house_03,21,16,28,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,residentialold,, The allowed values for biomes are: pine_forest, burnt_forest, desert, snow and wasteland. The allowed values for townships are: city, town, rural and wilderness. The allowed values for zones are: residentialold, residentialnew, downtown, commercial, industrial, oldwest and any. Any other values will be ignored. Please note that any POI with "waste" in their name will be automatically considered a wasteland-only POI. This is to accomodate vanilla's POIs that do not come with a AllowedBiomes property. min means that if at the end of the generation the POI has never been used, it will be added in the wilderness. max means that the POI can be used at most once in the whole world. DO NOT overuse min and max, you will break the generation. Use them only when absolutely necessary. The character # is used to comment lines. Anything on the right hand side of # is ignored by KG. You can use comments in the POIs list as follows: abandoned_house_01,24,18,26,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,residentialold,, #this line is ignored by KingGen abandoned_house_02,24,17,25,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,wilderness/city/town/rural,residentialold,, If you do not want to write one such list by hand, KingGen will generate one for you given a folder containing all the custom POIs. See the advanced setting of the tool for this option. Custom Hubs Hubs are clusters of buildings. There are 3 kinds of hubs: cities, towns and villages. They differ in size, zones and types of pois they contain. Also KG uses them differently during the generation. In the POIs list you can define custom hubs as follows: @hubs default_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,10/20,30/40/50,60/70/80,1,, default_single_city,burnt_forest/snow/pine_forest/desert/wasteland,city,residentialold/residentialnew/downtown/industrial/commercial,80/100/120,130/150/170,180/200/220,1,, default_town,burnt_forest/snow/pine_forest/desert/wasteland,town,residentialold/residentialnew/industrial/commercial,5/10,10/15/20,30/40,1,, default_village,burnt_forest/snow/pine_forest/desert/wasteland,village,residentialold/residentialnew/commercial,1/2,1/2/3/4/5,6/8/10,1,, oldwest_village,desert,village,oldwest,2/3,3/4,4/5,0.5,, The keyword @hubs tells KG that from here on hubs are defined and not POIs. (If later in the file you want to go back to define POIs you can use the keyword @pois) Hubs have 6 values: <name>,<biomes>,<townships>,<zones>,<small_sizes>,<medium_sizes>,<large_sizes>,<prob>,<min>,<max> name: name of the hub biomes: biomes where the hub can be generated townships: townships of this hub zones: zones contained by the hub small_sizes: number of intersections the hub can have when users selects "small" medium_sizes: number of intersectionsthe hub can have when users selects "medium" large_sizes: number of intersections the hub can have when users selects "large" prob: probability of this hub being generated. A number between 0 and 1 is advisable, but it can be exceeded min: minimum number of times this hub must be generated max: maximum number of times this hub can be generated An intersection on average uses 4 POIs. Custom Zones Zones are groups of POIs that are used in hubs. You can think of a zone as a city district, in which the POIs are similar in some way. In the POIs list you can define custom zones as follows: @zones residentialold,255,100,0 #orange residentialnew,255,255,0 #yellow downtown,0,255,0 #green industrial,0,0,255 #blue commercial,255,0,255 #purple oldwest,161,81,0 #brown The keyword @zones tells KG that from here on zones are defined and not POIs. (If later in the file you want to go back to define POIs you can use the keyword @pois) Zones have 4 values: <name>,<red>,<green>,<blue> name: name of the zone red: red value of rgb color green: green value of rgb color blue: blue value of rgb color The name can be used by POIs to say that they belong to this group. The name can also be used by hubs to say that they contain this zone. Red, Green and Blue represent the color of this zone, expressed in RGB. Choose the color carefully. Do not use a color already used by the default zones or by the CompoPack. Here is an example of custom hubs and custom zones using the CompoPack list. You can see custom zones in the top right corner and you can see new colors used in some villages in the generated world. World preview After the generation has completed, the editor will display a preview map of the generated world. A copy of the map is also saved inside the world folder with the name "preview.png". The preview will show you the location of each biome and each POI. POIs are drawn with different colors according to the following table: ██ wilderness ██ old residential ██ new residential ██ downtown ██ traders ██ industrial ██ commercial ██ old west ██ spawn point Command line interface (for nerds) KingGen comes with a command line Interface. This is helpful if you want to automate the generation trough a script to generate lots of worlds. On Windows you can run the tool in a terminal like so: ./KingGen gen <world name> <size> | more When running the CLI on Windows, always end the command with "| more". On Linux you can run the tool in a terminal like so: ./KingGen gen <world name> <size> More options are available, use "-h" to get an help message that lists all of them. All the map makers tools are available through the GUI and the CLI as well. The tools are accessed with the following subcommands: gen poislist pngraw rawpng16 rawpng8 biomesfix splatfix preview To get a specific help message for a subcommand, use "-h" option after the subcommand.
  10. Community heightmaps! Hello everyone! I am pleased to announce that KingGen finally supports community heightmaps. Users can share their creations with the community so that others can enjoy them too! How it works Community members can submit their heightmaps to this google form. Heightmaps will be stored on a server from which they can be downloaded by KingGen with just a click. Users can see them inside KingGen and they can select and download what they like. Everybody is welcome to submit heightmaps. Heightmaps Heightmap files must be grayscale png images, either 8bit or 16 bit. They must match the size of the world they are meant for. For example 4K, 6K, 8K, 10K, 12K, 14K and 16K use 4096x4096, 6144x6144, 8192x8192, 10240x10240, 12288x12288, 14336x14336 and 16384x16384 images respectively. Topics Heightmaps can be about anything! They can be countries, animal silhouettes, mystic lands, geometric shapes... Anything! Let you imagination wonder freely. Videos
  11. Version 0.13.0 released! Old POIs lists are no longer compatible with this version. Read the guide for more information. Here is what's new: POIs names are case insensitive to detect trader, oldwest and wasteland POIs Added default hubs to POIs list. Users can now change the default generation of cities, towns and villages Improved description inside POIs list Improved error messages related to POIs list POI prioritization: POIs that have never been placed are more likely to be placed next, POIs that have already been placed a lot, are less likely to be placed again Changed POI's required and unique into min and max, which give more advanced control over the placement Added min and max to hubs as well Improved legend in preview Added stats file to the world and to the preview. Stats contain how many times each hub and each POI have been placed Added search bar to preview. You can now search individual POIs by name and see where they are located Improved POIs mode. POIs are now in the center of the map and the spawn point is always at 0,0. Version 0.12.0 released! Old POIs lists are no longer compatible with this version. Read the guide for more information. Here is what's new: Fixed bug with combobox highlight Fixed repetion of pois in the same hub Added option to check before writing over existing worlds Added snow to maps that have no mountains Improved visibility of community heightmaps Improved terrain roughness option (now terrain can be truly flat or more rouugh than before) Added "POIs mode" for debugging prefabs (all pois are placed in a flat world) Added option to view and save the default vanilla POIs list Added old west settlements Added tag "required" to the POIs list (a required POI is guaranteed to be placed in the world) Added tag "unique" to the POIs list (a uniquePOI cannot be placed more than once in the whole world) Added feedback when there is a problem in the POIs list Added custom POIs zones support (zones are districts of a hub) Added custom hubs support (hubs are clusters of buildings like cities, towns or villages) Version 0.11.0 released! Here is what's new: Fixed error with CLI on Windows Fixed bug with preview generator and water level Fixed bug with roads Added coordinates to preview Added poi names to preview Updated vanilla poi list to A19.5 Added crash log to tools Added rgb heightmap support Added community heightmaps download button Preview now appears in editor after beign generated from tool Improved road generation (still work in progress, however large worlds, like 16K, should be faster to generate now) Added option to load pre generated world into editor Version 0.10.0 released! Here is what's new: Fixed bug with water map Added custom radiation map import Added custom splat file import Added option for water level Added option for cities elevation Added option for snow elevation Version 0.9.0 released! Here is what's new: Fixed spawns in water Fixed crevasse near villages Fixed import of images in palette mode Added spawn points to preview Added dialog for output folder Added button to open generated worlds folder Added option for border biome Added option for traders in the wilderness Added option for heightmap smoothing Added option to control grid size of cities, towns and villages individually Added option to control number of cities, towns and villages individually Improved water edges Added custom water map import Added forced generation of cities if imported cities map is empty. This is usefull if you want to use the cities map only to restrict some areas from the generation, but you still want KingGen to generate the cities. Version 0.8.0 released! Here is what's new: Added very wide biomes option Added label to identify game version (for compatibility) Added key bindings: "enter" to start generation, "escape" to stop generation, "escape" when not generating to close the editor, "tab" to switch to advanged settings and back Added option to customize world border Added option to choose output folder Optimizations for smoothing world around pois Added support for raw heightmap import Added tools for map makers: png to raw raw to 16 bit png raw to 8 bit png biomes file fix splat file fix preview generator for any world Optimized caching of native functions Improved mountains. Sharper edges, rougher terrain. Added dynamic elevation for cities. Now cities spawn at whatever height the terrain underneath is Added cities map import: you can now draw cities on a file and KG will generate cities accordingly Added zoning map import: you can mask zones on a png file and KG will use that to generate pois Version 0.7.0 released! Here is what's new: Added biomes/mountains spacing option Biomes are now slightly larger with larger maps Added option to save png heightmaps Added support for 8-bit heightmaps import Biomes creation optimizations Preview rendering optimizations Fixed bug with roads Added compatibility with Darkness Falls (to be verified) Version 0.6.0 released! Here is what's new: Smoother villages Smoother roads Optimized preview rendering Custom biomes map support Added single biome option Added no city/town/village option Added configfile support for CLI Faster water generation Reduced executable size Added check for no streetlights/signs Fixed seed not working Fixed spawning random pois forever Version 0.5.0 released! Here is what's new: Improved village generation (now smoother) Added option for all custom sizes 5K,6K,7K.... Added city grid size option Added spawn points option Added button to increase and decrease number of generations Added header image Added check for newer versions available Added Rtree data structure for cities towns and villages locations Version 0.4.0 released! Here is what's new: Improved village generation. Now villages spawn on mountains and are connected one another by roads. Added option to generate multiple worlds at once. Added terrain roughness option. Added single-city option. Added no-preview option to make generation faster. Added check when creating cities. The game now tells you which pois are missing from the custom list. Added check to skip commented/empy/wrongly-formatted lines in custom list. Added button to open worlds folder. Expanded tips at the top. Added link to KingGen page. Added settings files. Seed is now optional Player spawns are now closer to traders. Added "reset to default settings" button. Version 0.3.0 released! Some new feature are: Improved city generation Improved poi placement Improved GUI Fixed bugs Version 0.2.0 released! Some new features are: City districts Smooth roads Improved world generation Improved UI Version 0.1.0 released! Some new feature are: Added custom heightmap support Added custom POIs support Improved world generation Improved interface
  12. KingGen v0.13.1 Random World Generation for 7 Days to Die This is the official webpage of KingGen, a tool to generate beautiful maps for 7 Days to Die. Downloads: Windows - 64 bit Linux - 64 bit Usage: Download KingGen. Run it. Choose your preferences and click “Generate world”. KingGen will create a folder containing the world. You have to copy it into 7 Days to Die’s worlds folder, usually: “%appdata%\Roaming\7 Days to Die\GeneratedWorlds” Why KingGen? The generated worlds are beautiful, with natural landscapes and large cities. The generation is faster than vanilla, even on old machines. Biomes are randomly placed, no repetitiveness. Deserts and snow never touch. KingGen is purely noise based, no stamps are used. This means that no two lakes look the same, nor two mountains. Advanced customization supported. Links Detailed user guide Video tutorials Change log Submit your heightmaps Translate KingGen into your language Feedback Follow development Donations Mods KingGen is supported by a few mods. If you are a mod owner and want to make KG and your mods compatible, please reach out for customized help. Mods that currently support KingGen: Compo Pack Darkness Falls War of The Walkers Ravenhearst Screenshots: Editor 4K 8K 16K An 8K heightmap Performance: KingGen is incredibly performant. It is several times faster than vanilla generation thanks to its parallelized algorithm that takes advantage of all your cpu cores. This table summarizes KingGen’s performance on a laptop. You can expect even better results on a gaming pc. Size of world Execution time Ram usage 4K 30 sec 500 MB 8K 2 mins 1.5 GB 12K 5 mins 3 GB 16K 10 mins 6 GB Donations: Help the development of this mod with a small paypal donation
  13. Perhaps you could remove the alpha channel from biomes.png and splat3.png to save space? Moreover you don't actually need RGB channels for each pixel, do you? I mean, you could encode the same information in just 1 byte per pixel, instead of 3 (or instead of 4 if you use the alpha channel)... Also I've noticed that the RAW format that you use for the heightmap ('dtm.raw') uses a lot more space than a 16bit png... And png is lossless What do you think?
  14. Yeah.. I check in pregens and navez but there is never fixed water level true 😕
  15. I was able to use water_info.xml in my project... but it is highly inefficient. NItrogen uses splat file? I didn't know.. that would be convenient...
  16. Hi everyone: does FixedWaterLevel inside map_info.xml work? I tried to set it to true, but still no water in my world... maybe I should set the level? But how? Does anybody know? Thanks
  17. CONCLUSION: If anybody is interested here is what we found: using a grayscale 16 bit dtm.png works, however the game will convert it to 8 bit, so the world will look blocky imagemagick works fine to convert a 16bit grayscale png to raw and the world will be smooth if you are using python to generate the world: you can use numpy to save a uint16 2D array to raw image using ndarray.tofile('dtm.raw') and the world will be smooth i couldn't get any dtm.tga file to work I hope this will help others too Special thanks to 7d2dMP for his patience
  18. Thank you so much for your help Here it is: https://we.tl/t-1vAFRaitXm
  19. Yes I am saving 16 bit grayscale png, however it still doesn't work. I have a guess: maybe unity by default converts png to 8 bit?
  20. Also, what I don't understand is, why does the distant terrain look smooth, but the actual terrain has those ugly small steps?
  21. So I tried with 16 bit grayscale png, but the result is still the same... Thank you for linking those other forum posts, I am going to check them out.
  22. Wasn't that something that you wanted to add? What made you change your mind?
  23. Yes, I just tried and this happened: So how did you managed to get it to work in your map generator?
  24. Thank you for your answer! So can I just use a png file? If not, I guess I will just discard the TGA file then and just try to generate a raw file. I think I found the software that you mentioned, is it this one? I will let you know if I get it to work
  25. I tried both grayscale 8 bit tga and RGB 24 bit tga and both do not work 😕
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