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KingSlayerGM

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Everything posted by KingSlayerGM

  1. Here are more awesome maps made by @Cpt Krunch using KingGen
  2. Here are some community heightmaps available with KG. Italy Japan and Korea Scandinavia Trento
  3. Are you using a custom heightmap? Which version of KG are you using?
  4. Thanks for reporting. I will try to investigate. Which version of python is in your system? The source code is not available
  5. It's not infected. It is a false positive. 61 out of 65 tools said it it fine. Scan it on your PC with Windows Defender, or Avast, or Norton or any other famous tool and you will see that KingGen is fine
  6. Hi guys, I have just released a fix for a couple of bugs. It is v0.11.1
  7. Thanks for reporting I am going to check whats wrong. yes, there is a limit in pixel size when loading an image. Normally I told KG to ignore the limit but in one part of the code I forgot. I am gonna fix it.
  8. 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
  9. The cumminity heightmap download feature is ready for its first release I still want to try to improve generation of roads though. I think I can release KG11 tomorrow night @scallipus what's the optimal water level for the hm you submitted? It doesn't see to be the default 43...
  10. Hi, thank you for reporting. I am fairly sure this has nothing to do with KG. It might be a CP issue. I recommend deleting all prefabs, checking game files with steam and reinstalling the CP. Make sure to use the CP version for KG.
  11. Cities are flat by design. Having buildings at different elevations causes a lot of troubles. If you look at how villages are generated on mountains you can see that. Mountains are generated by 2d perlin noise. I am all ears for suggestions on how to combine different levels of noise to make the terrain more interesting. (i would use 3d noise, but the game only supports a 2d heightmap)
  12. @Lumpus, the creator of DF made a poilist specifically for DF. I think he also changed some values from the default list created by KG. So I think your best option is to go to the DF thread and ask them to give you the list.
  13. Somebody might not want the vanilla pois. Imagine someone using a medieval mod, they wouldn't want vanilla pois. If you generate the poi list correctly it will not be empty. to generate a poilist, you just have to supply KG with a prefabs folder. Want a vanilla poilist? Give KG the vanilla prefabs folder. Want vanilla+custom pois list? Give KG a folder containing both. (alternatively you can generate 2 separate lists and join them together)
  14. I just get an email each time somebody writes here (I am supposed to be working tho)
  15. The feature hasn't been released yet. It will be in KG 11. I am still working on it and collecting heightmaps. Users will also be able to submit files after the release.
  16. another great submission from Vithor14! well done, thank you
  17. I am working on an update to address this. It will probably be in KG 12.
  18. I just checked. 1) they shrunk the biomes file (I guess to save space). Resize it to 6144x6144. 2) it's better if you use dtm.raw for the heightmap
  19. raw files are heightmaps, however KG is complaining about the biomes file you supplied. THe heightmap seems fine
  20. It is, but the biomes file you supplied seems to be 3k, isn't it?
  21. This error is saying that the biomes map file has a different dimension (3k). But you have selected 6k. The problem is with biomes, not heightmap.
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