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KingSlayerGM

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Everything posted by KingSlayerGM

  1. Hi and welcome! You will be happy to know that you can already use custom prefabs to do so you need to supply KG with a poi list. You can write that by hand, or you can let KG generate one for you starting from a prefabs folder, or you can use a poi list available online, for example the Compo Pack provides its list. You can find more info about this on the first page.
  2. Well done! I see you coded it in c++, thats pretty cool
  3. Thanks scallipus I look forward to your heightmaps! Please use the form for submission: google form.
  4. Big thanks to @warmer for this awesome heightmap submission!
  5. It looks like in your example the wow poi is missing the township attribute. Township can be city, town, rural and wilderness. You have 2 options to fix it: 1) you change it in the poi list generated by KG. 2) you change it in the poi xml and then generate a new poi list. If you want to know how, just open the xml of a vanilla poi and there you will find the township property. Does this happen with just one poi or with all of them? Perhaps you should contact the author of wow to inform him of this.
  6. Community heightmaps! Hello everyone! I am pleased to announce that the next version of KingGen will support community heightmaps. Users will be able to 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 will see them from within KingGen and they will be able to 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. I would like to extend a special invitation to take part in this effort to @Cpt Krunch, @scallipus, @Wolves Hero and @Tallman Brad from which I have seen some wonderful creations in the past! Here are some community heightmaps I love:
  7. I might have fixed the roads problem. The algorithm now checks all possible pairs of cities and if there is no obstruction in between, then a road is generated to connect them.
  8. Yeah, there should be a couple more roads connecting the NE cities with the rest... I will tweak the algorithm. Traders seem abundant.
  9. Regarding traders: the text might say just cities, but actually it is both cities and towns.... I don't think you need more options, you can already control pretty well how many traders you will have. The screenshot you posted has nothing to do with the heightmap offset. The buildings you are looking at are in a village on a mountain, where the terrain underneath is uneven. You can see that KG is trying to smooth it out.
  10. Perhaps you are trying to upload an image that is too big... The option to put traders in towns and cities is already in KG
  11. Roads are still a work in progress. Please share screenshots of maps where there should be a road but KG did not generate it. So I can understand what's going on... What's the option "cities and towns"? I can't change the protection of traders... that is a game thing, I do not control that in the generation. Regarding the floating blocks. I have noticed that the game lowers the generated heightmap by around 0.5 blocks, maybe less... Perhaps if I added 0.5 everywhere the problem would be fixed... I have to test that.
  12. I replicated the bug, but I am still trying to figure out what's going on...
  13. Thanks, could you send the files via discord? You can find me in the compopack server. Or you can send me a wetransfer link.
  14. They are not percentages. The algorithm uses noise to generate biomes.
  15. Yeah, the actual reason is that cities avoid mountains, it has nothing to do with the biomes themselves. In your image though, it looks like about 50% of cities are in the pine forest, which isn't bad IMO. But yeah, you can always customize the biomes.png map.
  16. If you look carefully you will notice that actually cities are avoiding the snow biome. This is because the snow biome only appears on top of mountains and cities want to spawn on flat land. You can change the generated biome files if you wish. You can also supply your own custom biomes file to the generation. btw, which size is this map? Did you use the option large spacing?
  17. ok, so if you can, please share the pngs that you used and the config file. Also I need the seed that causes the bug. If you did not secify a seed, you can find it inside the generated world, inside the config file of the world.
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