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Reytag

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About Reytag

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  1. @Damocles: Happy New Year! Two suggestions that would be awesome additions. 1. First off something simple, let us place traders via a single pixel color like you do cities and towns, I currently always generate with no traders and hand place them otherwise they end up sometimes in clumps in one are of the map with other areas completely void of them. 2. A little more involved. Just as you let us create our own heightmaps and masks that nitrogen can read it would be great if you could also let it read in a biomes.png file. In simple terms it would be used to generate the output and
  2. Sure, many prefabs might not exist on a random gen map, that's the deal with random gen, it's random. I'm not familiar with any prefab named super corn, my maps don't have any. Check the prefabs.xml in your nitrogen output, it's a simple xml / text file so you can search to see if the prefab you are looking for was actually added to your map.
  3. Those are zones specific to the Darkness Falls mod. They are recommended heck required if you play that mod otherwise you will be missing out on a LOT of the mod's content.
  4. Biome looks good! I am changing the one from RH back to more vanilla-ish, the million static trees look too fake and lifeless. Ok for the charred and wasteland region but not the pine forest. Heightmaps are not hard, it's just a greyscale image, aim to work within RGB 10,10,10 - 250,250,250, just mess around, soon you will be creating cool things! I started trying to make continents like North America and Australia and I did, just that the elevation changes didn't translate well to actual gameplay so I ended up starting from scratch instead.
  5. I tried online ones, they didn't work, and I don't have photoshop, meh, will just work around it, the little island dots aren't that large and there are only a few, just wish that Nitrogen respected the mask completely. As you can see from the mask, nothing should be put in the water.
  6. Here is the last complete custom one we played on, was a lot of work but everyone really enjoyed the totally different landscape with a large city in the center of the crater in a charred forest biome. Mixed biomes made it really interesting and never boring with nice smooth biome transitions. I did however take several (not all) of the HDHQ biome modlets and modified them quite a lot to taste to get a truly unique look (unfortunately the pic doesn't do it justice)
  7. Hi there, the issue is that the dtm.raw contains the elevation changes to the land that were made to support the dotted roads out to the islands. I need to figure out how to edit the raw file directly or get Nitrogen to simply re-create one without the need to add anything to it, basically just take the import_hm.png and turn it into a dtm.raw, no other changes. The splat3.png just contains road info, not the terrain changes to support the roads underneath. I could probably offer the map, will just need to package it up and share it somehow, I haven't done that until now because my internet
  8. Just thought I'd share a bit more about the map above, this is our new map for our Ravenhearst play through, this is maybe iteration number 35 or so, lol.. It is a combination of random terrain gen in a 3d program, merging multiple land masses together, blending, filters, manual heightmap manipulation in paint.net, extra random noise filters, rain erosion application, another 3d program for direct manipulation of terrain via brushes... The depressions in the land will be filled with water afterwards, they are higher elevation lakes that are not auto-colored. I usually then also create
  9. Post removed, wrong thread.
  10. Is there a trick to get nitrogen to re-create a dtm.raw based on a previous heightmap via import_hm.png but without creating new poi positions? I got a map layout I like in terms of poi's, roads etc, it's a custom map with a mask, one large island with small islands but for some reason it decided to "try" and make roads out to each island even though there is a large ocean with a mask not permitting it to place anything in the water. The result is a series of spaced out tiny perfectly round dots going out over the water to the islands, no roads, just little land bumps / dots. I converted
  11. The WalkingDeadPrison Prefab sits 13 blocks too high and fills the console with "INF Missings Paint ID XML entry: 147 for block 'metalpipeStraight'" and similar errors. I tried reducing the height in the prefabs for nitrogen except I must be doing something wrong, makes no difference what i do or I am changing the wrong values. If I edit the prefabs in the generated worlds folder I can lower it of course.
  12. Indeed, no idea how I managed that, mad skills! Re-downloaded and now it's on 18.2b5. Using that to prep a server and custom map for when your next update hits, looking good! If there is one thing I would change it would be the hud, less thick border panel in favor of a more sleek clear look, especially the large thick bordered day indicator at the top, it's very in your face hanging there. These are just observations, it's your mod so you can do as you like, obviously, just providing some feedback. I love the hell gate style portals, will have to think of some cool places on the map to
  13. Are you using RAT? That error is unimportant and will disappear after 20 - 30 seconds, it also doesn't do it every server start, it does it quite often on our servers and you can completely ignore it, it has nothing to do with the map.
  14. Is it just me or does the game revert to 18.1b8 with DF installed, I installed it over 18.2b5
  15. Yeah, I looked in the wastelands as I saw it in the biomes file but still couldn't find any, must be super rare. Thanks.
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