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ExeBT

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  1. 	<world name="large">
    		<property name="world_size" value="10000,16000"/>
    		<property name="border_step_distance" value="256"/>
    	
    		<property class="mountains">
    			<property name="scale" value="1,2.5"/>
    			<property name="cluster_iterations" value="4"/>
    			<property name="cluster_range" value="800"/>
    			<property name="use_biome_mask" value="true"/>
    		</property>
    		
    		<property class="desert_mountains">
    			<property name="scale" value="1,2"/>
    			<property name="cluster_iterations" value="4"/>
    			<property name="cluster_range" value="800"/>
    			<property name="use_biome_mask" value="true"/>
    			<property name="biome_mask_min" value="0.25"/>
    		</property>
    		
    		<property class="hills">
    			<property name="scale" value="1,2.5"/>
    			<property name="cluster_iterations" value="4"/>
    			<property name="cluster_range" value="800"/>
    			<property name="use_biome_mask" value="false"/>
    		</property>
    		
    		<property class="plains">
    			<property name="scale" value="2,3"/>
    			<property name="cluster_iterations" value="0"/>
    			<property name="cluster_range" value="450"/>
    			<property name="use_biome_mask" value="false"/>
    		</property>
    		
    		<property class="lakes">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    		</property>
    		
    		<property class="rivers">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="5"/>
    			<property name="many" value="10"/>
    		</property>
    		
    		<property class="craters">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    		</property>
    		
    		<property class="canyons">
    			<property name="scale" value="1,2.5"/>
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    		</property>
    		
    		<property class="water_border">
    			<property name="scale" value="1.5,3.5"/>
    		</property>
    		
    		<property class="oldwest">
    			<property name="few" value="3"/>
    			<property name="default" value="4"/>
    			<property name="many" value="5"/>
    			
    			<property name="mintiles" value="2"/>
    			<property name="maxtiles" value="3"/>
    		</property>
    		
    		<property class="countrytown">
    			<property name="few" value="5"/>
    			<property name="default" value="6"/>
    			<property name="many" value="8"/>
    			
    			<property name="mintiles" value="8"/>
    			<property name="maxtiles" value="10"/>
    		</property>
    		
    		<property class="town">
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    			
    			<property name="mintiles" value="10"/>
    			<property name="maxtiles" value="12"/>
    		</property>
    		
    		<property class="city">
    			<property name="few" value="2"/>
    			<property name="default" value="3"/>
    			<property name="many" value="5"/>
    			
    			<property name="mintiles" value="18"/>
    			<property name="maxtiles" value="22"/>
    		</property>
    		
    		<property class="wilderness">
    			<property name="few" value="300"/>
    			<property name="default" value="350"/>
    			<property name="many" value="400"/>
    		</property>
    	</world>

    Moded City size
    Seed: CarinhaDAPX
    Size: 10640
    Many
    Default
    Default
    Default
    Default
    Default

    6, 1, 1, 2

    8_mapWithObjects.png

  2. 3 hours ago, Aero said:

     

    Here are the 3 screenshots I uploaded earlier.

     

    The first 2 are showing the popping in and out of different PIO's.

    The 3rd shows a part of a PIO that stays in the same place.

    In both cases you can walk trough the wrong parts.

     

    1.png

    2.png

    3.png

    I had this problem on world editor only, normal play never happened.

  3. Hello Pille, and everyone reading this, I was building something and neded a imposter, when i clicked the button to update imposter the prefab pop up a message to sav the curretly progress, i did but when i did it the imposter become the prefab and now i cant load the normal prefab, just shows me the imposter, i tried to load the prefab in ur editor, i have all the blocks listed but i can see any, you guys have any idea how to fiz this?

     

    the prefab files is rught here if u guys want: https://www.dropbox.com/sh/6s1rbryx98qt0iz/AAArctOftAzTVwTzVz_aW26Da?dl=0

  4. Is there any chance to find a change-log for the tool?

    And how are resources (ores) being generated? By a game or by a tool? I've got two deserts on my map, and one of them has got only about 4 stacks of oil shale. Imo it's not enough. But i may be wrong.

     

    Biomes. Sub Biomes are generated Vy Biomes.xml in game folders, The Generator only gives to u a Biome PNGthats means where biomes will be placed, You can edit the amount of ores in the Biomes.xml

  5. Hey @Damoncless I loved your generator i was wating for this for too long, but i dont have the hability to make smth, Thank you for make and sharing it with us, I run dozens of word with custom Image and with the random ones and one thing that i dont liked was the prefabs in hills, it looks too much impossible to reach in a real world has smth in mind to not spawn prefabs in hills, not the cabins, and i want to make main road and city roads more large, can i make it? and how? if u have time to think about it, Thanks Again for the tool!!

  6. For A17.1 (B8) there is no dtm.tag file.

    There is a "dtm_processed.raw" generated form "dtm.raw".

    So I guess we will have to edit "dtm.raw". But I couldn´t find

    a way how to open / save this file. Any idea ?

     

    You can use Gimp with a .raw plugin

  7. Nice work Slaan, love ur prefabs and build styles, i have a project in mind like your, Thanks for keep updated us with ur amazing work, it make me happy and willing to build my world like you build your.

  8. It's a common misconception that everything is @value, but that's just because a lot of the things we are changing is actually value. In reality, the @value is the attribute called 'value' on the line.

     

    <drop event="Harvest" name="resourceRockSmall" count="50" tag="oreWoodHarvest"/>
    

     

    @event, @name, @count, and @tag are all changeable

     

    <set xpath="/blocks/block[@name='terrStone']/drop/@event">NewEvent</set>
    <set xpath="/blocks/block[@name='terrStone']/drop/@name">newName</set>
    <set xpath="/blocks/block[@name='terrStone']/drop/@count">33</set>
    

    <set xpath="/blocks/block[@name=terrStone]/drop/@tag">all, my,new,tags</set>

     

    Now i understand what "value" really means, instead of this i was writing all in value instead of the real tag, Thanks, My changes are working now, i was doing everything wrong :smile-new:

     

    Now the code is like

     

    <rwgmixer>
             <!-- Biome Range -->
            <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap0.Range']/@value">0,0.5</set>
            <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap1.Range']/@value">0.5,0.7</set>
            <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap2.Range']/@value">0,7.3</set>
    	 <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap3.Range']/@value">7.3,0.8</set>
    	 <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap4.Range']/@value">0.8,1.1</set>
    
            <!-- Prefab Spawn Chance -->
    	 <set xpath="/rwgmixer/prefab_rules/prefab_rule[@name='industrial_JunkyardsLots']/prefab[@name='utility_celltower_02']/@prob">0.3</set>
            <set xpath="/rwgmixer/prefab_rules/prefab_rule[@name='industrial_JunkyardsLots']/prefab[@name='junkyard_lg_01']/@prob">0.10</set>
    </rwgmixer>

  9. There are a couple of odd set commands there that I imagine are causing the issue.

    Here is one of the properties you are trying to set.

    				<property name="biomemap0.Range" value="0.2,0.5"/>

    After the set command above it will look like this:

    				<property name="biomemap0.Range" value=",0,5"/>

     

    You are right, all the numbers are wrong and the game can't load with those changes, thanks for show me what's wrong, i was breaking my head with this LOL, after the prob and value or count i need to put @value=">0< or @value">0<

  10. In your Prefab spawn chance, you have /prefab_rule/[@name='... you probably don't want the / in the middle. /prefab_rule[@name='.

     

    Also, your last three lines try to change the @value. But that's not a valid attribute for that line. Do you mean @count?

     

    Thanks for the fast reply, and i thought all the last attributes needed to be value to be changed, but its equal written in the xml? i didnot noticed the junkyard_med_01 had only 1 count, thank you so much again. i need to keep learning from this post tultorial.

  11. Hello, i'm new with modlet and xpath, i am trying to do soem changes for my own use and i keep getting erros when load the mod, i am getting "yyExeption irrecoverable syntax error" when i load my world editor with those changes

     

    
    <rwgmixer>
             <!-- Biome Range -->
            <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap0.Range']/@value">,0,5</set>
            <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap1.Range']/@value">,5,7</set>
            <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap2.Range']/@value">,7,7.3</set>
    	 <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap3.Range']/@value">,7.3,8</set>
    	 <set xpath="/rwgmixer/biome_generators/biome_generator/module[@name='biomeOutput']/property[@name='biomemap4.Range']/@value">,8,9</set>
    
            <!-- Prefab Spawn Chance -->
            <set xpath="/rwgmixer/prefab_rules/prefab_rule/[@name='industrial_JunkyardsLots']/prefab[@name='junkyard_med_01']/@value">0.5</set>
    	 <set xpath="/rwgmixer/prefab_rules/prefab_rule/[@name='industrial_JunkyardsLots']/prefab[@name='utility_celltower_02']/@value">0.3</set>
            <set xpath="/rwgmixer/prefab_rules/prefab_rule/[@name='industrial_JunkyardsLots']/prefab[@name='junkyard_lg_01]/@value=">0.10</set>
    
    </rwgmixer>
    
    

     

     

    What im doing wrong?

  12. So it sounds like transparency is what was causing my map to be filled with road texture when editing an existing splat3.png? I did notice that the road texture was filling area just up to the bounds of the existing roads.

     

    transparent area is just to show us the biome/height map overlay when debug is active on map, its not necessary, you can just make a little pixel with the color RED in the splat3 and let it transparent. i am doing it to test my new maps

  13. I have a few bits of info. i have created a height map myself. and used the water.xml from a generated world of the same size. it works for the most part. here is what i have found out so far.

    in the water.xml there is a lot of listings for water. so it tells me its not just one level of water at -1 like it used to be. its broken up into sections. each one seems to be about 20 blocks a long the z axis. the x axis seams to be infinite.

    Don't quote me on this info, as i was sick when i did the science. so given the correct info, we could create a water.xml that could work for most custom worlds, given that the y value of the water was the same for all water entries. if you need like a small lake at the top of the mountain, that would require its own special water entry. but for the most part, sea level will all be the same y value.

     

    so in conclusion, if you created a water entry for every 20 z blocks, for the full length of the map, say 8192 that would be 410 entries. and they should allow for water at any area that is below the specified z value. i actually had towns and stuff at the bottom of the ocean during one render, and with a proper scuba mod, that would be fun to explore a water world. (<- all credit to McTaco if someone uses that idea.)

    also one time i messed up my height map and the land was like 20 blocks above each poi, so i had to dig down to reach any poi it was... interesting. (<- again, credit to McTaco if someone uses this idea )

     

     

    As far as roads, i was made to believe it was a simple as editing the splat3.png

    problem is, its just not a black background it is transparent. and when i edited it, putting transparent as the background, the entire world was a road lol.

    so until someone finds out more info in regards to that, perhaps I'm missing something and there is a layer order or something, i can only suggest using a splat 3 from a different render

     

     

    Thanks for the info, i will test it, The spalt3 are so confused to me, i did the same, put all transparent, but i get the same roadmap LOL it never generate a empty roadmap

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