-
Posts
126 -
Joined
-
Last visited
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Events
Posts posted by ExeBT
-
-
3 hours ago, Aero said:
I had this problem on world editor only, normal play never happened.
0 -
-
Any knowledge about A20 Stamps? I took a look and its look very different than normal HeightMaps
0 -
-
Hey, whats wrong with my HM? the Nitrogen dont want to run with this custom https://imgur.com/a/rWKzCKr
0 -
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
0 -
MY world appears sunken any ideas to why?
[ATTACH=CONFIG]29132[/ATTACH]
probably you don't copy/paste the right prefab file or dtm file
0 -
-
Updated Prison Rear:
looks like the new demolisher zombie vist your prefab heheh Well done!!
0 -
Wow, Thats awesome, good job!!
0 -
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
0 -
@Damocles Thanks for the new content updated!!!
0 -
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!!
0 -
Awesome Pille, That's what I was looking for, 3D Viewer help too much!!! Great Work!!
0 -
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
0 -
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.
0 -
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
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>
0 -
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<
0 -
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.
0 -
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?
0 -
Question, Is possible to generete prefabs and roads in my custom Heightmap? or only manually?
0 -
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
0 -
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
0 -
Hello guys, Anyine know how i cna generate water and roads in my new Heightmap?
0
Alpha 20 Seed Thread!
in General Discussion
Posted
Moded City size
Seed: CarinhaDAPX
Size: 10640
Many
Default
Default
Default
Default
Default
6, 1, 1, 2