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bobrpggamer

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Everything posted by bobrpggamer

  1. Looks quite beautiful, I am glad to see you made something cool with my ini. Teragon is a finicky program I have had weird things happen all the time including the no preview thing.
  2. Is it normal to have rain coming through concrete block ceilings? I looks a bit lame to see this happening in your base. It looks so ridiculous I would consider a mod to get rid of all rain, if one exists.
  3. You can just load the heightmap, biome map and the watermap. Then only add the towns and POIs to the command queue . If you do this map creation will only require the town and POIs to produce, so you can roll the dice as much as you want and not spend too much time doing so. That's what I did on all my maps and the trial and error took a lost less time. I have no Idea what it takes to add the CP pack, so only the guys that know can help you there. You can also find the terrain you want by only adding terrain to the queue. By adding the 3 main heightmap commands and putting a update preview at the end and a interrupt after it until you get it right. Then do the same for erosion, rivers and biome maps. After this, the only way to see preview in color and with the biomes is after the create zone map in the default queue. Right before towns is where you put your last update preview and put an interrupt at create towns and this will show your terrain and biomes in color so you can see if you have enough space (without water and tough terrain) to put towns and POIs in. If you do not have the space to put towns and POIs due to too many lakes and bays and too tall and rough terrains., you will not get the massive quantity and size of towns that you may want. When you have found the right terrain and biomes you want, then export the heightmap, watermap, and biome maps. and load them at the start of the queue and disable the map creation commands you do not need and it will skip its way down to zone map and then straight to town and POIs. The zone map takes seconds so you don't need to save that and load it. It take a lot of trial and error and that the only way I got a map that I liked enough to keep.
  4. If you make a map from my ini, please show me what it looks like with more POIs or the CP pack, I'd love to see it. I use imgur for images but you can use whatever you like.
  5. Well if you are 78 and have Grand kids they probably think you are the coolest Granddad in the world playing Far Cry 3 & 4 and 7 Days to Die. I am not sure about bit depth in grayscale, I always thought the higher the bit depth has higher values like an HDR image. Thank you. I am glad you enjoy them.
  6. What I meant was that an 8bit grayscale is 0-255 (256) and a 16bit grayscale has 65,536 shades of gray. Like old 16bit color games with 65,536 colors back in the day before 24 bit color 16.7 million games we have had now for a while. I was thinking a radial gradient between the lasso selections to blend them and then blurring the edges. I wish I could use the pen tool, so I can use the Bezier handles to make perfect rounded lines but I never can figure out how to turn the work path of the pen tool into anything other than to stroke the path with a brush or pencil or other tool. I would like to change a path to a shape but this never seems to work either. So I figure you could use the polygon select tool to create the contour levels with a feather of some odd pixels. But unfortunately the lasso selection tool is best at this, but I suck at painting lines of any kind in Photoshop with the mouse - if only I had a Wacom tablet and stylus. I have another idea that is more to my liking but is still not easy to pull off for so many reasons I cannot even mention. If you have not figured it out yet, I am a hopeless perfectionist and it kind of sucks at times. One line not perfect or one single imperfection at all and I have to start over. OCD sucks. I finally downloaded your PNG, it took a while and I think you have the right idea with the contour type thing. You can just remove all the update previews I have by selecting them and clicking the remove arrow directly underneath the command queue. You do not need any of them at all, but to see if the towns are where you want them, you at least need the one update preview after generate towns (the default update preview is after POIs are placed - I have it before POIs are placed because I had so many POI commands). One thing I do when I get confused is to start teragon load the default ini that came with teragon and start another instance of teragon load your custom ini and set the windows side by side and get an idea of what command is supposed to come after what and what you need and do not need in the queue. Do this after you customize the queue so much it gets confusing. I am glad you got it worked out though. I had interrupts at several point in the queue to see if one parts looks OK before going on to another process. Thank you for the update. But I am too busy mining and wrenching cars to get resources for my base. That's what I love about the game, so many things to do. As you can all tell, I love computer graphics, so I may get carried away with my posts, but for the most part just ignore my rants.
  7. Thank you. I did not think that the scale is the same as a standard 256 shade grayscale bitmap. This makes things way easier. Now that I think of it, 256 grayscale is 8 bit not 16 bit. I wonder if that would make a difference. I also just thought that using contours of 5 levels up and down as selections with the polygon or lasso tool and then using gradients to blend the contours may be the best way to create a heightmap. Although that is harder to do than it sounds and I am not terribly great with Photoshop myself. Thank you, I will try this on a 12K map someday. I found out that my troubles on 12K are the towns and POIs. If I add to many towns (but still spread way out) I get a CTD, If I add less but larger cities I get CTD, If I get by with a preview and do not add POIs, the message for building roads does not display and CTD. For now I am back in game adding more things to my massive base, like a rooftop gyrocopter runway and solar and battery banks for lighting. I just went out and finished my level 5 quests yesterday, thing is, I only did a boatload of level 4 quests because I did not want to do any skyscrapers yet, but somehow got a level 5 completion anyway, weird. Thanks for the help though guys.
  8. I kind of see the biome thing. Thank you for explaining this to me. I kind of want a plateau for a wasteland section with an edited heightmap. Like a somewhat flat area that I want the wasteland to be in and finding the exact grayscale value for 30-35 in the heightmap to edit in Photoshop. Well I just thought of how easy it would be. just make a 30-35 flat heightmap in teragon, take it into Photoshop and make note of the grayscale value, Uh-Duh. Say not using any of the 3 heightmap sections and just adding a 30 to create heightmap and keep all noise filters off as well. Do the same for 35. It would be kind of cool to have a crater that goes down to 10 and put the wasteland there but it would mean not using water to do so. To bad I cannot mask off an area that has no water, but I know this is not possible. To keep water out I could set the sea level at 1 or 0 and the flat water map the same, I could try it I guess to see if it would work. It would be something I would want to use a 12K map for.
  9. With the new update or release, do you think that 12K maps will be more stable. Also seeing how you know Pille can you suggest a couple of things? I would love to see: 1. Bridges section in expert with setting that can control the length of the bridges. Like max 20 to just build on rivers and not lakes and not multiple spawns right next to each other. 2. Biome Min/Max setting. Like setting desert to 20 to 25, and setting wasteland 25 to 30 and forest 30 to 80 and snow 80 to 256. I am not going to do discord or I would ask myself. One last thing, tell him to get a PayPal account so I can donate to him. His buy me a coffee uses credit cards and I am not giving that out to anyone.
  10. Anyone else having a hard time with 12K maps? I get CTD with a lot of towns, but they are placed far away from each other. I also get an error in the console that stops all processes and I have to exit the program.
  11. Thank you. I forgot to check back on this. I guess I could free up CPU cycles on other running programs, that may help a bit.
  12. Thank you. I will add these to onedrive with the Ini files. They are uploaded the link is: https://1drv.ms/u/s!Aql8M7KJmixdaDckKanWH8Agyh8?e=Hb6fSS I have time for trial and error, that's my thing. I have spent 8 or more hours a day fooling around with teragon. Like most people, you more than likely have a life, and do no have the time to spare with trial and error like I have. If there is a biome mix you prefer let me know and I will add it to a map and upload it to you. Make sure you load my presets so you can edit them to your liking. Like changing biome settings or whatever. The towns are random no matter what the seed you use, so If you get a different city setup than what you want, just stop at the pause after making the cities and try again. I have the pause right before POI placement so you can continue or stop before doing POIs. I also have Update display after roadmaking and then pause the sideroad making to make sure the roads look right. You'll see what I mean if you load my presets.
  13. Here is my latest 10K map: 10K Erosion at 80 height Shallow rivers Somewhat evenly distributed towns No old west towns Fewer river branches (2) More Gun Store, Schools and the like with the large blue strip tiles 2 Bobs Boars / Carls's Corn Boatloads of Skyscrapers and Tier 4 and Tier 5 POIs (although you would need a very fast PC to get even 60FPS in the towns. And an 8K Erosion at 80 height Shallow rivers Somewhat evenly distributed towns No old west towns Fewer river branches (2) A few Gun Stores, A Schools and the like with the large blue strip tiles 1 Bobs Boars / Carls's Corn Boatloads of Skyscrapers and Tier 4 and Tier 5 POIs (although you would need a very fast PC to get even 60FPS in the towns. I can upload these and the .ini files if anyone is interested. I have yet to edit the spawnpoints.xml. I spawned on the 8K in town in a backyard of a house.
  14. To not add the bridge POIs during road making (if you do not want bridges) remove the 2 folders here: Teragon\data\game\ Install_World POIGroups Leave the main.ttw file, of course. Road creation is way faster now. Its been a little less than an hour with main roads at 43% with complete roads selected. The one I did a few days ago took 56 hours.
  15. I think I know what takes so long to create roads. Whether or not you strike out the bridges with // and turn off all the prefabs in the advanced tab, the program still makes bridges. I have found bridge prefabs in the prefabs.ini and if you look at this you can see the program placing bridge prefabs: 4 QPoint(375,563) QPoint(2213,750) Number of road POIs 37616 Time drew road (ms) 16 Number of road positions 400039 Gathered road locations (ms) 80 Apply Laplacian smoothing 400039 11753 moving average took (ms) 2145 filterLaplacianSmoothing laplacian smoothing took (ms) 20419 Number of roadPaths 6 posStart/posEnd QPoint(-1969,3431) QPoint(-3019,1181) Initialized search grid in (milliseconds) 0 createSearchGrid in (aStarSearch) (milliseconds) 19051 Start vertex: 788 2138 Goal vertex: 525 1575 Generated path from 3151 , 8551 to 2101 , 6301 in (milliseconds) 32694 Path length 5801 What else could be a road POI? Here is a screenshot I took after finding bridges in my map after I turned them off completely. 23,962 bridge prefabs. Hopefully this will be addressed in new updates, because if you do not want bridges you should not have them created when making roads. I just tested the roads on a waterless map and there are no road POIs: 4 QPoint(713,713) QPoint(750,375) Number of road POIs 0 Time drew road (ms) 5 Number of road positions 78031 Gathered road locations (ms) 19 Apply Laplacian smoothing 78031 2147 moving average took (ms) 371 filterLaplacianSmoothing laplacian smoothing took (ms) 323 Number of roadPaths 4 posStart/posEnd QPoint(803,803) QPoint(-1147,953) Initialized search grid in (milliseconds) 0 createSearchGrid in (aStarSearch) (milliseconds) 696 Start vertex: 713 713 Goal vertex: 225 750 Generated path from 2851 , 2851 to 901 , 3001 in (milliseconds) 1357 Path length 5103 Every time you render a map with water, no mater if you strike out rivers with // and turn them off in the advanced tab, you generate bridge POIs anyway, which are the road POIs in the console. Whether or not you choose complete or incomplete roads you generate bridge POIs as well
  16. This program is like like rolling character attributes in RPG games, you just keep rolling till you get a 18 int for your mage and 18 strength for your fighter and so on, except it takes longer. It also reminds me of early 3D graphics renders, although those could take the better part of the day. Does anyone know about these programs: https://planetside.co.uk/ https://info.e-onsoftware.com/vue/overview I always wanted these since they came out in the mid 2000s, but they are very expensive.
  17. Can you upload a screenshot of you complete settings in the expert section. This will help guys figure what you did wrong. If you can use gimp this should be easy. Come to think of it, could you copy and paste the text in your .ini file. You should use the spoiler function for this because it may be 100 or more lines.
  18. You might be able to get rid of old west towns by striking out the old west line the Town Property List with // The default: // town name; min tile count; max tile count;center:tile_type1,tile_type1,...;outskirt:tile_type1,tile_type2,... // tile types -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural // // regular_town;7;any;center:downtown,commercial,industrial;outskirt:rural,residential,countrytown small_town;3;8;outskirt:residential,countrytown oldwest_town;1;4;outskirt:oldwest To: // town name; min tile count; max tile count;center:tile_type1,tile_type1,...;outskirt:tile_type1,tile_type2,... // tile types -> commercial, countryresidential, countrytown, downtown, industrial, oldwest, residential, rural // // regular_town;7;any;center:downtown,commercial,industrial;outskirt:rural,residential,countrytown small_town;3;8;outskirt:residential,countrytown //oldwest_town;1;4;outskirt:oldwest Its worth a try, but may cause an error or CTD. With POIs its all about the last 2 settings. Flatness Threshhold Altitude Deviation Threshold You could have 25000 spawn limit and either get a CTD or the same as 300 spawn limit. The best thing to do is to add 10 Create Region POIs with different last 2 setting (20 Flatness and 20 Altitude works best for me) to get as much as you can. I get around 50 this way and if I get to many its a CTD for some reason.
  19. Thanks for the info. I would love to see more POIs pop up on a map without a CTD.
  20. I did that and added the roadmap to terragon and processed it and I ended up with a map without biomes. I use MapToolz and I get roads with trees and boulders on them. Red 256 for main roads and Green 256 for side roads. The bridges are still buggy. I choose to not add them and make my own bridges in game. Other than that, the map looks cool. I may try the CP pack, but I am still OK with vanilla POIs so far (except the dungeon thing they added a while back - I hate that). Like I said earlier, if you want all bridge remnants out of the finished map, you have to delete all bridge references from the prefabs.xml or you still get them in your final map.
  21. So you have the new release? Any date on when it is available? Also, has the automatic roads feature been updated as well? I really screwed things up somehow, as it is, one map is going to have completed roads after 192 hours, over a week. One feature I would like to see is, the ability to merge a hand painted roadmap, like the one from MapToolz into the map and bake it in somehow as though it was generated exactly like the auto or manual maps get finished. I do not understand why the splat.png is not editable, might as well be called splat.dat, the object of a .png is that it is a bitmap and can be edited like any other format like, .bmp, jpg, tga and so on.
  22. Every time I get 1/100th of the amount of POIs you have here I get CTD. I surprised you you got a preview of this. If you have the time you should try making side roads just for kicks. It happens like this for me. Wow, I got boatloads of POIs this time....CTD. Woah, I got boatloads of Cities this time....CTD. I gave up on that. What are the settings other than amount?
  23. I am just a guy who has the time and patience for trial and error. If you forget about roads and erosion and rivers, just try 4K maps and find the heightmap you like. Then concentrate on environment and which style you prefer, the old splotch map or the new transition map. Then tackle the cities and pois and finally when you have the combination you like you can add roads later. Another note is to only adjust the settings tallman brad has talked about. The Octaves? and Lacunarity? I do not change at all. I cursed this program for two days straight, so I have had my problems with it. Its just that I have the time (no life to speak of) and patience to use lots of trial and error. Its like early content creation with 3DS Max and the like, I started using it in 1999 before you had easy settings for photo realism and long before the physically accurate rendering software now days, it required lots and lots of long rendering trial and error for a beautiful render. Now that I think about it, you should get an .ini from someone that has a map you like and that would be a far better reference point to start from. Then you could change a few setting here and there to play around with. When I get a good all around map that does roads like it used to, I will upload my .ini.
  24. Well it been 48 hours and they are still generating. I have a i79700k so I have 8 cores as well and usually I can game and do the maps at the same time, but the last time I ran short of luck and ran out of memory (32GB) and the maps died so I have been waiting for one of the maps to complete before I start gaming again. The longest of 20 maps was 8 hours even on a 12K map. so i did something wrong this time. All the setting are the same except towns and POIs which I like to change here and there. The heightmap (including eroding and rivers) was done previously and the only thing I am adding to the queue is water map, environment map, cities, POIs and roads, so the formula must be wrong on my end. Maybe I should just do all the computation in one queue and one ini and not do heightmap separately and use an ini for just towns and roads. Something kind of funny happened. The clock reset after 24 hours. I guess he never expected renders to take more than 24 hours. I think multithreading is low on the list of things to update, as it seems to me that it would add a lot more and even change a lot more code. Good thing is you can do almost anything even gaming while teragon is working in the background, as long as you have at least 32GB of memory.
  25. Its basically math generated by the use of fractals and the like. Its not like Nitrogen where you have easy inputs, like less, more and many of a certain property. Which I miss, but with Teragon you can make biomes transition by height with a heightmap. and add your own heightmaps as well. I use trial and error mainly, as some functions do not make any sense to a simple high school educated person, or GED person in my case. But like Riamus said, it is difficult to learn and without Tallman Brad Gameplay videos good luck figuring any of it out.
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