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bobrpggamer

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Everything posted by bobrpggamer

  1. I have 108 blade traps and 32 spotlights and I get a dip in FPS when looking at the most of them. This is understandable but I was curious if this was only a CPU thing, in which case it cannot be fixed i guess or could lowering some graphics settings take strain off the CPU.
  2. Roads are the last thing to be added before exporting commands. I am subtracting the 3rd heightmap command, but that is before even the first preview is made and the water is even before the first preview is made, the roads are after the pois are placed and after the first initial preview is made. The subtract heightmap is 26 and the create flat water map is 29. The roads that are going to the water are expecting bridge POIs and I have them disabled so that would be another reason. I am going to make my own bridges (just for fun) because the bridge POIs is kind of buggy and will add 5 of them right next to each other even on lake with no roads around.
  3. I am only using it for maps I made in the world generator. I just am trying to make a preview and export the image to edit the roads. I use this for generating worlds:
  4. The 3 POIs commands are there to see if at least one will work. The roads in teragon looks great on one of my maps, so If I add the edited splat file and run the world previewer with it, I think its should export it like its one of its own generated road maps, at least I hope. otherwise I have spent hours working on the roads for nothing. I like your avatar, I wrench everything I can too, before long I have 2000 mechanical and electrical parts that way and can sell them for a small fortune. I will check the console. Thank you for the idea. I just checked the log file and I got for POIs "Number of objects 0", but in game they are all there. I could try and run the settings again but even though the city seed is the same, I seem to get different city locations. I also tried the default ini for world generation and I still do not get exported images without running create roads, even though at one time it did work. Unfortunately I am not a fan of voice apps like discord, so I will hope he sets up a forum eventually.
  5. I am still unclear on how the edited splat.png is processed. If I edit the spat.png and load the map in 7 days, does the road get baked into the map as the possessed spat.png? Meaning following the contour of the terrain and not spawning boulders and trees on them.
  6. Here is how its set: I give up, I am happy with the map I made and I am just adding roads manually now. I could overlay the new roadmap I am making with the preview of the POIs and roadmaps: But the auto gen roads will still be visible.
  7. No it does not its the same as the exported image. Its not importing the POIs. It takes 3 seconds to process
  8. I tried this but it did not happen, it just showed and exported the terrain with no POIs. I had to make the roads to get a exported image with POIs. I use the exported .JPG to make my own roads and now I get roads in the .JPG or just the terrain. Here's the queue for I use: Read World Size Set Game Data Add Source Path Import Biome Map Import Hieght Map Read POI Property List Import POIs Import Player Spawn List Import Water Map Import Zone Map Update Preview Export High Res Preview Export Preview It does not read the POIs for some reason.
  9. A couple of Vanilla maps with massive towns: First one has auto generated road that are almost perfect: The second one I will make my own road as the auto roads are a bit off: The second one is my favorite so far and the only one with 2 Bobs boars / Carl's corn.
  10. Does anyone know how to make a preview that shows POIs without the road map. Just the terrain and POIs. I tried the world previewer.ini settings for a preview but it does not show the POIs.
  11. I had a question about roads. If I Photoshop my own roads and import the splat 3 roadmap with an open map and just choose import roadmap, export roadmap and export preview in the command Queue, will the roads follow the terrain and not have boulders and trees on the roads like maptoolz does?
  12. Does anyone know how make a certain town POI to appear more often. I tons of get ranch houses but only one or two Bobs boars / Carls corn. If anyone is interested I have a decent POI creation list for at last 50 wilderness POIs: Flatness / Altitude / any spawns above 100 20, 20 = 34 21, 21 = 3 22, 22 = 1 30, 30 = 5 22, 18 = 7 19, 17 = 1 Of course this is my heightmap that's it based on.
  13. Can you be more specific? I do not know what document to find this in.
  14. Well my roadmap idea was off as it seems you still ned MapToolz to export the splat with roads. I do not get it either and unfortunately you still need maptoolz to export the splat with roads, but in the generator when you apply the roadmap you edited hopefully it gets baked in without trees and boulders on them. Maybe the rivers are the problem with my map. I'll try generating without rivers and see if the roads get connected properly. EDIT: So the problem was the map viewer in Chrome, it seemed to overlay the new map with my old map and therefore making everything off. For some reason I cannot seem to clear my old maps completely from the display.
  15. I have a formula that may work to get the roads correct without the long processing. 1) Create a terrain heightmap you like (or import your own) and edit it in an editor of choice if you like. 2) Remove all terrain generators from the command quo and add "import heightmap" instead. 3) Jump straight to creating Cities and POIs using whatever settings to get what you want. 4) export the preview map. 4) Do incomplete roads (the fastest) and export the road map. (this is to see the colors scheme that the roadmap uses for gravel and asphalt, if unlike MapToolz. 5) using a transparent layer over the preview map in an image editor, connect the roads to POIs with a brush (more likely the pencil tool for exact colors) with the same color the road map uses for gravel and asphalt. 5) remove the roads creation command from the command quo and add in its place "import road map". This should bake the roads into the map properly. Its just and Idea, I have not tried it yet. Its like rolling your D&D character and choosing skills or spells. You always re roll you character until you get at least one 18 for an attribute, and yes it does require patience. Doing the constant trial and error or rolling characters in a RPG, is one of the only things I have patience for. this is a reply from Tallman Brad Gameplay: Me: Could you make a tutorial that increases wilderness POIs. I have 5 region POI settings with different values in the Que and I still cannot seem to figure out how to get the proper amount I am looking for. Its seems backwards each time I add a new setting. Him: I would love to do a tutorial on this but after many hours testing different settings and sharing them with others I can't find a reliable setting that will work for everyone. The shape/height of your map plays a huge part in how it places wilderness. Settings that work for 1 map might not work for another. However, instead of 15, 8 (whatever default is) for deviation and altitude try values of 8, 1. Or 30,1. Lowering the second value has given me very good results in occasion. I have three instances of 'create region pois' in my current preset. Each with different versions of those numbers (16,8 30,1 8,1) but also using [random] as the seed value. If you're using CP you are very unlikely to get many wilderness pois due to the settings in the poi property file. This will most likely all change with an update soon. I hope something here helps you a little. Lots to experiment with in this software.
  16. I added 6 region poi commands in the command quo, each with different settings and still got a small amount of POIs compared to others I have seen. I hope the roads and the river bridges gets fixed first and hopefully a good tutorial on adding wilderness POI's. The river banks can be edited with an image editor, so that's fine now I guess. Or I could, like yourself use an external heightmap and carve the rivers in myself.
  17. Does anyone also get AV, Firewall popup on the newest update. I had to cancel the update due to this. I am looking forward to a few more updates and to fix the warning in Norton, I will run the program in a VM. I tried this already but It was crashing and I think I need more memory in my VM (possibly make a new VM with the latest windows 10) to try and do a complete map.
  18. Here's my first one complete with erosion, rivers and connected roads: Problem is that the roads are not complete and for the time taken it should be. Its also flat as a pancake and as mentioned the river banks are to steep, so if you run your vehicle in one, good luck getting it out. I also used wasteland as a low biome at 11 high so the river banks show the wasteland on the sides which is weird looking. another thing is the towns are carved out a couple of blocks lower than the terrain which also looks bizarre. I think these things will be fixed and some more testing would be in order. I know that the flatness and river banks could be fixed by editing the hieghtmap, so that's possible to fix. The problem for me is I am terrible at airbrushing with a mouse so it would take a lot of time to do right, I wish I had a wacom tablet to airbrush. The multitude of exportable layers in terragon also makes editing things much easier, I think the roadmap is also editable which is cool. So unlike MapToolz the roads may be baked into the final map without trees, boulders and grass on the asphalt.
  19. Does anyone else get random CTD after preview, this has happened 6 times so far.
  20. Thank you. Using your poi settings did the trick, I wished brad would have covered that. Edit: It seems that lowering the Flatness Threshold to 15, Altitude Deviation 8 works better with lower overall hieghtmaps. This program is great with a lot of features but sometimes the settings do not make a lot of sense, to me anyway.
  21. Instead of map uploads and downloads is it possible to upload .ini files attached to posts and get the exact same results.
  22. What are your POI settings? You have generated a lot of poi's and large cities, that I could not myself with my settings.
  23. I just realized something, what about traders? Are they generated at all? I am a capitalist and need my commerce, so without that (hopefully added later) I will just wait.
  24. Can you smooth out the height map for the river banks with a airbrush in gimp? You could use a brush with a hardness of 20% to keep the river banks at a constant level you want, say greyscale with 128 value and the apply a blur filter to it and the surrounding terrain to smooth it out. Also could you adjust the overall hightmap at a 0 - 128 value and the add then carve the rivers in from there. I know it is more difficult than it seems but at least with terragon you can access the height map. like the way you could with nitrogen. Also can you edit the water levels (preferably in gimp as a water hightmap) taking, say blue 128 at its deepest and then at a varying degree take the blue value to say 64 for shallow water, if get what I mean. I want to get into this too but I am in the middle of a game already.
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