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Damocles

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Everything posted by Damocles

  1. Maybe later, when the UI will not change anymore. It would require quite some extra UI logic to make the selections persistent. (Im not using a framework here, just pure Java)
  2. You can use a mask to block off areas that should not spawn POIs. There is a small example hightmap and mask included in the resources. You can generate a map using the gen-mode "import + mask" to see it working. For the mask: only the alpha channel is considered, alpha below 20 (eg transparent) is free to use, everything else blocked. The mask also contains spawn points for cities and towns (check the example mask). In your case, you probably just need a mask that is a transparent image, with a blue circle in the middle (the part that needs to be free). Best is to download the newest version 0.354. In it, I fixed some issues related to road-generation and the mask.
  3. I have the unique setting on my list. This will probably have another tag like "priority", wich makes the generator place at least one POI of this prefab. (the zone type then determines the loaction). Together with unique it will then spawn exactly one. Lets see about markers for that. ---------- Its technically possible to import Navezgane (terrain, roads, biomes, POIs) onto a larger map. I can think about something like that. But probably when A18 is out, to see what will change in the world files and assets.
  4. New version online 0.352 -roads: asphalt roads are connecting towns, cities, farms and traders, gravel roads are dead end roads to countryside POIs. (Now if you see a gravel road it will lead to a POI at one end, and an asphalt road at the other end, you can then follow the asphalt roads to find a town, city or trader) -increased margin around small lakes to keep them from flooding the entire map. (if you still see this behavior turn the small lakes off. Also turn off small lakes if you dont want wacky behavior of roads near them in regions like deserts. With the rivers and big lakes the small lakes are not that necessary anymore. Come to think of it, i will probably make the path-finding avoid them more.) -preview map will now be flipped to show the game world correctly (the DEV version option is for my development, and will receive some additional markers in the future)
  5. Thanks for the info. Its probably one of the small lakes "leaking". I reduced the safety margin around them, preventing roads to pass. I will increase the margin again. You can prevent that error by turning small lakes off (none) until I fix the issue. - - - Updated - - - In the next version I will change the behavior: asphalt roads will be roads between towns cities, traders and farms. And gravel roads will be roads leading to small POI groups. (dead end roads). So then you can follow an asphalt road to find cities and traders.
  6. Hi, traders are not includes int the mask yet. Will come when i implement some smaller features. I wanted to first get the roads done in a better way.
  7. I have not checked the prefablist (made by another user), but you could fix it yourself by adding the zone-types to the POIs, in the simples case just add [..the forum software adds some spaces to this list..] alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot to the end of each entry (if it does not contain a zone already) like: abandoned_house_01,RESIDENTIALOLD,2,-1,24,21,26,alone;mountain;farm;houses;smalltown;downtown;industrial;citycenter;oldwest;hillbillytrailer;hillbillyjunk;carlot and also have at least one trader marked trader. This should allow you to load and use the prefablist. It would then just be a bit random in the world, as those zone descriptions asign POIs to a meaningful location.
  8. New version online: v 0.35 (same download link) A big road update: much improved road generation code, better intersections between roads and to POIs. Each POI-settlement is now connected to a road (either a main road or small dead end country road). Mountain huts and outback POIs now can come in small groups, and receive a road connection. Overall roads are smoother than before.
  9. The default replacement is Forest. You can change it with the parameter. It just checks every pixel if its one of the correct biomes, if not replaces it with the default biome.
  10. Uploaded a fixed Version 0.342 (fixing the array-exception that might occur) ------------ ALSO included: , a command-line tool called BiomeFixer a simple tool to load biomes.png images for 7DtD and fix any misaligned colors The output file will have a different name on default, so you need to rename it afterwards. You can also set the color that the image should have on misaligned pixels (Forest, Desert etc) -> makes it less "risky" to have misaligned colors in the biomes.png if you edit it yourself. (so you dont need to have the game load it, and check the debug log) You could set the default to burned forest to see miscolored pixels quicker then, or clean up an image with a few errors in it. ----------- Edit: I can see about the traders distribution to keep some distance. Best is to not have the map too crowded. But I can see about generating them before towns, so they might end up within towns, but not compete for the remaining space around one area.
  11. I can check if the area gets saturated, causing some problems to find free spots for POIs. You could try to reduce the sizes of cities and towns. Edit: i think i have found the bug. It can happen when a trader was not placed, but wants to connect a road. For now you could try to keep the map less populated (less or smaller cities)
  12. Procedural caves unfortunately cant be defined within the world-files. It can only set the (2D) terrain, and place POIs. They require some new code on the Fun Pimps side. There are some cave POIs in the world. But procedural ones are not possible ATM.
  13. I will add in a tool later, that "cleans up" biomes.png to set wrong colored pixels to a working default value. 7DtD is very picky about the right color values when loading in the biomes.png (also the alpha value) Here are the internal values used in NitroGen for reference. public static final int BIOME_COL_FOREST=0xFF004000; public static final int BIOME_COL_SNOW=0xFFFFFFFF; public static final int BIOME_COL_DESERT=0xFFFFE477; public static final int BIOME_COL_BURNED_FOREST=0xffba00ff; public static final int BIOME_COL_WASTELAND=0xffffa800;
  14. Hi, I cant reproduce an array index out of range Exception), a 12288 x 12288 map generated on the default settings was generating fine, also with the N/S biome set to: BIOME_NORTH = 0.24 BIOME_SOUTH = 0.24 --- Was there and specific options you choose, a more detailed message at what stage in the generation an error was throwns? Also: the values in the config.txt do not have a sanity check when set out of range. The generator is using them raw, so change them with caution, until I add some value range comments later. The config file can change a lot between versions, so dont use an old one, but rather edit in the custom values onto the new file.
  15. New version online: version 0.341 NitroGen Download Improved road network. There are many more long-distance roads now generated. Next to the normal roads between cities and towns, there are also roads to traders, farms, rednecks and old western towns. Some roads lead high up to mountain huts, but might eventually turn into steep narrow hiking trails. Enjoy the vistas. Example splat road map of a default 8k map:
  16. Here is an experimental build, 0.34 "road mania" This version generates more roads overall: to farms, rednecks, and some mountain POIs. The roads will get pretty steep when a POI is on a steep mountain top, so see if you like this aproach. But it generates quite interesting "hiking trails" inside mountainous areas. EDIT: pushed to main version NitroGen
  17. I can have a look at the spawn logic, checking if all unique buildings where spawned in. (Else they get forced to spawn near some city or town)
  18. Hi, I have jut tested it, setting the gallows to unique: oldwest_gallows,NAVONLY,2,0,7,5,6,farm;oldwest;hillbillyjunk;unique works out fine. There is one single instance in the map (can be seen in the generated prefabs.xml) The unique marker will only assure that it is used once, not that it WILL be used. But given that the generator will try to not repeat using POIs in the same settlement, it has a very high chance to be spawned at least once. --- The road width of long distance roads can be changed in the config.txt ROAD_SMOOTH_A_INNER = 3 ROAD_SMOOTH_A_OUTER = 12 ROAD_SMOOTH_A_SCAN = 3 ROAD_SMOOTH_A_WIDE = 2 ROAD_SMOOTH_B_INNER = 4 ROAD_SMOOTH_B_OUTER = 12 ROAD_SMOOTH_B_SCAN = 4 ROAD_SMOOTH_B_WIDE = 3 ROAD_SMOOTH_C_INNER = 3 ROAD_SMOOTH_C_OUTER = 8 ROAD_SMOOTH_C_SCAN = 3 ROAD_SMOOTH_C_WIDE = 2 you can try higher values for WIDE here, try a value like 4 or 5. You might want to increase the inner and outer radi also, so the roads does not draw over the cliffside. ---- I will mark down the other suggestions, thanks.
  19. New version online 0.33 (same download link) Mostly revamping the city grid, to make it less regular. Also the cities should now be smoother within their bounds. Also fixed some of the smoothing bugs from the previous version. Traders now have the road pass along their side. (You can find every trader at one point by driving along the country roads) For anyone who does not want to install der generator, here is a small 4k example map generated by the latest version: NitroGenMap_4kDemo.zip
  20. In the first post, there are some references to MOD prefabs, with a prefablist that works in NitroGen. The prefabs need to be placed into the gamefolder. Then NitroGen can reference them (via the prefablist.txt), and let the game spawn them in. There are a few cave POIs spawned from the vanilla prefabs. Actual procedurally generated caves cant be done via the world-files. It basically only allows defining 2D world-data for the terrain. Caves is something the Fun Pimps need to create via code, or users by creating Cave-POIs. (Or writing a program that manipulates the region files ... but that would be another project)
  21. The playerspawn is usually quite robust, even if the position is not set that precise (hight). At least in singleplayer. Maybe there are issues in MP. Did you notice anything strange at the spawn, maybe spawning at a cliffside or having a POI very close? Also make sure to delete the "dtm_processed.raw" if you copy over the files into a previous world folder (it contains the old terrain data)
  22. I have just noticed some problems with POIs sinking into terrain more since the last version. Will revert that. Meanwhile you can change those parameters in the config.txt: LOT_SMOOTH_OUTER = 3.0 LOT_SMOOTH_INNER = 1.5 LOT_CITY_SMOOTH_OUTER = 5.0 LOT_CITY_SMOOTH_INNER = 2.5 to this LOT_SMOOTH_OUTER = 3.0 LOT_SMOOTH_INNER = 1.5 LOT_CITY_SMOOTH_OUTER = 3.0 LOT_CITY_SMOOTH_INNER = 1.5 (the old setting) I think I will have to rework the whole terrain smoothing logic to remove certain issues with POIs and streets on very uneven terrain.
  23. I can see about a feature that increases deserts to spawn more in the south, and snow-mountains more in the north. But should still be a random map, too many restrictions would make the worlds feel more samy, having a too similar layout. Most POIs dont care much about the biome (the dirt is taking over the biomes definition then). There are a few that only work in a specific biome. I would have to extend the prefablist for that, to add a biome filter then for specific POIs. - - - Updated - - - Its just a hobby project for me, no need for donations, but thanks. Its always good to tell others about the tool, as many players probably dont stumble upon this sub-forum.
  24. New version online v 0.32 (same download link) -new city street grid: cities and towns are more similar to RWG using a regular city street-block layout (making settlements look more American, and less random like in Europe ... Americans dont like to walk and like regular street patterns) -config.txt : you can change parameters like the water level, POI hight spawn levels, terrain smoothing, street smoothing here (not all internal parameters included yet) (make a backup before editing it! The parameters are not commented. They are either Integer, Float, Int-array or Float array)
  25. Yes, trailer parks are rednecks. Outback POIs are the single buildings scattered around the map. The one on mountains are mountain huts. ------------- Currently working on pulling the internal parameters into a config file.
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