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Damocles

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Everything posted by Damocles

  1. Weather and other dynamic details must be modded in via config XMLs. Nitrogen is really just generating the world files (terrain, water, biomes, POIs, roads, spawnpoints) The goal is not to actually mod the game data, but just replace the RWG functionality. ---- In the landscape option you can set the mix of biomes/landscapes. So you can increase the number of desert areas or mountains (with snow) for example. Wasteland and burned forest can be added in the biomes selection. The new north/south option allows you to have desert (south) and snow (north) on any map, so you can alway find those biomes when running in either direction. A really detailed specific custom biome layout should be edited in by hand in the end. Its relatively easy to do in 7DtD fortunately.
  2. Ok, new version online v0.31 (same download link) -Added the option to have snow in the north and deserts in the south. -options to smooth out the terrain more (makes it look more gamy but easier to drive around in the wilderness, use this if you think the terrain is too bumpy, or you like to have it easy to drive though the outback) -Traders are connected to the road network. Makes it a bit easier to travel to a remote trader, and find other traders. (the generation time will take a bit longer now, due to the additional roads)
  3. Added the option to have snow in the north and deserts in the south. Also options to smooth out the terrain more (makes it look more gamy but easier to drive around in the wilderness) Traders are connected to the road network. Makes it a bit easier to travel to a remote trader. (Next version)
  4. The landscape and biomes selections allow you to play around with the biome types to spawn. You can increase the wasteland and burned fores amount there. In the landscape you can select to have more deserts. Mountains will spawn 50% snowy mountains and 50% forest mountains. (to have some variation) I can add some more controls to biomes in the future. But I want to keep it from being just a random biome pattern as in the RWG. So biomes should correspond to the landscape they are in.
  5. Here, I've made something similar using a mask. 4k map. It encloses the crater with towns and cities. The city and town spawners are placed in a circle around the crater area, and the middle is masked off. (its not a crater but a plateau here, but just imaging a crater in the middle, important is that the center is makes off)
  6. Remember to only use SINGLE dots to mark a city. Its a very simple system, it scans for all pixels, and considers those a new city. If there are several in a blob, the generator tries to create all cities on the same spot, thus pushing the other POIs out to free terrain. If all dots where "used" it will spawn new towns/cities at a random position. The scanner will use the dots scanning from the top left corner... best is to only use as many dots as you want cities or towns to spawn, so you have more control. The yellow color is just there for convenience to paint around the dots, to make them easier to see in the mask. Yellow gets ignored. The generator spawn all POIs of a city/town at once, then continues with the next city/town. (first cities, then towns, then traders and smaller settlements) The POIs in a settement will keep a distance from another settlements POIs. Dont remember now, something like 30 pixels or so (to keep between the POIs outer bounds). So the city centers should be something like 500 pixels apart at least from each others to have enough space. Else the POIs might wrap around the other settlement. Its mainly depends on how much space the POIs use up (when selecting larger cities, they will use up more space on average then). Those are the max elevations cities and towns want to spawn at (average hight of the area) cityTerrainCheckMaxElevation=65; townTerrainCheckMaxElevation=75; so try to keep the elevation below 66 at the locations where you want your cities. (I think the spawn-mask overwrites that check for elevation) Here the current raw values for the number of cities and towns to spawn: tCities=new float[]{0,0.8f,1.4f,2f,3f,4.5f}; //rounded up tTowns=new int[]{0,1,2,4,7,10}; "none","very few","few","default","many","lots" -> per 4k area, so an 8k map has 4 times the amounts, etc at "default", on an 8K map it would spawn 4 * 2 = 8 cities and "default" for towns: 4 * 4 = 16 towns "many" for towns = 4 * 7 = 28 towns
  7. I think I will push several variables to a config file, to separate them from the code then.
  8. In the case of an imported map, snow will start at 166. (RGB 166,166,166)
  9. There are two ways to generate terrain in NitroGen. The build-in map generator: it places biomes in specific places. The default biome is forest. Snow is only spawned ontop of mountains currently. Desert can be on flat land, or eroded plateaus. Wasteland is spawned only in "craters", that look like large bomb-craters. The border-area can be marked with a specific biome to indicate the radiated zone. The biomes can bleed over at some places, especially if POIs leveled the ground. But generally snow is only in high elevations already. The other generation mode is to import self-created hight-maps. Here the main biome is forest, and snow is spawned on hight elevations. In the case of a manually created map, it probably best practice to edit the biomes.png manually, to add the other biomes in as needed.
  10. I've added your list to the main post. ----------- New version 0.30: -NO-POIs scenario (traders are still spawned) - abandoned world. You can try to survive the world without any POIs in it, live off of junk, backpacks and a few cars in the world. (avoid taking a POI quest from traders then) -secondary flatter desert plane, (so there is some flatter desert for towns to spawn in) -option to increase the number of wasteland and burned forest biome patches -some default settings are changed
  11. There are Ravenhearst, Darkness Falls, where a user created working prefab-lists. (first post in the bottom) You can check those and the included prefabs in them, they should work with vanilla too by including them. Nitrogen then just needs those entries in the prefab-list, to place them correctly.
  12. Ok, here some TODOs from my list: (to be implemented next) scenario: NO POIs (optional traders, some car-wreck POIs) player-spawn and trader-spawn for mask image more variation in lakes, mountains, rivers setting: bigger burned forest and wasteland / option to spawn more WL/BF patches additional flat desert terrain add larger lakes with higher cliffsides (positive flat terrain surrounding it) additionally: wider fjords and revines (partially hitting water, partially land) more river templates set water level spawn hight (numeric increase) meters etc clean up readme Tools: "repair biomes.png" tool -> loads and writes biomes.png to correct color format "reapair steet splat" -> repair splat map "dtm.raw" -> to png hightmap image
  13. Coastal areas: not directly coastal areas, but I can include more lake-variations that have a steeper cliff-side. Very specific areas like an ocean front (like at Dover) are better made by hand and then imported. Burned biome: I can add and option to increase the amount of wasteland and burned forest in the output Seed: while I would add a seed, the problem is that it would only generate the exact same output, if also all the other options are set the same. So the users would need to set all menu-option precisely the same to get the same output. I have not set up a dedicated server yet, but bottom line, all the generated files (except the HM and preview images) need to be known by the server and the clients. Basically copying files around to the right destination. (Gameclients download the files automatically) Zootal knows more about the necessary options for the server to load the world.
  14. I will add more variations of landscape features later too.
  15. Thanks, probably not geologically correct, but its all for gameplay.
  16. I will push all the config data to an external file at one point. (also to run the generation as a batch job) Having different hights with water-spawners is quite dangerous. The small lakes can have a varying hight, but they also need a well prepared area to not spill over. Thats why the large water areas all have the same hights. But I can push the main water-spawer hight to a config file. (also not to overload the UI with options, it looks quite scary already) Im not quite sure how you want to represent the water-levels via an image mask? It would need a very precise collaboration between the hight-map and some water-level mask to not spill all over the world.
  17. Huh, people actually read those things? Im so used to create technical documentation that noone reads in the end
  18. True, the POI is then placed too low in this scenario, making the game plop its position upwards. (I thought it would just cut of at the bedrock then) I can have a look at that.
  19. No, but I can add that though. I kept the POIs at a hight where the ground floor is flooded (and cellars), but the top floors are accessible. Completely submerged would be overkill. With the current setup you can try to reach the roofs, and take a short swim from building to building. (and later build bridges between them)
  20. Version 0.27 (same download link) Added "Sunken World Scenario", (can be turned on in the POI section) This will submerge all POIs (apart from mountain huts) partially under water. Its an interesting survival scenario, and you should definitely use the swimming perk. The scenario turns off roads, as they would interfere (make stupid dry lines) with water. There are plenty of cars in the cities and town though (car lot numbers can be tuned up) --- traders: at max level, there are 5 traders per 4k section (so 20 traders per 8k, etc) roads: they connect towns and cities (nodes), there are no roads towards smaller settlements or single POIs yet. I might add them, but also have to see that the world is not completely covered by roads then. (roads -to be drivable - also flatten the terrain, reducing the fidelity of it)
  21. Hi, traveling. I will add it when im on a propper computer again.
  22. No, you need to place this list into the NitroGen resources folder, and replace the one in it by renaming it to prefablist.txt Its loaded under this name by the generator. Then you generate your world and place it under C:\Users\[username]\AppData\Roaming\7DaysToDie\GeneratedWorlds then you go into the game and start a new game with the worlds name.
  23. you could try using those prefablists for Ravenhearst: Prefablists (Ravenhearst, Darkness Falls) by other users (MelT, Xylvier): https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD&p=972744&viewfull=1#post972744 and turn off "extra car lots", as they are probably not defined in those lists. NitroGen itself is primarily made for the vanilla setup, but using with a proper prefablists (wich indicate what POIs to load) it should work for other mods too.
  24. i usually place the world into: C:\Users\[username]\AppData\Roaming\7DaysToDie\GeneratedWorlds try that first. Also remember to delete the old saves and old world folders in the C:\Users\[username]\AppData\Roaming\7DaysToDie subdirectories The game creates a file called dtm_processed.raw when starting the map, it always needs to be deleted when creating a new world. (the out of index bug could come from the game loading a smaller terrain from it) try a pure default 8k map first (not edited files) using a new map name
  25. I guess you have either a manually edited prefablist.txt or somehow an old version of it. this is an example of the zone-entry for "carlot" gas_station3,COMMERCIAL,2,-5,34,17,41,smalltown;downtown;carlot you can just add this line to your list, recheck your download or add the zone-type to any fitting POI
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