Jump to content

Damocles

Members
  • Posts

    1,507
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Damocles

  1. Thank you, but no need for monetary donations, its just a small hobby project I do for fun. You can always help me by telling others that a tool like this exists.
  2. Yes, the game is loading in the maps from the "bottom up" instead of "top down". So if you want to see the actual ingame map, you would have to flip the preview vertically. Doing that while exporting the preview would require more memory, wich I did not want to impose on the user. (the preview is mostly used for debugging) If you use the generated biomes.png when using a custom imported Hightmap, there is still a bug, exporting it flipped. So snow might appear on flat ground, instead of the mountain tops. You could use a workaround by manually flipping the png for now until that is fixed.
  3. Relating to the request to edit the generated map separately to the final world generation, its not implement as a workflow, but can be done with a workaround: #1 generate the map as wished #2 wait till everything generates (or cancel early after the genHM.png and biomes.png where saved.) #3 save the biomes.png to another location #4 copy the genHM.png to the resources folder, and rename it to import_HM.png (replacing the example custom hightmap image) #5 (do your custom edits to the biomes.png and genHM.png as required, for example replacing the biome pixels or changing the hightmap details such as painting a river) #6 restart the generation, and choose "use import_HP.png" (make sure to use the same map dimensions) #7 after the world is finished, replace the generated biomes.png with the saved one This way you can already alter the worlds landscape manually, if you need specific details on the otherwise random map. The POIs are placed randomly, so there is no way currently to set specific city locations. That could be a feature, using some kind of marker map... ---- There is a bug with the biomes.png generated from an imported HM (putting snow in high mountains): the png is exported flipped upside down, I have to fix that.
  4. New Version: v 0.24 -you can set custom map sizes (experimental) from 4k to 64k (for NASA) select "custom size" first in the dropdown, then enter an appropriate number in the parameter-field (download link in first post) This is still experimental, (I have successfully loaded a map with 6000 x 6000 in singleplayer.) Please keep the sizes in a meaningful range, and dont go over 16k unless you know what you are doing (such huge maps can eat up quite a lot of disk space). ----- other: imported hightmaps are now smoothed more when they are smaller than the target map size. (looking less blocky). So you can play on your favorite (grey) cat picture.... Its still best practice to use hightmaps of the same size as the target world size. (will have most details then)
  5. Just tested generating custom sizes. Seems to work, but needs some refinement.
  6. Nitrogen is using the standard Java pseudorandom number generator. The seed is determined by the systemclock, and thus random enough for this kind of purpose. (Not for cryptographically secure number generation) In the end all computers are deterministic, so “true” random numbers cannot come from them. The best method would be to capture some real world (space) noise signal, or simpler just capture the mouse movement of the user to periodically update the seed. Most rng will just use the system clock. So unless you want to use it for strong encryption or simulating physics, this is totally enough. The advantage of rng is that it IS deterministic. So in the case of the vanilla world generator it allows the user to pass the seed to others to generate the same output. In nitrogen this makes less sense as there are lots of configuration options that would also have to be set precisely the same.
  7. New version v0.23 online (same download link) -can set a certain biome for the (radiation) border, (default off) transition to radiation border is more easily visible this way. -added optional cracks to the landscape (default is off, but they are quite fun when driving...) -some smoothing options for the landscape and roads -a simple check for 64 bit Java VM -fixed font sizes
  8. Hi, just came back from an Easter trip. I have tried your prefab list, it generates fine: important is to set traders to none when generating, as the list does not contain a trader-marked POI, it locks in an infinite loop. You could merge it with prefabs from the vanilla list (not sure how Ravenhearst represents traders), or just mark any POI as trader, to have it find something to place. I have not tried the Ravenhearst POIs, so Im not sure what else is missing when loading the map. Tip: mark more POIs as farm, hillbillyjunk, hillbillytrailer, alone, mountain and oldwest. To give it more variety when using the default settings. Else it would look quite repetative in those locations.
  9. Hi , if you use the command shell anyway, use the “cd” command to navigate to the installation directory. Else java does not know where the jar file is.
  10. Try to use the bat file. It might have run out of memory with the default. You can also increase heap memory by changing the parameters in the bat file.
  11. The imported hightmap is 8 bit, as it uses the workflow of the normal generator. Having a 16 bit version input is possible, but the problem would be that most user likely cant create one without converting from 8bit in the first place (unless the terrain is made in a terrain editor like the one from Unity) So any squared greyscale PNG will work. (Btw: only the green channel is loaded). It can be handdrawn or just converted from a real hightmap. For good result without block-shaped the imported terrain should be the target maps size. Smaller maps will be smoothed a bit, but 800x800 will look blocky, there is just not enough information in the image. For an 8K map it should be at least 2048x2048 for good results. Very important is to assure that the "ground" level is at 35 (wich converts to about 35 meters above bedrock). Below that the generator will spawn water. The final and smoothed output will be a 16 bit hightmap.
  12. For now, you could edit the generated biomes.png or supply a custom one with the wasteland and burned forest biomes for a custom map. I did not include them in the generation process. Just make sure the color values (rgb and alpha) are precise (you can take the normal Navezgane or RWG output as reference), else the game will complain when importing the images.
  13. I though about that, having the option to import hightmap + biome map. maybe after the Easter holidays. The mountain huts would still spawn at a certain hight, but i will probably push everything to a config file. I could add a scanner for a "city marker" for the hightmap, where a simple colored dot would indicate the city or settlement center. This way it would be possible to create custom maps with the correct POIs distributions. (like making a new Navezgane map)
  14. Currently the terrain biomes/landscapes are defined in code. I can have a look at making this more flexible and configurable in the future, and have more selection of landscapes in general. You CAN however import your own hightmaps already (greyscale png images), if you have a specific goal how the world should look like. There is a very simply map included as an example, that I have drawn quickly in a graphics editor. It will then import the hightmap and populate it with POIs, roads and spawnpoints. --- Its just a hobby project for me in the end. Working on an alternative RWG was the easiest fruit to pick. Things like making a new AI would be nice to do, but its closed source game-code in the end, so it would be pretty inconvenient to "mod". I would rather just write the gamecode directly... ----- @ DigitalSanctuary: glad that it worked out. I know its quite a hassle to get software running if some element is not configured as needed, and track the problem down.
  15. I hope it all works out now.
  16. Same download link as the old. You might have to check the downloadfolder for the newest download.
  17. Sorry, I have not looked at the server setup yet. Its probably just the same GeneratedWorlds folder where the world is initialized from as in singleplayer.
  18. Hi, the water level for large lakes is fixed at 34, Pois will spawn above 35 if they find space. They have a minimum hight to account for Pois with larger underground structures. You need to make sure that the island is above 35 (rgb value for each color). Eg, editing the terrain in a gfx editor. Roads will find the shortest path, but on an island will have to cut water. There are no bridges yet. Better is not to have large islands for now. You could add a land passage manually as a workaround, so the roads will use the land.
  19. I was mostly asking if you run the 64 bit or 32 bit version of Java. The 32 bit might have problems increasing the heap space large enough. With 64 bit, java -version will state something like "64-bit server VM" With 32 bit build it will state something like win-32 Usually the java being used is the one found by its installation folder in your path environment variable. echo %PATH% will show a list of the system folders. You might point to a 32 bit installation here. I have a similar behavior when using a 32 bit version. But on this with the parameters java -Xmx1400m -jar nitrogen.jar (reserving 1.4 GB heap) I could at least build a 4k map. Now, I can only recommend you to open the console, "cd" to your installation directory, and run the program directly from the console, using the -Xmx1400m heap-extension parameter.
  20. can you check your java version? comandline: java -version -- The error message for aborting the generation is a security check to avoid creating files in a wrong location. If it cant find the local resource files it aborts generation. The cause is that its current working directory is not set the same where the jar and resources folders are. Im not sure if this is due to a Windows access restricting in your case.
  21. First: unter the same downloadlink in the start post, there is a newer version (0.22c), apart from that: you could also assign 6 Gigabytes, that should be enough. java -Xmx6G -jar nitrogen.jar Did you try to generate 16k maps? With 8k maps, and a 64 bit java 1.8 i dont need to increase the heap.
  22. Looks like you have the Windows fonts scaled up. Are you running on a 4k monitor? The layout is not very dynamic (Java is a pain to use layout managers, so the elements have fixed dimensions here). I can see if the fonts can be forced to their original size, so its as least readable.
  23. For the map sizes: I would have to check if the generator has any issues with non power of 2 map sizes. But its certainly possible to use other (square) map sizes from the architectural side - as long as there is enough memory assigned. Steet signs would have to be based on prefabs. The generator is only using the included prefabs from the vanilla game, and does not generate new POIs. I could place the signs at the town edge, but not really change their look (blocks). Making procedural POIs would be a whole different project. The program is pure standard Java, so it should run on a linux machine. I have not tested how the UI looks there. I can have a look at running the generator from command line arguments or read the default settings from a config file.
  24. That can happen when a settlement (in this case probably the redneck trailerpark) get spawned very close to another town. The generator tries to keep the POIs of a settlement at the same hight, making some plateaus stand out. Not very often, but it can happen in densly populated maps with large elevation changes. ... the car in this case was abandoned by a drunk driver, diving off track to an unsuitable parking spot.
  25. Small Update v0.22 : lakes will lock terrain to avoid spilling water when a road is prepared nearby. This should reduce the likelyhood of water flooding the level. Added a feature to only use one biome type.
×
×
  • Create New...