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Damocles

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Posts posted by Damocles

  1. Here is a prelimenary Test creating custom biomes for Darkness Falls:

     

    NitroGen for Alpha 18 v0.473 (Darkness Falls zones)

     

    You can add the custom biome using the "Special Zones" option. This will generate larger Areas of the DF zone in the center of the map.

     

    Only run it when you have the mod installed, as the custom biome would throw errors in the vanilla game.

     

    It does NOT include any specific POI logic or Darkness Falls prefabslist yet. (POIs will spawn in any zone)

     

    Here is a Darkness Falls prefablist from a modder, in case you want to try it out.

    https://github.com/NickPhaedra/7-Days-to-Die-NitroGen-Prefab-Lists/

  2. Yes, the POIs in biome function tries to load the biomes.png. There is still some weired bug, causing it to fail.

    You could start the generator in the console (bat files) to see more exceptions.

     

    Just turn off the "no POIs in biome" to no limits for now.

  3. Hello Everyone! Trying it again. And Damocles? I really like the "counting sheep" LOL Thanks!

     

    <EDIT: Spawn points... So If I want 'all of us' to spawn at a point I edit the xml to one single spawn point?

    "<spawnpoint position="-2022,41,-7070" rotation="0,79,0"/>"

     

    If you know the excact spawn point, you can set it to your favorite loaction.

    I have added the option to choose random "roofs" as spawn locations. But this is more of a fun option, and might cause issues ingame with some POIs that might trap the player.

  4. @Damocles:

     

    Is it possible to set trader points by colors such as your cities (red) and towns (green), are there any other colors we can use for specific spawns?

     

    Is there any way we can set an exact number of cities, I found "tCities" in the config but unlike the other entries which are integers it contains decimals.

     

    (Update: I figured out which entry corresponded to what and simply did a few tests tweaking the decimal number to get what I was looking for)

     

    tCities is the number of towns per dropdown setting.

    To get the precise number, you need to multiply it with the area relative to 4k.

    An 8k map has 4 times the area of 4k.

     

    So you multiply it by 4.

    And then round the result to an integer. (8.3 -> 8 , 8.7 -> 9)

     

    ------------

     

    There are only the city and town markers on the mask currently. I can look at adding traders as spawn points.

     

    The mask spawn points dont determine the total number.

    Just the FIRST positions to use. If there are more towns set, the other ones will be chosen at random loactions.

  5. Im looking into that. Currently it can detect the biomes to avoid spawning POIs in them (burning forest and wasteland). Making it actively look for biomes would require additional logic, and could be performance heavy.

  6. New version online 0.470.

     

    -> Landscape sliders.

     

    They allow you to set the excact mix of landscape.

     

    There are 16 "slots" of landscape types for a map, each taken from

    -Flat

    -Mountain

    -Desert

    -Rough (small bumpy hills)

    -Random (picks any of the above randomly)

     

    So for a completely (boring) flat map, just crank up the flat slider.

    For a mountain map, just crank up mountains etc.

    For a random surprise, the random.

     

    I suggest to keep at least half the map flat terrain, for POIs to spawn without issues.

     

    When selecting the landscape dropdown, the sliders will change to the template.

    (Sliders are not saved yet between starts)

  7. You need to still add it to a zone like alone;unique

     

    Since its deep, best would be the zone mountain.

    Else it might end up cropped.

     

    Unique only assures that its used once max. But not that it will get picked. So the map should have enough pois of that zone to make it likely to appear.

  8. Hi, I've been generating a few maps and trying them out, then got into making my own biome maps specific to the town and terrain generated by Nitrogen, now I'm on to making height maps.

     

    I made one for Australia just because it's a good size land mass surrounded by water.

    I have an issue, how can I get Nitrogen to place cities/towns on existing land instead of making it's own islands.

     

    Here is the issue and what is generated with more or less default settings: http://prntscr.com/pzuctn (red line explained below)

    Here is the height map, as you can see where it's placed towns in the middle of the water with long roads there is no land, it's water: http://prntscr.com/pzubrv

    (why does Nitrogen flip the height map btw, initially took me a while to recognize I had actually made Australia, just that it was flipped, lol)

     

    Then I found this strange issue: http://prntscr.com/pzu6is That is located where the red line is above which is just black in the height map and should be filled with water just like the rest of the ocean, not sure why it parted the water and put a line of trees down.

     

    Is there any way we can get a better explanation of the following parameters and exactly what they influence or are responsible for.

    TER_MIN_HIGHT = 4

    TER_WATER_SPAWN_AT = 33

    TER_BASE_HIGHT = 35

    TER_MAX_HIGHT = 255

     

    I have tried various parameters and still get my cities and towns spawning islands out at sea, also found more of these strange water divisions with biomes out in the sea.: http://prntscr.com/pzv4xs

     

    Thanks for this cool tool!

     

    Hi, first, check if you use the most recent version.

    Then: what you need to use here is a mask to have more control over the landscape and POI placement.

     

    In the resources folder is an example of a heightmap and mask working together.

    The mask can define areas that are blocked to spawn POIs (all the ocean in you case), and also the town and city spawnpoints.

     

    The spawnpoints are just red and green single dots (the game marks a spawnpoint for every green (0,255,0) or red (255,0,0) pixel it can find.

    Better is to place a few more pixels then nessecary, as the generator will spawn cities randomly if it runs out of spawnpoints.

    Its will still place as many cities and towns as selected from the city/town menu. So change those values accordingly.

     

    Select all the ocean as non-transparent in the mask (make it blue for example). Only fully transparent areas allow POI placement.

     

    Have a look at the example mask and make a map with it to see it in action.

     

    Choose the advanced option import_HM & mask.

    And weather you want to load both from the resources or your map folder.

     

    ------------

     

    The game has issues with placing water evenly. Especially when the water volume is very large.

    I usually try to keep the ocean quite shallow. This seems to work better for placing water in it, without those distribution bugs.

    There is not much I can do from my side. Its the water code ingame...

    --------

     

    TER_WATER_SPAWN_AT = 33 -> hight the water nodes in large lakes is spawned,

    TER_BASE_HIGHT = 35 -> minimum Height POIs will spawn, to avoid spawning inside lakes

     

    Best is to keep your Hightmap at similar values -> Oceans having darker RGB than (33,33,33) . Maybe something like (27,27,27)

     

    The generator can read the configs, but is tuned to those values. As there are also maximum Heights for cities to spawn. I would not strife too far from those ranges.

     

    -----

     

    Turn off roads when making test runs to see the placement. Its way faster to generate.

     

    ----

     

    The game uses a "flipped" coordinate system, compared to the images.

    The reduce processing time, the generator is only flipping the preview and exported data at the end. Thats why the imported heightmaps and masks are upside down.

  9. The list-entry looks ok

    You can see in the generated prefabs.xml (text search) if the POI was placed, and its location

     

    To find it easier on the map, you could add it to the zone "custom_outback_size_1"

     

    This will make it show up in orange on the previewmap

  10. Crongratulations dude, that interface is some sexy looking - interface... well done keepup the kewl work, lovein it.

     

    Just gonna gen a 12K map and looking forward to testing it been a few months.. :smile-new:

     

    There are lots of new features and polished elements included too.

    The generator has changed quite a bit internally.

  11. You can use the mask to spawn cities and towns. (green and red dots)

    There is an example in the resources folder.

     

    If you space the cities right, you can get a pretty even distribution of city-pois over a large area.

     

    The city-size "mega" is already quite large by itself. At one point the game will get into problems with the amount of POIs nearby.

  12. All the info is basically in the prefablist.

     

    Every city places citycenter, downtown, houses and industrial POIs.

    The chance for each POI in a city is the same. But the generator will only try to pick each POI once per settlement (to avoid ugly repetitions).

     

    If you want to DOUBLE the change of a POI appearing just copy paste its line in the prefabslist.

    This is considered a new POI type to spawn then.

     

    For the colors for each zone-type I have posted a list here somewhere. In the first post is a list (a user translated them into colored text.)

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