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Damocles

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Everything posted by Damocles

  1. New version online v 0.447 -water border (set as default now) -more snow/desert when selecting North/South biomes -increased the POI count of large cities. People like really large cities for some reason. (cant get too big, else I run into technical problems)
  2. Yea, I can add water to the border. Looks better than a sudden biome change. (next update)
  3. I'm working on a new stamp (terrain) system. Then there can be more configuration in the biome and topography, and more custom stamps for modding. In the end, if you want the most control, you can edit the biomes.png yourself. Its not that much effort. You just need any decent graphics editor. (Gimp or Paint.net for example) And then select the biome-color from an example image, and repaint it as you like. Just make sure to run in through the "biome-fixer" tool in the end, to ensure a correct format.
  4. Hi Magoli, 1: the "playerstarts" are some (Navezgane?) POIs, that just happened to have a car. I used them like normal POIs. The playerstart-positions are randomly picked at generation time, so this entry here means nothing in particular. Its just a POI. 2: Yes, the custom_town_size_15 is just its own zone, spawning groups just as the other small-group zones like farm and oldwest. Assigning this zone to only specific POIs will then let you have custom POI towns. This zone here will then always try to place 15 POIs, as indicated in the zones name. So make sure to have enough prefabs for this zone, else it will look to repetitive. An "Asia town" could also have some normal POIs like gas stations and burger joints assigned to them, to make them look more like actual living towns. The generator will attempt to spawn custom towns only when a custom zone name is used at least once in the list. So not using custom zones is fine. Only use the ones you need. 3: oldwest are always placed in their own zone. There is only gas station in this style that appears in town. Cities will only pick: citycenter, downtown, industrial, houses and carlots If you set POIs into custom zones, you can still add them to other zones, as they can fit well into different regions. (make sure to use a ; to seperate the zone-entries, not a comma) 4: the lines are read in not particular order, and can be rearrange in any way. The POIs are picked randomly from a vector. So you can reorder the entries as you like, and place comment lines at any point. I suggest to seperate the vanilla entries from the CompoPack part, to allow rearranging them easier if one list-part changes. (there are sometimes updates to the vanilla POIs, that mess up their placement, so the lists needs updates from time to time) If you want a POI to appear more often: just dublicate that line. It will then be considered a new POI-entry. (doubles the chance of this POI to appear). There are no % parameters on how often POIs appear. (would also be errorprone) But you can alter their chance to appear somewhat by dublicating lines, or using the "unique" zone-flag to only have them appear once on the map. ----- Since you have control over the POIs with your pack (I can only use the vanilla prefabs normally) I would suggest to have modders add some "normal living" elements to make cities look more natural. -some simple rectangular parking lots, without much more than some cars on them -some more small park-like POIs, basically a grass-lawn with some sparse decorations -maybe some "sidewalk - street" POIs. If they are available, it would be possible to lay out city streets that look more natural. Instead of using a normal road texture on the terrain, the street-blocks could be assembled via specific street-pois. (streets, and intersections that can be connected in a modular fashion)
  5. There is an example hightmap in the resources folder. You can basically draw your own hightmap, or even grab one from nitrogen, and edit it, then import it, using the gen mode. The biomes can be painted. (there are several topics in this thread about it). OR you just copy over the biomes.png from a rwg world of the same size, if you like this layout.
  6. #1 its just a hobby. Im sure TFP will put more work into RWG also, maybe adding more UI customization. #2 I will change the stamp system in the future. There are percentages used internally, but the UI needs an update to use sliders. #3 there is a flag called "unique" in the prefablist to only spawn it once (custom prefablists). Apart from that, most POIs need to be used several times for the POI distribution to work. #4 A mini-map file is done at runtime. Nitrogen is only focusing on the world files. There are many other things I could mod, but that would spread the project to broadly. #5 you can increase the number of connecting long distance roads. But too many would make the map look like a spaghetti plate, or be way too slow to generate. #6 not sure what you mean. But the dead ends will be reduced when I use a new road generation system.
  7. New version v0.445 online Changes to the city grid layout. Cities now have a different structure than rural towns, having more grid aligned POIs, so Americans dont get confused.
  8. Ok, added that list. There is a certain limit on the text-length for one post, so I have to cut out parts from time to time. - - - Updated - - - Thats a bug with the imposters not vanishing (the distant models for POIs). Something only the game can solve. Happens to me only when flying around fast in god mode. - - - Updated - - - I have to look at the dependencies, if they are loaded correctly also at runtime. ------------- small minor update v 0.444 : distant roads connect to the POIs entrance side. (outback POIs) Makes it look a bit nicer approaching them.
  9. Im still improving on the inner city road blocks. But its not the same aproach RWG takes. The most similar layout would be the setting "city grid: wide", to have regular city blocks. I also want to have the roads appear to have a decayed and overgrown look. On the plus side: there will be way less sudden bumps and drops in the "long distance" roads than RWG in terrain with lots of elevation changes. Basically: RWG has currently the nicer inner-city roads (if you like a regular block layout), but NitroGen has less issues on the long distance roads. Also check if you have the newest version (0.442), as the long distance roads take more smooth curves now. - - - Updated - - - Since I can now store the UI settings in a config, I can add a batch support. So this type of task could be realized via a simple batch script.
  10. Edge to edge in meters. Just as the images are. You can see the size by looking at the properties of the biomes.png for example. The ingame coordinates run from the center, going into negatives towards west for example.
  11. The current version is v0.422 . I changed the filename of the download (A18 version). Also to avoid problems with browser caches.
  12. The main.ttw is not generated unique. You could make a small 4k map in RWG, and just replace the NitroGen main.ttw with the new main.ttw (the size does not matter), if you have issues with non uniqueness.
  13. The town names are not part of the world-files. The internal generator probably makes them only for the preview. But its not used in the game in any way. (would be fun if it did) I could generate a name for every settlement (on the preview map), but that would not be visible in the game.
  14. here the hex for the RGB colors "houses" = A0A000 "mountain" = B0B0D0 "alone" = 904040 "farm" = 70F000 "citycenter" = 70F0F0 "industrial" = 0000F0 "trader" = F000F0 "carlot" = 00A0A0 basically, the trader is purple, and the citycenter cyan. POIs can belong to different zones, so they sometimes show a differnt color than their neighbors of the same zone
  15. Sad info for the ambitious: The game cannot handle maps larger than 16k. (Nitrogen can, but well). The game cannot load textures larger than 16k, a limit by Unity. (biomes.png is one of those) I keep a larger custom size just for fun. You can still enjoy the preview map, print it out and play tabletop games on it.
  16. Im not 100% sure. I know that the splat4_procesed.tga file will mark the dirt-texture for water. Adding the blue channel to the splat3.png made some blurry effect. I did not test that properly. maybe you can make a plat with several rectangels mixing the red,green and blue channels, to see the effect. For now I ignore the blue channel. (as does RWG unless for some spots in some POIs) The alpha channel also has an effect in splat3.png . I just keep it at 0, looks fine. Maybe with some tests I can find some more dedicated uses for it.
  17. I can add some more zones to the list if you need it. Your Asia POIs for example could be assigned to one of the town zones. This will spawn a settlement just with asian style POIs. Or a 50/50 mix of Asian style and normal POIs like gas stations. - - - Updated - - - The splat3.png is not all that diffent to A17. You can use the splatfixer tool in NitroGen to either convert a self edited splat to the correct format, OR make a correct splat image viewable again. The generated splats are PNG. The game will later process them into 2 TGA images. (one for roads, one for dirt-texture used at the water locations) Basically, make a black image, paint red and green lines for the roads. Then use the splatfixer for the final game version. Not quite sure what the blue channel is used for. Could be for water areas. In any case, RWG also almost never uses that channel either.
  18. Yes, the road calculation sped up a lot with some changes. The newest version is v0.441. (more curving roads) For me, Chrome seems to cache the downloads, downloading an older verion. Try to use an "icognito" window or another browser to download the most recent version.
  19. Cracks are a little fun Item I implemented when doing the rivers. They are very steep and deep ravines, that are not visible on flat land, unless you are close. So be careful driving at night, and keep on the roads.
  20. "Normal" will not spawn burned forest and wasteland. (i think those biomes look unpleasant, and are mainly in the default settings for their resources) I mainly tried to keep using dropdowns, as the UI could get messy quickly. But true, I will have to change up some UI design elements to be fore flexible. Fixed the spelling
  21. You need CompoPack 39. (copy its Prefabs into the 7 Days To Die\Data\Prefabs folder) In Nitrogen (get the newest version), rename the prefablist_CompoPack_39.txt to prefablist.txt (in the folder resources) Start NitroGen, and generate a map. Copy the generated folder of the world into the ...AppData\Roaming\7DaysToDie\GeneratedWorlds Start a new game, and look for the new world in the list
  22. I have just uploaded a new Version testing out smoother curving roads. The long distance roads are currently without cracks/grass spots in the surface. Looks more similar to RWG. Have a look. (v0.441) The generation time should also be faster now.
  23. New version 0.440 -flat terrain option in the landscape selection -debug scenario (all POIs are drawn in a grid, to check if they have spawned correctly) -speedup in the road generation (roads will need some more visual finetuning in the future)
  24. Flat terrain (via code) will be in the next version. I use it for my debug map as option.
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