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Cpt Krunch

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Posts posted by Cpt Krunch

  1. On 12/11/2021 at 6:09 PM, pApA^LeGBa said:

    Well, he wasn´t online for over a month. That´s not a good sign. I mean the new vanilla generation is better than it used to be, but it still lacks so many options.

    Tallman Brad and I talked to him a few weeks ago, and we have a 'rough' roadmap for the way forward. I know King has got a lot going on IRL, but we should know better whats going on pretty soon.

  2. On 11/27/2021 at 12:43 PM, LunitartheChaoticGM said:

    How do I become a friend to get the working Nitro for A20???

    This message is somewhat obsolete with the reported changes to maps in A20. I can still make height maps for a20, but other changes made by TFP are going to require conversion tools. Also the new tile system will require new coding unless i use the new vanilla POIs using the old generation system, which truth be told I really dont want to do. Hoping Damo or King (or Pille!) write a new generation code. What I do have working I probably will not be releasing to the public, though I will still be releasing maps in one form or another. Fingers crossed we will hear from Damocles and King after 20 releases.

  3. 15 hours ago, Gamida said:

    The one thing I miss from Nitrogen is the ability to add the elevated highway. I wanted to see if I could repair the full highway all across the map and then use a vehicle to zoom back and forth.

    Its actually fairly easy to add these in yourself, given you plan for it when generating the map and making sure you have a fairly clear path from end to end. Go into world editor and place the first 3 or 4 pieces NS and EW, then use a program like MS Excel to multiply the increasing x or y coordinate. Ive actually created some ramps that will match the vanilla highway pieces to make it bit easier to use.

  4. 2 minutes ago, AndrewT said:

    Cpt crunch if u have a link to something i can use to set predetermined biomes before generating the map in kinggen i'd like to check it out which reminds me I'm sure u know where all the biomes in your Texas map should be for real life accuracy and to be straightforward i think the texas map would be better suited for A20

    2021-10-12_12h52_32.png.b7b71dc45a91ec06a441f41b3dcfdc44.png

    'Custom biomes map' inside KG is where you set the file, you just need to create it. Ive got a video on how to do it here
     


    If this is too complicated, there is also a stand alone tool to achieve the same thing
     


    Far as A20/Texas is concerned, at least right now, A20 is going to make an absolute mess of just about every tool involved with map making. I think King is on break due to work/school, but Ive had a chance to look under the hood (theoretically) and read a lot about A20, and while Im excited about the changes theyve made, its going to require some serious retooling, probably this is the most change to the map system ever. I'm Kings primary test dummy/bug finder, and while Ive got most of the changes figured out, Im going to need King for the coding, primarily water and new rwg generation, they are a LOT different.


     

  5. 1 hour ago, nickuk01 said:

    New user of KingGen as always used Nitrogen in past. One thing I cannot see that could do with Nitrogen was set North and South borders so have snow in north and desert in south. Just how I like my maps. Is there option which I am missing or, if not,  will this possibly be included in future version of KingGen?


    Best thing for this currently is to create your own biomes.png, then generate the map, that way you get biomes where you want them.



     

  6. 8 hours ago, Life_For_Dead said:

    Hello, there's a problem with the world map POI mode where I can not understand the problem.

    I add Magolis Compo Pack & others prefabs.

    I build the map for my little cousin so that he can discover all prefabs without wasting time with a normal map.

    But, IDK why, in single play, each time he login out & then he relog later, his profil si always reset, nothing about the character is save (inventory/level/skill).

    Console error: loading player data failed for player rolling back

    With another normal maps made with KingGen, no problem, I try on my side, same thing...

    So it's normal cause of the world map POI mode or I miss something?


    This sounds like an installation issue, and not related to King Gen. Are you using the Mod Launcher? If not, I would recommend using the Mod Launcher. Make a separate install just for Compo Pack version.

     

  7. 2 hours ago, newbie said:

    Does King Gen work with the War3zuk Mod ?

     

     I would like to generate a world using the King Gen tool that I could use when playing War3zuk's mod. I understand that the War3zuk Mod has it's own POI's but I can't find any information on sourcing War3zuk's POI's when using King Gen.

     

    Thanks

    Can be done, but its a wee bit trick. Download War3zuks mod, and pull out all the custom prefabs. Then using KingGen, make entries for those prefabs, remembering to remove the vanilla traders. I 'might' have a list somewhere, but Im not sure its 100% working stand alone, I hand make a lot of stuff on my maps. I will let you knw, but yeah thats how you do it.

  8. On 9/1/2021 at 6:11 PM, Jugom said:

     

     

    Is that TerreScuplptor??? Do you have/know of any turorial on how to use it? I use it to genreate pretty previews of the heightmaps I create in gimp, for Nitro/KG. but I' like to learn how to actually use it for it's intended purpose lol. 


    Gaia for Unity. No tutorials, its very difficult to work with. The big problem i have is the export of the raw file. They export very very dark, and i end up losing detail.


     

  9. 12 hours ago, MimirTheAesir said:


     

    12 hours ago, MimirTheAesir said:

     

    Hey peepz. I fear my post has gotten drowned in the "no trees" problem, so I am bumping it again. Anyone has any idea how to solve this, please?

     

    Edit: To add to my original post: We are not using any mods or anything. The map was generated with the RWG from Vanilla 7DTD.

     


    Here is a video on basic height map modification, should be good for what you are doing. I made this using Nitro, but the principals are all the same.
     




     

  10. 12 hours ago, Tallman Brad said:

    @paulj_3 You're absolutely right. There is an issue with trees. I wondered why I was so taken by the landscape and featured it at the start of my video. It's because you could actually see the view as there were no trees! The trees I saw were on the mountains. And because there were trees there, I didn't connect to what you were saying. There were no trees at ground level however, where I drew the 3rd sinkhole and specified no water, there are trees. 

    Hadnt consider that, but its correct, the very last block before water wont give you trees, and for some reason i think the ground should look like dirt.

  11. 2 hours ago, paulj_3 said:

    I can use a small hand, please Stallion: Krunchy: Brad: I've got a good run of "larnin' " maps going, but somehow this water has me beaten in only one respect: the water map itself works - I get the perimeter water and level just fine: I touch up the terrain HM very carefully, to smooth, lower, raise it to get the right pond/lake placing and 'look'; but for the life of me - I do not, or cannot get trees to spawn after the map is created!!!!!   The city; splat; HM; multi-splodge biomes and water all work just fine: ores, vehicles, all the normal ground clutter, animals, etc - all spawn normally - just no trees.  There are zero errors in the console. I am totally stumped.
    Thanks in advance.
    pj

    Im not sure I understand exactly what you mean, but start with this, once you are in game, hit f1, and type 'trees' (no quotes)  this is a toggle, to turn trees on or off.

  12. 2 hours ago, AmethystLainey said:

    I solved my issue to get a world to work atleast but now I have a question is there things in the POI list we can remove that isnt needed I have all ready gone thru and got the signs, bridges , NAV only stuff , but can u remove anything else like the STONES and stuff or will that lead to no big boulders?

     

    Yes

  13. 36 minutes ago, piroman182 said:

    Ok i get frustrated here..i have do all the things..put the list in a folder and everythings..and i still get the same error and it wont load the map. I get those damn gui pi error..


    Ok, I think you are trying to do a lot of things, all at the same time, and its making it too confusing for you. Lets break down what you are trying to do.

    1 You want a Darkness Falls Map

    2 You are trying to use prefabs from, Darkness Falls, Vanilla, and Compo Pack 47. Is this correct?











     

  14. There is quite a bit thats included in vanilla that you will not use. You are better off using the CP vanilla list, as it doesnt have all that extra Nav and deco pieces, you dont want those included in your mixer, granted they would be mostly excluded anyway due to the way they are tagged, but they will clutter up your mixer list.

  15. 1 hour ago, VicWint said:

     

     

     

    So, conceptually, all I need to do is point kinggen at the game instance.

     

    But how?

     

     

    Not necessary. If you are creating your own prefab list to play, just copy all the prefabs to a 2nd folder and create the list from there, does not need to touch the installation copy at all, when completed move the map to either the worlds folder in your install path, or to the generated worlds folder that lives in %appdata%

  16. 25 minutes ago, VicWint said:

    I recently started using the 7dtd mod launcher.

     

    So, for example, now the prefabs for darkness falls are on my f: drive while the game's prefabs are on my e: drive.

     

    And, consequently, when I try to use kinggen, I do not get any of the prefabs included in darkness falls.

     

    Is there some way of using kinggen with this setup?

    Nah, no way its going to read distributed like that

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