Jump to content

Cpt Krunch

Members
  • Posts

    346
  • Joined

  • Last visited

Everything posted by Cpt Krunch

  1. Its possible already. Its a few steps, but not at all hard to do. I could do everything you just asked for in 2-3 days max. Draw the biomes, prep the population areas, plan out your towns and cities, then build a mask around that. Easy easy stuff. The one thing I would need to get my hands on for this map is a real clear topographic map in order to plan and adjust the heights a bit more realistic. Other than that, just take into account either the need to create some area with snow, or mod the biomes in order to put the winter ores into another biome and done. If you really want to get fancy, maybe a few Texas specific prefabs, Alamo, maybe a few others.
  2. Best thing is to use the masking functionality, which will help with city size
  3. Not even close man, months off, Ive got a lot of other stuff already in the works. I would guess mid A20. This is definitely not a 'little tool'. I would recommend watching the video series on the tool to learn all the functionality.
  4. Known issue, Im having same issue with newest CP47. Will keep testing.
  5. Its a little too late into A19 to mess with now, but there is a mod that will give all the ores in a single biome, I just need to tweak it a little when 20 drops. Problem with doing Alaska is only a few big cities, that would be a @%$#load of wilderness lol. Id have to find a way to balance it.
  6. Might want to ask this same question over on the King Gen thread.
  7. The xml information in the prefab itself only comes into play when creating the list itself. Once that list is created, it uses the list for reference.
  8. Sounds like a smoothing issue, also maybe drop your water level a few blocks down
  9. Doing just the south would scale a little better than trying the whole lower 48. Scaling everything is really the hardest part. The maps are all squared, so it can be hard to get enough good space without ending up with either too much empty water space or too much unusable high elevation terrain in places like the Appalachian Mountain states. I can take another look at breaking up the 48 into regions. Its also a bummer not to have custom biomes, Florida would also be pretty cool.
  10. Correct, takes literally minutes While we are on the subject of water. I wanted to mention something you posted on a few days ago. If you are looking to add dry river beds/craters below your maps set water level, here is a trick i use. Generate a map with all the water you know you want. Save that map as #1 Add in the features where you Do Not want water to populate, save it, and make a new map with that, map#2 Delete the 'water_info.xml' from map #2, and replace it with the 'water_info.xml' from map#1, open that up and you will find you have those new features with no water. Just remember to save this step until the end and make a backup of that water file, if you regen it again, its going to fill in like normal. Dont you worry old son, Uncle Krunch got you. Long live the Republic Still needs some work, but Ive been planning to make an all desert/forrest map out of this one with some highways.
  11. The vanilla waterfall prefab is still included in the install, you could also make your own water block to cover the transition blemishes.
  12. That should not be too tough. You will use the red color in the city zone mask to block stuff spawing. For the water, use the color rgb 35,35,35 if your water starts at 43, then open the height map in photoshop or krita and use a blur brush around the waters edge, which should give you a nice smooth water line
  13. You need to blur out the coastline edges with whatever paint program you use. I use Krita which is free, blur the hell out of them and youll have smoother coast line, sharp lines give you cliffs
  14. Dont be daunted by any of this. When I started doing maps in late a16 /early a17, there was literally nothing explaining anything at all documented on height maps that was tied directly to 7 Days to Die, only anecdotes from a few of the Senior modders who dabbled a bit in the editing process. There have been 2 or 3 instances where I would bang my head on my desk and have to put a piece to the puzzle down for a while because I had just gone as far as i possibly could. Roads, water, prefabs, biomes, especially prefabs, these are all pieces that make the maps what they are, and their importance in the overall process should not be under stated. If you are really committed to making these maps, dont ever despair, just switch gears for a bit and come back to your roadblocks, you will eventually succeed. Try and think of a height map as a giant block of clay. Create a png file, and fill it with the color rgb 40,40,40 and save it. Youve now got a block of clay that starts at rgb 0,0,0 and ends (the top) is at 40,40,40. Depending on where you set your water level, going below that water threshold 'replaces' the clay with water. The tallest you can make the block of clay is rgb 255,255,255, thats your ceiling. So generally, your terrain features, your 'map' is gonna live in that space between 40 and 255, and your water will live below that threshold. You can think of a stamp as a casting mold. The color you choose is how tall the mold will be, then however large you make it will determine the overall width. The attacked screens are from Gaia for Unity, which comes with a ton of stock stamps, which you can see ive used to create Mordor from the Lord of the Rings. The big difference here when we say mold, is that its a casting mold tied to a paint brush, and can therefore be dragged across the top of your clay block to give you things like mountain chains. Also it can be inverted, usually with the right mouse button, to give you craters and valleys. Once you have 'stamped' these features on to your block of clay, you save it and export it. You can either export to a png, which will give you a simplified height map, which you can use in a map gen like KG or Nitro, or in some cases, directly to a .RAW file. A little long winded, but it is Sunday. I hope this clarifies things somewhat for you. Just stick with it, you and I and a few other guys are going to collaborate soon on a giant 16k map for CP, and its going to be epic, so dont worry.
  15. King Gen uses code generated terrain to make the height map. I use terrain stamps to make the majority of my maps
  16. Agree with Paul and Brad. Ive been making my own for years, and once you get the hang of it, you wont make them any other way. My suggestion to start is to make a few dozen maps in KG just in forest biome. Pick a few that work for your plans, and then hand paint them. I still use stamps to make most of my maps because i always end up painting them anyway.
  17. Going to add these to the 2 Walking Dead prefab group I have in the current map Im doing.
  18. Sounds interesting. Def stop by my discord when you start prefab hunting.
  19. Thanks, this is my adaptation of a KG stock map by a guy named Ashraio. Feel free to stop by my Discord, there are a handful of us who discuss projects and trade techniques for different stuff. https://discord.gg/tsmneMRk53 Ive also got a handful of videos Ive done on some different techniques. The videos were made for use with Nitro, but everything shown in the vids can be adapted for use with KG tools. I will definitely be doing some new videos for use with KG at some point during A20. https://www.youtube.com/channel/UCJovg616UQg1Q4VtXn-nDHw
  20. Learn to use the masking tools, they are a LOT more advanced and precise than the ones included with Nitrogen. Create maps first without any prefabs, plan and prep them, then use the masking functionality to populate them, that will avoid problems like the one above in all cases except for maybe wilderness, though i find cliff like this still pretty rare.
  21. Need to be a little more specific. I know both tools very well, and there are some differences, but not many. What specifically is the problem?
  22. Both the CP and I have been working with King on something similar. The timing is good and it makes sense we all came to this conclusion around the same time, groupings have been needed for a long time. I was doing something similar in Nitro, but it was very very time consuming
×
×
  • Create New...