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mrsquish

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  1. Thanks mate, that's what I thought. Seems that early game is going to be very difficult for base builder types unless the due collector is available very early.
  2. Hey all, could someone point me to how this new "No Glass Jar" thing is going to work? I'm sure it's listed in here somewhere, but I'm just being lazy.
  3. Hey mate, Trying to get Nitrogen to work on a Server Core VM, with only the dedicated server installed. Managed to get Java installed, had to change your batch files to point directly to java.exe. App runs, can't edit the output folder and clicking the open button throws and exception (no explorer.exe installed on Server Core). When I try and generate, it complains that it can't load resources and says the working directory looks wrong. Can you please point me in the right direction. Also, would be good if the output folder text box wasn't locked so I could edit it. Cheers.
  4. Yeah, I found that repo too, downloaded the source (it's mostly the Erosion.cs) and then tried to apply it to my bitmap code, but it took some tweaking to get it to compile, and then doesn't seem to work. Like, it doesn't seems to erode properly, so I'm not sure. I might have to write it from scratch, which wouldn't be a bad thing I guess as I'd fully understand what's going on. Yeah, since posting I did some reading on it. And I can see why it would be slow. Even still I'm going to give it a shot.
  5. Hey mate, Looks really awesome, I'm definitely going to download and try. Hey, I'm up to doing the road generation in my program, could you share any insights as to what to research for the path finding? Like is the algorithm called something specific? Also, it looks like you're using some kind of erosion algorithm? something I've also struggled to find a decent example of. Cheers mate. [Edit] Yeah, nevermind on the path finding, what kind of name is A*!!
  6. Awesome! Would love to chat with you regarding your generation approach. I'm still actively working on my generator too, I've gone down a detour a bit because I thought it would be interesting to generate a map with a maze in it, but I'm pretty much up to generating roads and towns, would love to hear your thoughts.
  7. Well if that is the case, and you know C#, the code for my app is on GitHub. You can grab it and generate stuff yourself. It's a bit messy atm, but all the pieces are there to hack what you want. PM me and I'll send you a link.
  8. Hey SlicksGirl, I can make this for you pretty easily with my generator app. If you give me the world files you want to use, well actually, just give me the size and the prefabs.xml, and I'll generate you a flat map with cliffs and also adjust the prefabs to the correct height. - - - Updated - - - Hey Gummycur, Yeah, so after my refactor to 16bit grey scale, it still didn't work. I still have stepping. So as you say I might need to work out how to write the raw files. Any clues? Also, does PSP load and save the raw files ok? Because if so I might shell out for a copy. Cheers, Squishy.
  9. Ok, so I've found out the PNG isn't lossy. I've also found out the that my app was generating 8bit colored PNGs for the dta.png. 8bit is fine for the Biome.png as you say. I found this out by opening in Krita. I ended up having to throw out the code I was using to write the png file, and find a better way (not so easy), but I think I've done it. Krita is now detecting the dta.png as a greyscale 16bit PNG. Hopefully I'll get a chance to test it out tonight in game. Fingers crossed it works. If this does work I wouldn't be surprised if TFP aren't using the dta.tga anymore, it's not exported anymore and it's a difficult format to write to (little support). Awesome! That didn't take long . With my generator, I'm aiming to create some truely interesting "biomes". And I mean that in a sense that is seperate to TFP "Biomes". The first one is the DesertCanyon one that I posted a pic of, then a more flat desert one. Each of my "Biomes" will have it's own Biome.png that can contain multiple TFP biomes, in the case of the Desert ones, I intend on adding some green oasis. Each of my biomes will have it's own dta.png, splat and prefab.xml. Right at the end of the generation process, all the biomes will be mixed and blended together. (That is going to be tricky). I figure this process will take ages to generate, but if your a dedicated server hoster, or someone that just likes a good seed, then you wouldn't mind generating overnight.
  10. Ok, so I've gone with the PNG format and it's been working well. Now the only issue I have is that even though I'm writing 16bit png files, it's still stepped. Guppycur, are you saying that when you do a hand drawn PNG, with enough blur, it doesn't generate a stepped map? If that is the case it would indicate that I'm some how outputing the wrong kind of PNG file. FYI : Created a thread for my progress in Tools : https://7daystodie.com/forums/showthread.php?112889-Squishy-s-Random-Gen-App
  11. Hey GuppyCur, So I've got to the point now with my app I'm writing that it will reconfigure the prefabs to the correct height (haven't tested it yet) and there is still more to do as I'd need to smooth the terrain for the prefab to sit on etc, etc. But for now I'm leaving that and moving on. So my next proof of concept is to generate my own noise, instead of relying on 3rd party tools (I'll be relying on 3rd party libraries instead ). But the issue is I'm struggling to work with tga format in code, it seems to be a very old format and not a lot of documentation out there. Do you think it would be safe enough just to output PNG? The only thing I'm concerned about is that isn't the PNG upside-down whereas the tga isn't?
  12. Mate, I was loading the map through New Game or Continue Game. Instead of through Editing Tools -> World Editor. You basically have to copy the generated map from the %appdata% path to the "...\steam\steamApps\common\7 Days To Die\Data\Worlds" path under a subfolder named for your world. Then you can do smoothworldall from inside the world editor (using the console). Having said all that, I did find that it didn't work on one of the heightmaps I was using, but I'm not sure if that was because the heightmap itself was jagged. I'll need to do more testing.
  13. Never mind, I think I worked it out
  14. Also, when I load the map and run smoothworldall I get an error "Could not find part of path "<snip>\steam\steamApps\common\7 Days To Die\Data\Worlds\<world name>\heightinfo.dtm
  15. Amen to that. Hey mate, I need some help on the smoothworldall front. I used the height maps I generated with L3DT tonight, and they're all Alpha2\minecrafty, Is that because they're 16bit? or do I need to use smoothworldall? And if so, how exactly do you use it? Do you load up the game map first? But then delete the region files? Cheers.
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