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mrsquish

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About mrsquish

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  1. 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.
  2. 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.
  3. 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*!!
  4. 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.
  5. Hey all, I've fixed the smoothing!! I now write directly to dtm.raw and can now have perfectly smoothed landscapes. Here's the latest screenshot of the Desert Canyon Biome https://drive.google.com/open?id=1LIg3Dic7yjV3t5AGD1rIykJQfcUP-w4R
  6. So "subbiomes" are a real entity in the biomes.xml, I didn't realise that. I'm almost at the stage now that I'm going to start poking around in there. Do they have their own color though? Like how do you control where they are?
  7. So, just a quick update. Looks like the dta.raw file is a 16bit Little Endian encoded file with no file headers. The code that I found that reads the file looks a little odd (maybe due to converting from IL) but there's some seemingly redudant lines of code that deal with how the file is looped through that I need to look at further, but from a glance, it looks to be really easy to write a raw file.
  8. I thought about doing what you're doing, but I hate doing things by hand. Although your post re biome editing will be invaluable when I need to create new ones. Like now actually with the Nasty biome. Yeah I know right! In any populated area Trees have been cut down etc. Same same for roads too, the don't randomly cut through anywhere, they follow paths of least resistance, span across gaps with bridges or go through hills with tunnels when there's no other option. Not looking forward to road generation, that is going to be tricky. PM me SlicksGirl if you want the code, it's C#
  9. 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.
  10. Started working on the next Biome concept, the nasty biome. This is the first go at the heightmap for it. Looks pretty cool. https://drive.google.com/open?id=1uh_axz4WKBBaR6wAbwUuPbCVf-EyDfWg Would make for some interesting PVP action. - - - Updated - - - Also, looks like I've found the code that loads a tga.raw file. So now I just need to understand it so that I can write one.
  11. So, I tried to fix the stepping last night and a bit today. I refactored the code that wrote the png to use 16bit greyscale PNG, which is is now outputing (as evidenced by Krita detecting it as such), however after all that effort it still doesn't work. The stepping persists. New screenshot : https://drive.google.com/open?id=1A2ts8WSyvRJ9ZOED_F0Kg7S1BeWjCVvL At this point I have two options, 1) Try and output to a tga (TARGA) file format and see if that makes any difference, 2) Try and output directly to the Raw format. Number 2 would obviously be the better option going forward, but given I don't currently have software that reads it it's going to be difficult.
  12. 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.
  13. So just a bit of a rundown on this project. With this 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, prefab.xml etc. 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. I've got a few ideas for "Biomes" I want to create : Nasty biome : Think the maze in Maze runner. The base biome would be burnt, but with different decorations (e.g. no fires etc), just black trees and dead bushes, all the water is toxic. Sub biomes would have thick burnt trees (to the point where they would block the way). This is an endgame biome. The "Green" : When I do the "green" biomes, I intend on making areas of thick forest and areas of only grass. Put trees along rivers. Have cleared areas for farm land. Another idea is to have a kind of Badlands concept, sort of a more extreme desert canyon, but the canyons are deep and more frequent. Then I wanted to make some cave like prefabs that would create "cut outs" and tunnels in the cliff walls. I think the worlds now are far too easy to get around. In most cases, you can run up most mountains without much effort. I love exploring, but I'd prefer to have to work for it a bit more, there should be landscape obsticles just like in real life. I'm open to more ideas.
  14. 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.
  15. 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
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