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Tallman Brad

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Everything posted by Tallman Brad

  1. Hi @Vitamine I hope you don't mind I've done a quick spotlight video on a couple of your fantastic prefabs. I love the attention to detail and this is a great style that works so well in the game. Here's a link to the video in case you want to check it out. I've linked to this page so people can see some more of your hard work.
  2. I don't seem to be able to find the thread for Mplogue's Rose Abby so I'll share this here for the moment. I hope this is ok? I'm happy to attach it to the original thread (if i can find it!) if this causes a problem? In this poi spotlight I take a look around Rose Abby by Michael Logue. A walled estate featuring several buildings within the grounds and dominated by a escher‐esque tower that contains a formidable maze of stairs, dead-ends, huge loot and also trouble from our undead friends.
  3. Haha! It would! Yeah, youtube is a funny mistress. I've downloaded the files from Nexus and will take a look very soon. Thanks very much for the kind words about the videos. I'm not going to pretend I'm a great player! But to me it's all about enjoying playing it, not so much about showing how good you think you are. I've got a smaller poi video coming out in a couple of hours and, although I don't die (spoiler), you'll see I'm still as unprepared as someone can be. But again, it's about having fun. I'll post a link here if I can get a video done of your castle. My slight concern is the physical size of the poi and if my laptop can cope! Either way, I'll be getting some selfies haha! All the best Simon.
  4. Hi @Simon_MD, for some reason your comment on my video came up as being unavailable for me to reply to. I had the reply typed out but it wouldn't send as the original message no longer existed. Youtube might have held it back if it contained a link? Anyway I'd love to check out your castle and maybe do a video on it. It does look really good! I can picture it with a nice fat blood moon behind it!
  5. Thanks Simon. I'm pleased you enjoyed it. I've just started them but I'm working on my second one now. Might get it posted tonight or tomorrow at the latest. If you could comment on the video if there's a particular poi you'd like me to look at? Just so we keep this thread related to the castle and we're not filling this post with other people's work. I hope that's ok? Thanks again!
  6. This is a fantastic looking poi. The attention to detail really makes it shine. Simple things like clothes and shoes on the floor by the bed and the maze-like passages used by servants being cluttered with boxes and items you need to step over to get through. Out of sight, out of mind. The servants are allowed a small reading area, a writing desk (perhaps) and several vats of wine or mead. And they didn't want to be disturbed up there! I hope my playthrough does your work some justice and gets your wonderful work out there for more people to see.
  7. I think they'll be aware of the software. I don't know if they'd be following the thread though. The dev stream that covers the new random gen system is going to be very interesting. King has been quiet for a little while, it'd be amazing if he turned up in that stream having honoured an NDA for the last month haha.
  8. Haha me neither. It would have been here or on the discord page. I'm not quite motivated enough this morning to go looking for it haha. You're very welcome! I'm not going anywhere. Slightly concerned the videos may be outdated when we see the new system for a20 though. I have my fingers crossed and send as much luck as possible to Kingslayer for a smooth/easy transition. So much work has gone into kinggen, I really hope we can all continue to enjoy it through a20 too. We may need patience.
  9. I might be wrong about the pine forest being needed. It was a solution for someone else that was making a wasteland only map and found the initial trader quest didn't work until he/she made a forest biome area underneath one of the traders.
  10. Ah my misrake. Perhaps it's wasteland-only maps that have this problem?
  11. @myschyef I'd leave a small area within at least one city as pine for the start up trader to spawn at. If you're wanting to do the initial tutorial quests. Normally the game won't send you to a trader in the waste or burnt. You might get an error without this.
  12. Lowering the town 'grid' size will reconnect the roads. I've had a similar problem. Regarding your water and city height issue. It sounds like your map is effectively too 'dark' making it low. Try using the 'brightness' tool on your whole map, in your graphics editing software, to increase the base level of the terrain to nearer 60,60,60. Or you could drop a black layer underneath your map, then slowly make your map more transparent, slowly exposing the black layer, until it brings the brightness down sufficiently. Just a couple of random ideas. I hope something there helps.
  13. I've updated the text in the tutorial video description to include the new download method. Must have been a change with github?
  14. You're very welcome H4wk! The cracks look pretty good there. I took a stamp from the grand canyon and have been using that. It works so well. I'd recommend it highly! Just set your alpha to remove the high points instead of the lows that I did in the mountain video. You can string the stamps together pretty easily too.
  15. I've just drawn new maps for different sizes but just give it a go and see how it looks. Nothing to lose
  16. Ah damn I didn't check. I'll have to look in the morning. I'll ge back to you ASAP.
  17. @HB_H4wk and @GunsNerdsAndSteelProblem solved. After you have created your new map and new splat file: Use the 'splat fix' option to repair the splat 3 file and simply paste it over the one in the 7dtd new world folder. Don't regenerate your map as it'll drop different poi's in different places. We're just using kinggen to fix the splat file. Delete any splat4 and 5 files that might be there in the game folder from previously starting the map and start a new game. Biomes appear normal and roads are drawn correctly. Not ideal, but I'll spend some time on the work flow and see if I can streamline the process a little. I suspect it is the missing alpha layer that is causing the problem but I haven't had any success when I've tried replacing it. More work needed, but we have a solution anyway. However rough it is.
  18. @HB_H4wkyeah you could do that. It wouldn't change anything in the game but at least you'd have a complete preview map then. I'm just sorting breakfast then I'll make a start working out the splat issue.
  19. Sorry @HB_H4wk, I'd hoped to get back on today to look at the situation with the map appearing like a desert texture but didn't get a chance. However Krunch has suggested using the 'fix splat' option in kinggen. Also to remove any other splat files from the map folder, perhaps splat 4 and splat 5. I can't get on my pc to check the names or test the solutions. Hopefully tomorrow (Sunday in UK).
  20. Update: this only seems to happen if you edit, then replace, the road splat that kinggen creates. Will test further tomorrow so I have something solid to provide Kingslayer.
  21. You beat me to it! Just reported this after our chat. I'm going to test some more myself in the morning to double check I can recreate it.
  22. There are some great photos in your gallery there @paulj_3! They clearly show it's possible to make maps that are much more lifelike/natural than the random generated maps within the game. About the strange half-hills and rifts. I don't know but I'd guess they are a simple light weight vector shape used to just add a little variety to the terrain. They have a sand dune or snow drift shape about them. I'm not a fan of those but I don't tend to let kinggen do the terrain now. I noticed Kingslayer has put out a feeler for anyone with skills in terrain/feature creation. Perhaps he'll be adding built in mountain/lake stamps to a future version? Possible not ones we can use manually, but replacements for the unusual sand dunes/drift shapes? And! I'm with you on the hobby aspect of all of this. It isn't important, it isn't essential, but it's fun to learn new things particularly when the payoff is as satisfying as exploring a world you've shaped. I can see it'll not be for everyone, but there's an auto-generate option for those that want it done for them. Win win!
  23. There is an entire video dedicated to water level map creation. EDIT : just checked and it's right there on page 43.
  24. Open areas for the win! Some great pictures there @paulj_3. Really nice examples of what can be done with some understanding of the software, and an artistic eye of course! As much as I dislike burnt and waste biomes; the speckles of each adds a lot to the aesthetics of woodland areas with the occasional dead tree amongst healthy ones. 'Open areas' need to stay as a mechanic. I hope it's possible.
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