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Tallman Brad

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Posts posted by Tallman Brad

  1. @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. 

  2. 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). 

  3. 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! 

  4. 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. 

  5. @paulj_3 I've been thinking about it too and we could use the preview kinggen makes as a template layer and drop the 43 shade over the areas of the preview rather than the whole map? If that make sense? I like the "dots and squiggles" too. 

    I really liked the openness of the map I used in the video and think it's something other people will like to be able to do. Just don't want to give King more work if it's not something others would like to see also. 

  6. 8 hours ago, paulj_3 said:

    . . . . I did take a boo for your water video - yes, as I knew I had spotted it a week ago, but I didn't find it earlier - I will look again as soon as this is done, and will go along step by step, as per the others.
    Again - mucho grazzy.

     

    pj
     

    Sorry Paul. I forgot to share the video here. I just put it on the discord page. Here's a link in case anyone else might find it useful:

    https://youtu.be/J_i7Hc6R114

     

  7. @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. 

  8. Yes I'm sure someone else will be able to help. In the video I put out about water maps earlier you can clearly see trees spawning. But for the demo I switched off all cities/towns, Biomes and didn't use a poi list. Perhaps there's a conflict? I'm curious to hear the solution when you get it PJ. 

    Just to add. I missed djquad's watermap info. Was it different to the technique I used? I wonder if my method is causing an issue? 

  9. 3 hours ago, Boidster said:

     

    With the caveat that I'm only just getting started trying to model an IRL location, could be completely wrong, and your life may be in danger if you follow anything I say...

     

    I don't think the custom water map works quite like that. In my testing (attempting to put water into heightmapped IRL riverbeds and lakebeds, including mountain streams), the custom water map appears to override the global map water level. That is, if you add a custom water map into the mix, the 43 level that you entered is simply ignored. The only places water will show up on your map are places which have non RGB(0,0,0) grey colors.

     

    And but so, if you want your riverbeds to be dry, but also to have water elsewhere on the map, you have a couple of options I think (please read the caveat above again, and put on a helmet before proceeding):

     

    1) Make sure your dry riverbeds are higher in elevation than places where you want water, then just use the global water level (43 perhaps) to fill in the lower-lying water areas and the higher-elevation dry beds will remain dry.

     

    2) Create a custom water map which paints out all of the water you want. Every non-dry lake and river must be painted in non-(0,0,0) colors appropriate for the local elevation. For example in my own world I might have a mountain lakebed at elevation 180, and the rim of the lake is elevation 190. If I paint that area (does not need to be precise - just cover the surface area of the lake) with (188,188,188), then water level in that area will be 188, filling the lake to within 2m of the rim.

     

    My map has a few large rivers and a couple of lakes. I'm having to hand-paint all of them since they are all at different elevations. Hope that helps. Assuming I'm not 100% wrong!

     

    Edit to add: below is my work-in-progress water map (on a white background; the white would not be exported to png). It all looks black here, but actually it is copied out of the original heightmap of the IRL location. If I were to try to use this, the water levels would be precisely at surface-level in the areas shown. The work-in-progress is me "sinking" the heightmap in just these areas by a couple/few meters, then sinking the watermap by 1m to put the water just below the rim of the river/lake.

     

    The overall point is that water will only show up in these areas. No matter what I put into the KG global water level. At least that's been my experience in testing so far.

     

    image.png.2cd1bac6f12f3af60ac3345b8662bc5c.png

    I spent a while experimenting with different settings for water maps today and I have discovered/confirmed a few things:

     

    You are correct, kinggen's water height option is ignored if you use your own water map. 

     

    When drawing your own water map treat it like a land height map and draw a base level for water, which will be the basic height of water round your island of the height you would have set in kinggen. So bucket fill the layer with 43,43,43 (for example). This ensures the base level for water through the whole map. 

     

    Assuming the majority of your map is roughly 50 or 60 high (not including mountains) you will only need to paint 0,0,0 in the areas where you don't want any water. So your dry riverbed or lake. 

     

    When carving a river or lake draw round the outside of your river/lake with the lasso and simply decrease its brightness a couple of points on the terrain heightmap to sink it evenly below the terrain. When creating the water layer, copy/paste the actual heightmap of the river or lake from the terrain heightmap into the water layer and, while still selected, increase its brightness by 1 or two points to create a river or lake that sits just above the height of the river or lake bed you just carved. 

     

    I very quickly managed to create an overall base water height, parted the sea area bordering the map like moses, flooded 3 identical craters with different levels of water and made a stream  in a channel, that followed the terrain, down from a raised volcano shaped crater. The stream was hideous thanks to the water engine in 7dtd but I couldn't find anything else left to do with water after that. 

     

    1 water map, no water settings in kinggen, it was all very possible just with a water map. 

     

    Hard to explain in text form. But I'm not in a position to do a video until I get back from holiday unfortunately. 

     

     

     

     

     

     

  10. @DJQuad it does make sense. Sorry I didn't pick up on what you meant exactly. I guess you've tried just masking off areas for a water map already? Did it not do what you are talking about?  Have a backup laptop with me (currently on holiday) so I'll have a quick go (when my wife isn't looking) and report back if there's anything I can tell you. 

     

  11. 1 hour ago, DJQuad said:

     

    Another great video! In your next video could you please cover the custom water map to create proper dry lakebeds, canyons, etc? I know it's as simple as drawing black but I don't believe it's documented. 

     

    One big problem I'm having with canyon maps is the width of the canyons themselves. The idea is just wide enough that you have to build a bridge to cross it without supports. There could be wider canyons that would need bridge supports in some places though. Again, the big canyon and the canyon mine were my favorite part of Navezgane and I'm trying to expand on that idea.

    Hi Djquad. Water was on the list for the next video but to be honest I'm hesitant to cover it as the water in 7dtd is pretty bad. It's extremely glitchy. It's still on my list to do but I need to find a decent solid technique that is worth sharing rather than just knocking out a video where you'll get different height water features but they'll look rubbish. I'm away for a short break but I'll spend some time on it when I get back and see if I can do something that will be worthwhile to you.

    Canyon maps are another ballgame. I've spent quite a bit of time experimenting with them and have successfully drawn quality land bridges, adjusted water height and placed cities on the ledges and towns within the canyon with roads utilising the land bridges. Again I'll look at what I can do to make a worthy video on that when I get back from out break. I appreciate your feedback and support of the videos Djquad! 

  12. 9 hours ago, paulj_3 said:

    Ok. . . .   but what is a "stamp"? What does it look like? How would I use it? Where would I get one from? Is it a picture, like an overhead view of a volcano, for e.g? I know very little of graphics, and, while I do know what 'code-generated terrain' is and looks like - for me a 'stamp' is a piece of paper that's stuck on an envelope - or maybe a metal casting with a pattern on its underside that's covered with ink, then pressed against a surface of some sort - to copy an image of some sort to it. There must be hundreds of others out there who have never heard of this too. Exploring and learning the new world that KingSlayer, you, Brad and Stallion have opened up is daunting enough, but expecting that we all understand phrases like "I use terrain stamps to make ... etc., " makes me feel totally inadequate.

    Coincidentally I'm working on a tutorial for creating and using terrain stamps. In simple terms a 'stamp' is a ready drawn mountain, lake or terrain texture that you place on top of your existing heightmap to add the feature without having to draw it. I'm hoping to have the tutorial finished today and will share it here as soon as I can. A stamp can also be thought of as a brush, although typically you don't paint strokes with it. It's most effective just placing or stamping it onto/into your existing map. 

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