Jump to content

Tallman Brad

Members
  • Posts

    195
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Tallman Brad

  1. That might work. Having seen the random water physics up close a few times in this game I dare to say it could be a bit messy though ha ha! There could be a bit of a 'Moses effect'. It'd be interesting to see if if was possible though.
  2. You can set the water height in kinggen. In the canyon map I'm playing with I lowered the height so that there is only a thin layer at the deepest part of the canyon. It really depends on your heightmap depths too.
  3. I've put together a tutorial on drawing roads which involves editing splat files. I hope this helps somebody.
  4. Are you trying to get the water to appear as if it's running down the hills? A tip for softening the edges of your 'canyons' is to use the gaussian blur tool on the whole water layer which will slightly soften all of the edges for you. You'll need to start at a low setting as it's quite severe when you turn it up. Alternatively try a blur option and see if you get a smoother gradient.
  5. I've been experimenting with heightmaps and splat files and here's a test of a racetrack including banked sides and an edited splat file to give the track a road texture:
  6. I had a chat with Kingslayer the other day about road pathing in the discord page. I'm messing with a canyon map building land bridges across that start and end level with the peaks. The bridge bit is fine. Getting the roads to use them was a problem. The roads like to use certain points on the map. If you can access the discord have a look at the chat and you'll see pictures of the stages of getting it to work. TLDR; Try moving the 'road' slots 10 blocks to the side to catch the pathing that they algorithm is wanting to use. --- Here's something else you can try. Drop your preview.png over the top of your map in Gimp as a temporary guide as to where kinggen is happy to place roads. Then move your slots closer to where the roads have been placed.
  7. You can find the coordinates of the point you want, then edit the spawn xml to include only the coords that you enter.
  8. A little experimenting with heightmaps earlier today. I appreciate the texture isn't right for a Jetty but the shape worked pretty good. Early days! https://imgur.com/a/jldleeC https://i.imgur.com/4e18plA_d.webp?maxwidth=640&shape=thumb&fidelity=medium EDIT: Sorry, can't get it to show a preview. Think it's because I'm on my phone.
  9. I don't suppose you have a list of poor performing poi's you could share? Also if you had any form of list that contains your more favoured poi's? I'm ideally looking for some sort of top 10 or top 40 ranked prefabs so I can cut the numbers down a little and give the better poi's a chance at being spawned.
  10. Thank you for that! Very kind of you. I'm really pleased the videos have helped.
  11. Absolutely! A little gaussian blur helps graduate hills nicely. I'm pleased the video was helpful. I'll have a play with the canyon map this week and maybe put a quick video together on that.
  12. Could 'increased roads' be an option so the user could decide? I'm happy as it is but I'd certainly experiment with more roads if the option was there.
  13. I tried the canyon out earlier but I selected a wider area round it so it was a little too narrow. I think you need to be pretty close and make a decent sized map. It looked really good though. Very impressive with water running through it. Very hard to cross. Could make for a good challenge for bridge building in 7dtd. Ooooh! There's a thought for a new angle!
  14. You're very welcome. I'm sure you can add texas no problem.
  15. I've just finished a tutorial video on finding and fixing real-world heightmaps for use with KingGen. Hopefully this helps people looking to raise hell in their own country or just explore other regions of the world. Thanks Kingslayer for letting me share this here.
  16. I've updated the description in the poi tutorial video to include better instructions (than I had) on making a custom POI list. I'll edit it again this morning to include the instructions you've just added Kingslayer.
  17. To get around this problem, which I also had, I drew a small pine forest area where I placed a custom city (with settings for increased traders). I did this near my manually configured spawn point to ensure that I'd be sent to that trader and not another 2k into the map. Originally the trader near by was sat in a wasteland area. 7dtd preferred that I went to one in a forest, 2k away. The small pine area solved the problem. This was only an issue as I wanted to start at a specific point and travel through the map on a pre determined route as part of the game play.
  18. Get ready for some visitors! Gamez4kickz just did a stream promoting KingGen. He very kindly shared one of my tutorials too.
  19. Here's a preview of a UK map I'm still working on. But might be fun for someone to play with as it is. Bare in mind you won't get the biomes as they are in the preview, Just the height map.
  20. I'm still working on my version of the UK heightmap but I'll be more than happy to share it including biome and city png once I have it all pinned down. I think it's a great idea to make community maps available to everyone and I'll certainly be interested in trying other creators maps out!
  21. I'm pleased you can replicate it, but I'm sorry you can't find the problem. I didn't want to add more work to your already great effort.
  22. Here's another example of the extended road bug. https://imgur.com/qspwsQ4 https://imgur.com/k3uld7i https://imgur.com/JrKlS34 Then out the other way https://imgur.com/xlMOyQf What system do you use to share files so I can send you the heightmap and biome pngs? Sorry, can you give me the name of the file to get the seed from?
×
×
  • Create New...