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Tallman Brad

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Everything posted by Tallman Brad

  1. I'll have to do this when the bug occurs again. I regenerated after this example to see if it cleared it, which I suspect also will have wiped the config in the folder. Sorry Kingslayer.
  2. I've never heard the term before but it makes complete sense and it is a useful way to describe what you are looking for. Unfortunately that's my minimum. I've only seen it while working on a custom height map and biome. If I get time today I'll experiment further and see if I can reproduce the error. However it is solved by re generating the map. So that suggests the needs to be a specific combination of elements to trigger the error. If I was to speculate, perhaps a poi is dropped at the highest point of a mountain next to another poi which is at the lowest height, causing the sheer vertical wall that occurs occasionally, and the calculations for the road to start at one pregen height and end at another pregen height cause an issue? Next time it happens I'll import the map to the game and get a screenshot of the anomaly in the game world. That might also help?
  3. Sorry Kingslayer I'm not sure what you mean about the "minimum example". I could upload the height and biome maps to Dropbox tomorrow and dm you a link if that helps? Bedtime here in the UK. Well, for me ha ha.
  4. I've been enjoying playing with the new water height feature but spotted something new. I haven't noticed this error before and it's occured 3 times since the update: https://imgur.com/a/BR4Wnoi It seems like the road is going off into infinity, gradually sloping down. This was with city and town grids set to large. I don't know if grid size is connected to the problem. But just in case you were testing the setting. If I regenerate it disappears. Not a big deal. Just wanted to point it out in case it was something to do with the update. I'll paste the config file, Just in case that helps. v0.10.0 - A19.5 7 Days to Die Random World Generator
  5. Thank you. It'd be great if it helps the CP chat too! I haven't tried the water map yet. I'll try it after the update.
  6. Thanks Gouki! Fixing downloaded height maps is pretty tricky, I'm planning on doing a tutorial as soon as I can. For a tip to get you started, I'd recommend changing the brightness of the map so the dark areas are lighter. Just try increasing a tiny bit at a time and testing. There is a great little trick I've found but it's difficult to explain in text. Give me a day or two and I'll get a video done if I can. In the meantime just try brightening a little? The UK map has extremely varied heights and can be a bit of a pain to get the base level just right for city generation. Also you could try 'softening' an area to see if it balances the levels out enough to allow city placement. I hope this helps a little until I can do a video. Sorry @Gouki, I've just noticed you said you were having problems with painting colours. (I'm doing 2 things at once here haha. No good at multitasking). If the image you are working on is already a grayscale then you cant add colour. You'll need to convert it to colour then export the map in grayscale, but export the biome drawings in colour.
  7. Here's a video showing how to add a custom POI list, specifically the Compo Pack. Plus how to remove unwanted POIs from the list.
  8. The compo pack sounds good to me. I'll check it out tomorrow and try and get a video together when I'm happy I can demonstrate it. Thanks kingslayer!
  9. In the export options I could only choose 8 or 16 bit rgb or rgba. Result was png files and even with a transparent background they seemed to work. Originally I was using your fix button but tried without and they seemed fine so stuck with it for simplicity of the video. Really need to experiment with the water feature next. Also, can I ask about the grid size? Was I correct that it makes roads closer/further and therefore less/more poi's in a grid but more/less roads, effectively, to a city area?
  10. Ah right. I thought the biome map needed to be 24bit, but I got 16 bit to work as the alpha was removed. So I could just use 8 bit. Keeps it a little simpler for people learning I guess. Tab to change screens is good. Good to know enter works too. Thanks.
  11. Oh absolutely. I'm more than happy for it to go anywhere. I hope it can help others get started.
  12. Ah that's great! Thank you. I hope I haven't made too many mistakes in them. First video is the basics of kinggen options, increasing traders, excluding biomes etc. Second video spends a bit more time in Gimp showing how to make a basic height map, then layers for biomes, cities. Also includes how to export them in the correct format.
  13. I've been experimenting with KingGen for almost a week now so don't know all of the options but enough to put together a couple of video tutorials that new users might find helpful. The second video includes how to create your own height map and draw Biomes and cities. I don't want to post a direct link here without getting permission. If anyone would like to find the videos you can just Google 'kinggen tutorial'. Currently my videos are the first results. I hope sharing this isn't an issue and I'll understand if you'd prefer to remove this post. Thanks for creating such great software kingslayer!
  14. I have the same issue with some maps that have been downloaded. Maps I create by hand are smooth though. I think the steps in the terrain are caused by a low resolution downloaded map. If you have the option in your photo editing software to 'soften' or 'blur' your downloaded map it might reduce those steps. Maybe just try softening by a minimal amount. I'm going to try it myself today but your UK map is particularly good and worth trying to fix.
  15. From what I've learned so far, it looks like you've allowed the software to generate the terrain. You've only specified biomes. I think you'll need to generate a height map that has the areas that you want as water. Someone more knowledgeable than me will help you shortly I'm sure.
  16. Yes, I'm just trying 'gimp' and that has an option to export 8bit,16bit gray. Also let's me do layers so I can mark out biomes according to the shape of the terrain on layer 2, export as colour png, then a third layer with buildings etc. This is great fun. Thanks for this.
  17. So if the height map runs from 0 to 256, a height of 60 would simply be 60,60,60 as 0,0,0 is black and 255,255,255 is white? Roughly? Maybe? Tested that just now. Yes that works great. So just to confirm, 60,60,60 in terms of rgb255 is a comfortable height for spawning of cities. Thanks for your help and thanks for developing this software. Next to play with painting cities.
  18. Ah that's great. Thank you. I suspected the smudge tool in gimp was creating steps but wondered if there was something in your software that would soften them. Thanks for the reply. I have another question if that's ok? Would you know the colour code for the lowest point that cities would spawn? I'd like to start my own height map ensuring cities can spawn all over, then add mountains and valleys manually. Sorry for all the questions.
  19. Hi, I was just wondering if the kinggen software prefers 8 or 16bit maps for smoothing? I seem to be having issues getting the software to create smooth slopes. They mostly seem to be stepped. I wondered if it was perhaps better to use an 8bit height map so the kinggen software knows to apply more intense smoothing? Not sure if this is making sense? Happy to explain further if I can.
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