Cpt Krunch Posted May 17, 2019 Share Posted May 17, 2019 In Nitrogen you can import your own hightmap, or edit a generated hightmap. The mask is an image that can be used to block off areas for roads and pois, and also set city spawn points. Water is automatically placed in low terrain (water level 34) You can pretty much create your own custom world this way, without handplacing pois and roads. There are several posts in this threat talking about the details. There is also an example world in Nitrogen (import gen mode) to showcase the files needed. Thanks Damocles, I will read back through thread. Ive experimented a lot with heightmaps, but not much to show for it after a few weeks of steady work on it lol. What do you use for heightmap editing? I use Photoshop for biomes, and Paint.net for roads. Thanks again for this tool, its the best Ive used. Link to comment Share on other sites More sharing options...
Damocles Posted May 17, 2019 Author Share Posted May 17, 2019 (edited) For manual hightmaps I just a very old version of Gimp. Nitrogen is not too picky about the input formats, so any program that can create png will do. But for the export images like biome and splat you need to be very precise. Edited May 17, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
fox_kirya Posted May 17, 2019 Share Posted May 17, 2019 current version 0.255 : rivers and .exe added[/url] Hi there! Where can I get this one? The archive doesn.t contain exe (to work w/o java installed). Link to comment Share on other sites More sharing options...
Damocles Posted May 17, 2019 Author Share Posted May 17, 2019 (edited) Just the same download link. Check if you did not cache an old version when downloading. You still need java, but the exe wrapper helps with locating it and mentioning if you need to download one. Bundeling a java vm would blow up the size of the tool too much. I would do that with a game, but this is a mod tool in the end. Edited May 17, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
fox_kirya Posted May 17, 2019 Share Posted May 17, 2019 Is there a chance to see a setting for adjusting number of big lakes? And ability to prevent "water-spraying" on plains. Link to comment Share on other sites More sharing options...
Damocles Posted May 17, 2019 Author Share Posted May 17, 2019 (edited) Is there a chance to see a setting for adjusting number of big lakes? And ability to prevent "water-spraying" on plains. [ATTACH=CONFIG]28430[/ATTACH] [ATTACH=CONFIG]28431[/ATTACH] I did not include an option for the big lakes yet. (next update) The smaller lakes and rivers you can turn off already. Beware: the small lakes also serve a gameplay purpose, in that you might have a hard time finding water without them. The preview map might also show more water than will be spawned. Its just coloring the terrain at the water level. (small water dots) Relevant for water is if a water spawner (dark blue dots) will fill up the terrain around it. Edited May 17, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
fox_kirya Posted May 17, 2019 Share Posted May 17, 2019 Beware: the small lakes also serve a gameplay purpose, in that you might have a hard time finding water without them. Since my first play I've never had a hard time finding water because the only source of water I use is snow. I usually spend a half an hour of a real-time to dig enough to supply myself for in-game 2-4 weeks. =) Waiting for an option to generate maps with adjustable number of lakes. OMG it's a great tool! Link to comment Share on other sites More sharing options...
Cpt Krunch Posted May 17, 2019 Share Posted May 17, 2019 (edited) For manual hightmaps I just a very old version of Gimp. Nitrogen is not too picky about the input formats, so any program that can create png will do. But for the export images like biome and splat you need to be very precise. What version are you on for Gimp? Ive tried a few before with mixed results. EDIT: Thanks Damocles, couldnt get it to go in gimp, but PS it worked with no issues. Edited May 18, 2019 by Cpt Krunch (see edit history) Link to comment Share on other sites More sharing options...
dhyde79 Posted May 18, 2019 Share Posted May 18, 2019 well, the new version ran successfully on a 16K for me with the following settings, so, I'm happy... http://www.americansurvival.info/7dtdfiles/worldgensettings.jpg Link to comment Share on other sites More sharing options...
Damocles Posted May 18, 2019 Author Share Posted May 18, 2019 Since NitroGen creates less road-surface than the vanilla RWG - wich spawn car wrecks - , I boosted the number of POIs containing cars in cities and towns. This should allow for more cars being available for players. (will be in the next update) Link to comment Share on other sites More sharing options...
Damocles Posted May 18, 2019 Author Share Posted May 18, 2019 (edited) V 0.26: (same download link) -new mountains: (50% old, 50% new) those mountains are less rugged alpine style, a bit lower and have the forest biome. -extra car lots: you can set additional car lots to spawn to increase the lootable cars in cities and towns -big lakes: amount can now be set -rednecks have a few new (trashy) houses Edited May 18, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
Gamida Posted May 18, 2019 Share Posted May 18, 2019 Damocles, is there something I needed to download besides NITROGEN. I get this error when adding more carlots. Warning: prefab list does not contain POIs of type carlot Link to comment Share on other sites More sharing options...
Damocles Posted May 18, 2019 Author Share Posted May 18, 2019 Damocles, is there something I needed to download besides NITROGEN. I get this error when adding more carlots. Warning: prefab list does not contain POIs of type carlot I guess you have either a manually edited prefablist.txt or somehow an old version of it. this is an example of the zone-entry for "carlot" gas_station3,COMMERCIAL,2,-5,34,17,41,smalltown;downtown;carlot you can just add this line to your list, recheck your download or add the zone-type to any fitting POI Link to comment Share on other sites More sharing options...
Gamida Posted May 18, 2019 Share Posted May 18, 2019 (edited) I guess you have either a manually edited prefablist.txt or somehow an old version of it. this is an example of the zone-entry for "carlot" gas_station3,COMMERCIAL,2,-5,34,17,41,smalltown;downtown;carlot you can just add this line to your list, recheck your download or add the zone-type to any fitting POI DOH. PEBKAC error. I moved all the files from the last update in resources folder to my new one. I had my import png in there and didn't realize the prefab text was there also so I had just moved everything. Will replace the resource folder with new one again and just copy my files I need. Sorry lol. People like me can screw up your day for no reason. EDIT: Replaced original folder. Added my png file and everything works fine. Edited May 18, 2019 by Gamida (see edit history) Link to comment Share on other sites More sharing options...
blakedj012 Posted May 18, 2019 Share Posted May 18, 2019 i have created a world and have put the world folder in Data/Worlds When it loads the Map this Error shows and loading stop "array index is out of range" Have anyone a Solution? Link to comment Share on other sites More sharing options...
Damocles Posted May 18, 2019 Author Share Posted May 18, 2019 (edited) i usually place the world into: C:\Users\[username]\AppData\Roaming\7DaysToDie\GeneratedWorlds try that first. Also remember to delete the old saves and old world folders in the C:\Users\[username]\AppData\Roaming\7DaysToDie subdirectories The game creates a file called dtm_processed.raw when starting the map, it always needs to be deleted when creating a new world. (the out of index bug could come from the game loading a smaller terrain from it) try a pure default 8k map first (not edited files) using a new map name Edited May 18, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
blakedj012 Posted May 18, 2019 Share Posted May 18, 2019 Ah on normal 7 Days to Die the Map works but not on Ravenhearst. I have forgot something? Link to comment Share on other sites More sharing options...
Damocles Posted May 18, 2019 Author Share Posted May 18, 2019 (edited) you could try using those prefablists for Ravenhearst: Prefablists (Ravenhearst, Darkness Falls) by other users (MelT, Xylvier): https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD&p=972744&viewfull=1#post972744 and turn off "extra car lots", as they are probably not defined in those lists. NitroGen itself is primarily made for the vanilla setup, but using with a proper prefablists (wich indicate what POIs to load) it should work for other mods too. Edited May 18, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
blakedj012 Posted May 18, 2019 Share Posted May 18, 2019 I have make a folder "Prefabs" in 7DaysToDie_Data and put the prefablist_Ravenhearst_vanilla_v2.txt in it more not? Link to comment Share on other sites More sharing options...
Damocles Posted May 18, 2019 Author Share Posted May 18, 2019 No, you need to place this list into the NitroGen resources folder, and replace the one in it by renaming it to prefablist.txt Its loaded under this name by the generator. Then you generate your world and place it under C:\Users\[username]\AppData\Roaming\7DaysToDie\GeneratedWorlds then you go into the game and start a new game with the worlds name. Link to comment Share on other sites More sharing options...
blakedj012 Posted May 18, 2019 Share Posted May 18, 2019 Many Thanks now it works! Link to comment Share on other sites More sharing options...
MelT Posted May 19, 2019 Share Posted May 19, 2019 Uploaded list versions v3 with carlot values for NitroGen V0.26 compatibility. On another note, I have created a repository on GitHub where I'm planning to move the prefab lists to for easier maintenance and access. I'm also planning to include other prefab values in the lists to come, so that using 7DTD MOD prefabs with NitroGen might be even easier in the future. However, I'm absolutely new to GitHub, so bear with me. Link to comment Share on other sites More sharing options...
Bloodlust Posted May 19, 2019 Share Posted May 19, 2019 ok noob question... If I generate a random world using the Random Gen previewer in the Editing Tools section of the game, and say I type in "MyRandomWorld" as the seed, it may generate a world named "South Pixidu Valley", and if I put "MyRandomWorld" as the seed name in my serverconfig.xml then I will use the "South Pixidu Valley" map that was generated in the Editing Tools. So.... where do I find whatever the seed name is to generate worlds using NitroGen so that I can put it in my serverconfig.xml and use that map on my dedicated server? Link to comment Share on other sites More sharing options...
Xylvier Posted May 20, 2019 Share Posted May 20, 2019 (edited) @Damocles: First i would like to thank you for bringing me to program a bit again, didn't have a project for a while (also hobby wise), just unless you i do not work in IT mainly. After i wrote that script for the prefabs, i licked blood and kinda got stuck working on more funktions. That said, i finally got something nice together and was wondering if you could help me with the dtm.raw files once more. I bet you are busy, if so, maybe someone else could help me out with the following. I try to understand how/what i write in the raw file along the image data from the heightmap. Aware where i need to put the info, i am sadly not to familiar with what and how to calculate the extra info that the game needs to smoothen the world. Thanks again, Xylvier Edited May 20, 2019 by Xylvier (see edit history) Link to comment Share on other sites More sharing options...
Gamida Posted May 20, 2019 Share Posted May 20, 2019 ok noob question... If I generate a random world using the Random Gen previewer in the Editing Tools section of the game, and say I type in "MyRandomWorld" as the seed, it may generate a world named "South Pixidu Valley", and if I put "MyRandomWorld" as the seed name in my serverconfig.xml then I will use the "South Pixidu Valley" map that was generated in the Editing Tools. So.... where do I find whatever the seed name is to generate worlds using NitroGen so that I can put it in my serverconfig.xml and use that map on my dedicated server? This should be the info you are looking for. https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD&p=973067&viewfull=1#post973067 https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD&p=973363&viewfull=1#post973363 The second link fixed a problem I had at first so make sure you do what it says too. Cheers Link to comment Share on other sites More sharing options...
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