bobrpggamer Posted September 3, 2019 Share Posted September 3, 2019 (edited) I am sorry I am lazy and did not read all the posts but I do have a question. Am I likely to see in any bug in gameplay with a random map generated with Nitrogen? I really do not want to pour a hundred hours into the game and find out there is a gameplay bug in the new map. Again I am sorry for not reading all of the posts. I also want to thank you for this amazing tool, I got stuck in a navegane map because I forgot to generate a larger map to play for more content and especially more traders and the ability to take out the burned forest and add more towns and traders is really cool. You modding guys make ordinary games so much more. Edited September 3, 2019 by bobrpggamer (see edit history) Link to comment Share on other sites More sharing options...
MelT Posted September 3, 2019 Share Posted September 3, 2019 I am sorry I am lazy and did not read all the posts but I do have a question. Am I likely to see in any bug in gameplay with a random map generated with Nitrogen? I really do not want to pour a hundred hours into the game and find out there is a gameplay bug in the new map. ... Not that I have seen so far. I've played on maps using various MOD prefabs, lots of them at the same time. The only thing happening to me was a few (very few) prefabs having some small issues themselves. Nothing really game-breaking, though. E.g., some prefabs weren't adjusted correctly by the MOD makers themselves, meaning sometimes you see dirt "gaps" in front of an entrance etc., but it's quite rare and usually remedied by a MOD update when the prefabs themselves have been worked on. Even rarer are some errors I can't even put my finger on, where the console suddenly pops up with some error message in-game while looking at a prefab, but that's like, I can't really say, maybe 1 in 2000 times or something, if it happens at all. Also seems to be prefab-related only. And even that's nothing game-breaking, as I usually just close the console and restart the game, then it's gone. A memory issue of sorts, maybe. The map itself, I dare say, works flawlessly everytime. (Playing on NitroGen maps for ~200-300 hours now.) Link to comment Share on other sites More sharing options...
Guppycur Posted September 7, 2019 Share Posted September 7, 2019 Feature Requests: 1 - ability to define street widths prior to generation (got ya covered Black Eagle) 2 - a bit weirder... the ability to read a generated world and create a splat3 from it. This would allow me to manually "fix" roads, or add new ones and not have to package .rg files with my world maps. Thanks for your consideration! =) Link to comment Share on other sites More sharing options...
ExeBT Posted September 7, 2019 Share Posted September 7, 2019 (edited) Hello, im using nitrogen to generate roads on my custom map but i want to generate a custom biome too, and the settings are not applying, how i can use the settings from the generator on my custom hm? Edited September 7, 2019 by ExeBT (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted September 7, 2019 Share Posted September 7, 2019 Best to just paint the biomes you want. Load the PreviewMap.png file in an image editor. Add a the biomes.png as a layer. Make it so that the PreviewMap.png one sorta shows up in the biomes.png layer. Switch to biomes.png in the layer selection. Paint your biomes where you want using the specific biome colors. Delete the PreviewMap.png layer. Save the new biomes.png. Run the biomes.png file through the NitroGen tool that fixes biomes (just in case). Viola. Link to comment Share on other sites More sharing options...
-Holo- Posted September 7, 2019 Share Posted September 7, 2019 I just came to think of something regarding the Darkness Falls mod. There is files for those prefabs I saw, but can the generator generate the special radioactive biome Darkness Falls use for some special POI's ? Link to comment Share on other sites More sharing options...
MelT Posted September 7, 2019 Share Posted September 7, 2019 I just came to think of something regarding the Darkness Falls mod. There is files for those prefabs I saw, but can the generator generate the special radioactive biome Darkness Falls use for some special POI's ? I could be wrong, but I don't think that's dependant on NitroGen, but more on the DF MOD itself. For example, when you create a NitroGen map with the DF POIs, certain DF POIs (the special bunkers, e.g.) will only really appear while playing Darkness Falls, not in other MODs or the vanilla version, even when using the very same NitroGen map, from what I've seen. So if your question really is if it works, then I'd say yes. NitroGen would not create extra biomes for special MOD POIs by itself (at least not yet), as far as I know, and I'd say the condition you mention is linked to the POIs themselves (in conjunction with the MOD), not to the map. Link to comment Share on other sites More sharing options...
dhyde79 Posted September 14, 2019 Share Posted September 14, 2019 (edited) so, I'd like to request support for map sizes SMALLER than 4K.... I've tried unsuccessfully 5 times to set the map to 2048, and it always just changes it back to 4096 before it generates it. I'm trying to make a small "one large city" type of map, for small squad tactics practice. Thanks in advance! Also, is there anything out there that actually details the "scenario" options? Edited September 14, 2019 by dhyde79 (see edit history) Link to comment Share on other sites More sharing options...
warmer Posted September 18, 2019 Share Posted September 18, 2019 (edited) Not sure if this has been shared here, but here is a height map generator for the World. https://tangrams.github.io/heightmapper/ Zoom in or out with about the resolution of google earth. Just save a file and edit to have with the same resolution of the map you want. Then use it as your resources/import_HM.png file when generating a map from a height map file. You can use it for anywhere in the world. This is the result I got for the town in Idaho where I grew up. It will likely take some editing of the range of the height map to make it believable. I lived by a mile high mountain, and that made the mountains SUPER rough until I lowered the contrast to diminish the severity of the mountain slopes. Here is Arizona Edited September 18, 2019 by warmer (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted September 18, 2019 Share Posted September 18, 2019 How big can you grab? Link to comment Share on other sites More sharing options...
warmer Posted September 18, 2019 Share Posted September 18, 2019 I can get full screens. Then I take it into gimp and square up the biggest shot I like and then stretch to make 4k. The stretch also helps smooth out mountains a bit, otherwise some of the peaks become needles if you aren't zoomed in very far. Recommend reducing contrast as well. Took about 5 tries before I got a world that was recognizable. Just not to scale. Also painting the biomes.png file helps it look way more believable if you know the general area. Link to comment Share on other sites More sharing options...
Guppycur Posted September 18, 2019 Share Posted September 18, 2019 Yeh I was curious because terrain.party only lets you grab 60k, this seems much better. Yeh I sometimes have to blur a bit to get rough edges down, b/c to get low levels raised... Link to comment Share on other sites More sharing options...
DigitalSanctuary Posted September 18, 2019 Share Posted September 18, 2019 Silly question time. how can i use the following image with nitrogen ? https://i.imgur.com/u3Z3UR0.png Thanks Link to comment Share on other sites More sharing options...
bigstep70 Posted September 18, 2019 Share Posted September 18, 2019 (edited) your gonna have to up the contrast levels the greys are to similar and all you will get is "flat" forested terrain make sure there is a definate difference between black and white and all the greys should differentiate Edited September 18, 2019 by bigstep70 (see edit history) Link to comment Share on other sites More sharing options...
CrazyDave66 Posted September 19, 2019 Share Posted September 19, 2019 MY world appears sunken any ideas to why? [ATTACH=CONFIG]29132[/ATTACH] Link to comment Share on other sites More sharing options...
ExeBT Posted September 19, 2019 Share Posted September 19, 2019 MY world appears sunken any ideas to why? [ATTACH=CONFIG]29132[/ATTACH] probably you don't copy/paste the right prefab file or dtm file Link to comment Share on other sites More sharing options...
warmer Posted September 21, 2019 Share Posted September 21, 2019 MY world appears sunken any ideas to why? [ATTACH=CONFIG]29132[/ATTACH] What does your worlds "genHM.png" file looks like? It looks to me like a lot of slices intersecting. Link to comment Share on other sites More sharing options...
MelT Posted September 24, 2019 Share Posted September 24, 2019 Update note: Added new prefab lists for Ravenhearst 5.5.3 with an updated structure. As usual, the link to the GitHub repository is on this thread's first page. Link to comment Share on other sites More sharing options...
bobrpggamer Posted September 27, 2019 Share Posted September 27, 2019 (edited) Not that I have seen so far. I've played on maps using various MOD prefabs, lots of them at the same time. The only thing happening to me was a few (very few) prefabs having some small issues themselves. Nothing really game-breaking, though. E.g., some prefabs weren't adjusted correctly by the MOD makers themselves, meaning sometimes you see dirt "gaps" in front of an entrance etc., but it's quite rare and usually remedied by a MOD update when the prefabs themselves have been worked on. Even rarer are some errors I can't even put my finger on, where the console suddenly pops up with some error message in-game while looking at a prefab, but that's like, I can't really say, maybe 1 in 2000 times or something, if it happens at all. Also seems to be prefab-related only. And even that's nothing game-breaking, as I usually just close the console and restart the game, then it's gone. A memory issue of sorts, maybe. The map itself, I dare say, works flawlessly everytime. (Playing on NitroGen maps for ~200-300 hours now.) I forgot to thank you, so thank you. I am trying to edit the heightmap and I am editing only the genHM and the poiHM but it does not seem to help. Do I have to edit another one of the images? Edited September 27, 2019 by bobrpggamer (see edit history) Link to comment Share on other sites More sharing options...
peter1987 Posted September 27, 2019 Share Posted September 27, 2019 this doesnt work for me, the generator makes the folder with just radiation.png I put that folder in the generated worlds folder and it does not show up in the game Link to comment Share on other sites More sharing options...
MelT Posted September 27, 2019 Share Posted September 27, 2019 (edited) I forgot to thank you, so thank you. I am trying to edit the heightmap and I am editing only the genHM and the poiHM but it does not seem to help. Do I have to edit another one of the images? Greetings, Editing the heightmaps etc. is not my forté, as I have never done it myself. You might wanna take a look at Guppycur's info in this thread and his YouTube channel instead; I believe he delved into that. Edit: There's even a height map generator, for which warmer posted a link just a page before this one in this thread, if that helps you out. Edited September 27, 2019 by MelT Added additional info (see edit history) Link to comment Share on other sites More sharing options...
Cpt Krunch Posted October 2, 2019 Share Posted October 2, 2019 Hi Damocles, I would like to make a request if I could. Is there any chance you could add in a feature that would allow custom biomes? They could mirror the stock biomes for building placement and terrain. There are several mods that use them, and this would allow them to use the maps with their mods. Maybe an option to add in a hex color code and then which stock biome to append to that color. Link to comment Share on other sites More sharing options...
Damocles Posted October 2, 2019 Author Share Posted October 2, 2019 Hi, I will spend some more time on NitroGen, once A18 experimental is finally out, as there are certainly several changes to the worldfiles and prefabs. I originally expected to put some work on it in August, but alas the new version took longer than expected (including TFP) Link to comment Share on other sites More sharing options...
-Holo- Posted October 3, 2019 Share Posted October 3, 2019 I could be wrong, but I don't think that's dependant on NitroGen, but more on the DF MOD itself. For example, when you create a NitroGen map with the DF POIs, certain DF POIs (the special bunkers, e.g.) will only really appear while playing Darkness Falls, not in other MODs or the vanilla version, even when using the very same NitroGen map, from what I've seen. So if your question really is if it works, then I'd say yes. NitroGen would not create extra biomes for special MOD POIs by itself (at least not yet), as far as I know, and I'd say the condition you mention is linked to the POIs themselves (in conjunction with the MOD), not to the map. Thats too bad, some of the Darknes Falls progression items only spawn in special POI's that -only- spawns inside the special radiationwasteland biome in added from the mod. Would be sweet if it would be possible to add custom biomes to be generated somehow. Link to comment Share on other sites More sharing options...
Damocles Posted October 3, 2019 Author Share Posted October 3, 2019 I dont know if Darknes Falls uses special biome-definitions (the colors on the biomes.png) additional to vanilla. A17 vanilla only know 5 biome-colors. If its does, you could manually edit in those colors after generating the world. Link to comment Share on other sites More sharing options...
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