Gamida Posted October 9, 2019 Share Posted October 9, 2019 I already analysed their RWG. Its a bit different than my approach on placing stamps. And the had someone really spend time on collecting nice terrain stamps. They look like some work went into them. Roads are also more adaptive to the terrain than in the old version. (Funnily they have some similar problems making them smooth as I have experiences in edge cases) Lets see if they also make the biome-distribution more diverse. Currently its always the same biome-layout. Next is to see what POIs where added/changed, and updating my list. ----- Nitrogen maps work fortunately (no changes to the file formats). The prefab-list is not up to date, and several POIs get ignored (some might have changed dimensions since a17 too). Best is to copy over a main.ttw file from an existing RWG A18 map, replacing the included one. So if we use Nitrogen and copy teh main.ttw from A18 then all is good? I miss my flat map. Link to comment Share on other sites More sharing options...
Damocles Posted October 9, 2019 Author Share Posted October 9, 2019 So if we use Nitrogen and copy teh main.ttw from A18 then all is good? I miss my flat map. Using a new main.ttw might be needed for a server. Otherwise it should all run fine out of the box already. Played on my map yesterday a bit. Link to comment Share on other sites More sharing options...
Damocles Posted October 9, 2019 Author Share Posted October 9, 2019 So the stamps are for whole regions, rather than geographical features? That's got some merit, but far from ideal. The best combination would be to use 1024x1024 and maybe 2048x2048 stamps as a canvas of sorts, with 256x256 and 512x512 stamps used to add detail, such as valleys, mountains, craters, and such. Being 16bit is objectively better, however. Allows for much more detail in the terrain. In nitrogen there is a separate tool called DTMtoPNG that can be used to convert their stamps to a greyscale PNG image, if you want to have a look at the stamps. (They are in the data folder of 7DtD, such as hills02.raw) Link to comment Share on other sites More sharing options...
warmer Posted October 9, 2019 Share Posted October 9, 2019 Alpha 18 (test) version Includes the new POIs, and fixed some smaller issues in the prefab-list. I'd like to add, this avoids the terrain slicing on AMD cards. Not sure what you are doing differently, but I LIKE IT! RWG on Vanilla 7D2D RWG is simply unplayable/believable as a landscape because of the never end terrain cuts. THANKS! Link to comment Share on other sites More sharing options...
warmer Posted October 9, 2019 Share Posted October 9, 2019 Not sure if it has been brought up before, but my biggest pet peeve in RWG are those circular out of place terrain pieces around some kind of small POI. What is WEIRD, is the only way I have found to get rid of them is to turn off All lake options and use a import_HM.png for your world in order to get water. Why that makes them disappear is unclear to me, but I would love an option to remove them from the game world as it really breaks the feeling of a "real" location due to how unnatural they appear. Link to comment Share on other sites More sharing options...
Damocles Posted October 9, 2019 Author Share Posted October 9, 2019 (edited) Looks like the "craters" for small lakes. The small lakes generate a crater to ensure that water will not leak over the edge (causing the whole map to flood). They can be turned off by setting small lakes to none. The preview-map does not show the small lakes as water, only a small dot for the location of the water spawner. Small lakes are mainly a way to ensure a relatively even distribution of water sources, it the player lives in an area remote from big lakes or water towers. They can exist in higher elevations, while the big lakes have a set water level for the whole map. Edited October 9, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted October 9, 2019 Author Share Posted October 9, 2019 Playing around with the some stamps Link to comment Share on other sites More sharing options...
FiftyTifty Posted October 9, 2019 Share Posted October 9, 2019 That looks pretty cool. Have you tried adjusting each stamp's black-white range, which makes duplicate stamps look a touch different? Link to comment Share on other sites More sharing options...
Damocles Posted October 9, 2019 Author Share Posted October 9, 2019 Working on a stamp system, that can define several parameters. That could include setting the hightvariation-range per stamp. Link to comment Share on other sites More sharing options...
FiftyTifty Posted October 9, 2019 Share Posted October 9, 2019 Working on a stamp system, that can define several parameters. That could include setting the hightvariation-range per stamp. Good work, cannae wait to give it a go. Link to comment Share on other sites More sharing options...
DX72 Posted October 9, 2019 Share Posted October 9, 2019 Hi Damocles, i have texture problems with 16k-maps (8k is fine). Many things look really low-res ugly. (I have all my graphic-settings to the max.) Did i do something wrong or is this "normal" at the moment in the Alpha-18-Testversion? https://pic-hoster.net/view/70083/20191009153314_1.jpg.htm https://pic-hoster.net/view/70084/20191009154915_1.jpg.htm Link to comment Share on other sites More sharing options...
Damocles Posted October 9, 2019 Author Share Posted October 9, 2019 Its the game, and its texture-management (texture streaming etc). Cant do anything from the map-generation side here. Large towns with lots of unique POIs will probably be quite demanding on the number of textures to load. I suppose the game (or the Unity texture management) will get more optimized in the future. Link to comment Share on other sites More sharing options...
DX72 Posted October 10, 2019 Share Posted October 10, 2019 Thank you Damocles. Link to comment Share on other sites More sharing options...
SnowDog1942 Posted October 10, 2019 Share Posted October 10, 2019 Textures on roads look blurry to me, only when using Nitrogen to make the world. Is it using an outdated texture? I selected default roads in the tool Link to comment Share on other sites More sharing options...
Guppycur Posted October 10, 2019 Share Posted October 10, 2019 That'd be weird, it's using game textures. Link to comment Share on other sites More sharing options...
n2n1 Posted October 10, 2019 Share Posted October 10, 2019 To avoid getting blurred textures - try off "streaming textures" in the graphics settings. Link to comment Share on other sites More sharing options...
NL-Chaos Posted October 10, 2019 Share Posted October 10, 2019 anyone know what i do wrong ? i can generate a 16k map in 15 min but when i go to new game and start the map it always says run out of memory or something like that when the console pops up. I would love to play a 16k map and i did in the alpha 17 but is this because i only have 16gb ram and a 8gb graphics card or ? Link to comment Share on other sites More sharing options...
Damocles Posted October 10, 2019 Author Share Posted October 10, 2019 Try to create a 12k map first. (12288 x 12288) Set the map size to custom, and then enter 12288 in the field on the bottom. Link to comment Share on other sites More sharing options...
NL-Chaos Posted October 10, 2019 Share Posted October 10, 2019 Try to create a 12k map first. (12288 x 12288) Set the map size to custom, and then enter 12288 in the field on the bottom. But with alpha 17 it worked just fine, i will try your solution its just when loading the map to get ingame that it wont react or says run out of memory. it generates just fine. Link to comment Share on other sites More sharing options...
zmax32 Posted October 10, 2019 Share Posted October 10, 2019 First thanks for this great mod to create incredible maps, but I also have the problem of roads with blurred textures, only happens with NITROGEN maps. Sorry for my use English translator ja ja. Link to comment Share on other sites More sharing options...
Damocles Posted October 10, 2019 Author Share Posted October 10, 2019 But with alpha 17 it worked just fine, i will try your solution its just when loading the map to get ingame that it wont react or says run out of memory. it generates just fine. The map is the same as for A17. Only the POI list changed. But the game is more resource demanding. - - - Updated - - - First thanks for this great mod to create incredible maps, but I also have the problem of roads with blurred textures, only happens with NITROGEN maps. Sorry for my use English translator ja ja.[ATTACH=CONFIG]29499[/ATTACH] Nitrogen spawns more POIs, and closer together than RWG. The game simply runs out of texture space to load, switching to the lower res mip-maps. Check the roads when loading the game in the wilderness (less textures assigned). Link to comment Share on other sites More sharing options...
NL-Chaos Posted October 10, 2019 Share Posted October 10, 2019 The map is the same as for A17. Only the POI list changed. But the game is more resource demanding. and it generates based on name right? Link to comment Share on other sites More sharing options...
SnowDog1942 Posted October 10, 2019 Share Posted October 10, 2019 (edited) ignore this post Edited October 10, 2019 by SnowDog1942 (see edit history) Link to comment Share on other sites More sharing options...
SnowDog1942 Posted October 10, 2019 Share Posted October 10, 2019 First thanks for this great mod to create incredible maps, but I also have the problem of roads with blurred textures, only happens with NITROGEN maps. Sorry for my use English translator ja ja.[ATTACH=CONFIG]29499[/ATTACH] This is exactly what I’m seeing, with 8 gig of Ram on vid card. Weird Link to comment Share on other sites More sharing options...
Damocles Posted October 10, 2019 Author Share Posted October 10, 2019 (edited) and it generates based on name right? No, the name is not seeded. Its taking a random seed, independent of the name. Seeds dont make much sense, as there are lots of configurations that would all have to be the same for seeds to be reusable. - - - Updated - - - This is exactly what I’m seeing, with 8 gig of Ram on vid card. Weird My roads look fine in an 8k map. I have 6 GB video ram. In town, the there are so many block-types, entities and objects, that the game will load a lot of textures. We have to see how the game or Unity will improve texture streaming. 16k maps will also load a lot of data (splat maps, terrain maps) that also use a lot of memory. Try exiting and restarting the game. Also close NitroGen to make sure it is not hogging memory when running the game. Edited October 10, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
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