Dinovash Posted October 31, 2019 Share Posted October 31, 2019 I have just uploaded a new Version testing out smoother curving roads. The long distance roads are currently without cracks/grass spots in the surface. Looks more similar to RWG. Have a look. (v0.441) The generation time should also be faster now. I'll give that a try, thanks. Keep up the good work Link to comment Share on other sites More sharing options...
legendfire77 Posted October 31, 2019 Share Posted October 31, 2019 (Google translator) Hello everyone, could someone tell me step by step how to make this great tool work with the Compo-Pack? I am very clumsy about modifying things. Thank you. Link to comment Share on other sites More sharing options...
Damocles Posted October 31, 2019 Author Share Posted October 31, 2019 You need CompoPack 39. (copy its Prefabs into the 7 Days To Die\Data\Prefabs folder) In Nitrogen (get the newest version), rename the prefablist_CompoPack_39.txt to prefablist.txt (in the folder resources) Start NitroGen, and generate a map. Copy the generated folder of the world into the ...AppData\Roaming\7DaysToDie\GeneratedWorlds Start a new game, and look for the new world in the list Link to comment Share on other sites More sharing options...
Sam_Neill Posted October 31, 2019 Share Posted October 31, 2019 small spelling error: its wasteland Is there an option to create without burnt forest and wasteland ? Or maybe make a ticker box to choose the biomes you want, and deselecting the ones you dont want ? Maybe even with an amount setting for each biome ? Link to comment Share on other sites More sharing options...
legendfire77 Posted October 31, 2019 Share Posted October 31, 2019 You need CompoPack 39. (copy its Prefabs into the 7 Days To Die\Data\Prefabs folder) In Nitrogen (get the newest version), rename the prefablist_CompoPack_39.txt to prefablist.txt (in the folder resources) Start NitroGen, and generate a map. Copy the generated folder of the world into the ...AppData\Roaming\7DaysToDie\GeneratedWorlds Start a new game, and look for the new world in the list thank you Link to comment Share on other sites More sharing options...
Damocles Posted October 31, 2019 Author Share Posted October 31, 2019 (edited) [ATTACH=CONFIG]30304[/ATTACH] small spelling error: its wasteland Is there an option to create without burnt forest and wasteland ? Or maybe make a ticker box to choose the biomes you want, and deselecting the ones you dont want ? Maybe even with an amount setting for each biome ? "Normal" will not spawn burned forest and wasteland. (i think those biomes look unpleasant, and are mainly in the default settings for their resources) I mainly tried to keep using dropdowns, as the UI could get messy quickly. But true, I will have to change up some UI design elements to be fore flexible. Fixed the spelling Edited October 31, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
Panachronic Posted October 31, 2019 Share Posted October 31, 2019 Good day folks, First off still loving this and the changes you have been making, thank you for your efforts. Secondly, does anyone have a decent water edge height map they use (8k)? I have been playing about about with a custom height map to give the world a water border similar to the one the vanilla RWG gave me as I quite like it instead of a wasteland (I like the island feel to it). I am, however, ♥♥♥♥e at making a decent looking realistic blend between land and water and wondering if anyone else had success they would like to share? No worries if not, just thought I would ask Other than that, still enjoying this tool to spice things up from the standard RWG Link to comment Share on other sites More sharing options...
LewZephyr Posted October 31, 2019 Share Posted October 31, 2019 Quick question, I didn't see it in the first few posts. What are Cracks? none or Vicious Thanks. Link to comment Share on other sites More sharing options...
Damocles Posted October 31, 2019 Author Share Posted October 31, 2019 Cracks are a little fun Item I implemented when doing the rivers. They are very steep and deep ravines, that are not visible on flat land, unless you are close. So be careful driving at night, and keep on the roads. Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 1, 2019 Share Posted November 1, 2019 Just want to say "Thanks" for this great tool! Also: with the last update the "generating speed" is just awesome. Went from 45-60 mins for a 12k map to 10-15 mins. Almost the same settings regarding city sizes etc.. Link to comment Share on other sites More sharing options...
Damocles Posted November 1, 2019 Author Share Posted November 1, 2019 Yes, the road calculation sped up a lot with some changes. The newest version is v0.441. (more curving roads) For me, Chrome seems to cache the downloads, downloading an older verion. Try to use an "icognito" window or another browser to download the most recent version. Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 1, 2019 Share Posted November 1, 2019 (edited) Yes, the road calculation sped up a lot with some changes. The newest version is v0.441. (more curving roads) For me, Chrome seems to cache the downloads, downloading an older verion. Try to use an "icognito" window or another browser to download the most recent version. Well I was on 0.440. Will try the new version now. Thx. EDIT: oh, btw: I updated the prefablist.txt for Compo-Pack 40. Maybe someone needs it.... [ATTACH]30318[/ATTACH]prefablist.txt Edited November 1, 2019 by Mjoelnir.hh added prefablist.txt (see edit history) Link to comment Share on other sites More sharing options...
Blurt Posted November 1, 2019 Share Posted November 1, 2019 Well I was on 0.440. Will try the new version now. Thx. EDIT: oh, btw: I updated the prefablist.txt for Compo-Pack 40. Maybe someone needs it.... Ah nice! I was looking for the updated list. I looked at the file myself last night but I was too tired to do anything with it. Thanks Mjoelnir! And thanks Damocles for such an awesome tool Link to comment Share on other sites More sharing options...
zewtastic Posted November 1, 2019 Share Posted November 1, 2019 I recently noticed that map generation for A18 seems to have changed from previous alpha's. This seems like a good thread to ask in. I'm curious how to now make your own custom Splat3 (roads) png. As I see some TGA files are now generated. Link to comment Share on other sites More sharing options...
Magoli Posted November 1, 2019 Share Posted November 1, 2019 thx Damocles for adding the new zone-features I will check it out and play around with it this weekend. Iam pretty sure the next CP will be a Nitrogen-world. Link to comment Share on other sites More sharing options...
Sam_Neill Posted November 1, 2019 Share Posted November 1, 2019 I recently noticed that map generation for A18 seems to have changed from previous alpha's. This seems like a good thread to ask in. I'm curious how to now make your own custom Splat3 (roads) png. As I see some TGA files are now generated. Maybe take a look here. Link to comment Share on other sites More sharing options...
Damocles Posted November 1, 2019 Author Share Posted November 1, 2019 (edited) thx Damocles for adding the new zone-features I will check it out and play around with it this weekend. Iam pretty sure the next CP will be a Nitrogen-world. I can add some more zones to the list if you need it. Your Asia POIs for example could be assigned to one of the town zones. This will spawn a settlement just with asian style POIs. Or a 50/50 mix of Asian style and normal POIs like gas stations. - - - Updated - - - I recently noticed that map generation for A18 seems to have changed from previous alpha's. This seems like a good thread to ask in. I'm curious how to now make your own custom Splat3 (roads) png. As I see some TGA files are now generated. The splat3.png is not all that diffent to A17. You can use the splatfixer tool in NitroGen to either convert a self edited splat to the correct format, OR make a correct splat image viewable again. The generated splats are PNG. The game will later process them into 2 TGA images. (one for roads, one for dirt-texture used at the water locations) Basically, make a black image, paint red and green lines for the roads. Then use the splatfixer for the final game version. Not quite sure what the blue channel is used for. Could be for water areas. In any case, RWG also almost never uses that channel either. Edited November 1, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
Sam_Neill Posted November 1, 2019 Share Posted November 1, 2019 (edited) The splat3.png is not all that diffent to A17. You can use the splatfixer tool in NitroGen to either convert a self edited splat to the correct format, OR make a correct splat image viewable again. The generated splats are PNG. The game will later process them into 2 TGA images. (one for roads, one for dirt-texture used at the water locations) Basically, make a black image, paint red and green lines for the roads. Then use the splatfixer for the final game version. Oh i didnt know this Tool existed too, i did it manually all the time and explained it in Red Eagles Tutorial in the link above. Nice ! Question: Do you know what the blue texture is for in the splat files ? I saw it used in navezgane maps especially at the side of rivers/lakes, sometimes near roads in the desert places. I did suspect something like a smoothing variant to make shores looking better, cause it is used in prefabs too (if you check the processed splats). Edited November 1, 2019 by Sam_Neill (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted November 1, 2019 Author Share Posted November 1, 2019 (edited) Im not 100% sure. I know that the splat4_procesed.tga file will mark the dirt-texture for water. Adding the blue channel to the splat3.png made some blurry effect. I did not test that properly. maybe you can make a plat with several rectangels mixing the red,green and blue channels, to see the effect. For now I ignore the blue channel. (as does RWG unless for some spots in some POIs) The alpha channel also has an effect in splat3.png . I just keep it at 0, looks fine. Maybe with some tests I can find some more dedicated uses for it. Edited November 1, 2019 by Damocles (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted November 1, 2019 Author Share Posted November 1, 2019 Sad info for the ambitious: The game cannot handle maps larger than 16k. (Nitrogen can, but well). The game cannot load textures larger than 16k, a limit by Unity. (biomes.png is one of those) I keep a larger custom size just for fun. You can still enjoy the preview map, print it out and play tabletop games on it. Link to comment Share on other sites More sharing options...
stallionsden Posted November 1, 2019 Share Posted November 1, 2019 Sad info for the ambitious: The game cannot handle maps larger than 16k. (Nitrogen can, but well). The game cannot load textures larger than 16k, a limit by Unity. (biomes.png is one of those) I keep a larger custom size just for fun. You can still enjoy the preview map, print it out and play tabletop games on it. Haha lol beat me to trying it lol. 16k is plenty tho in all honesty and in love large maps.. went straight for the juggler the BIG 16K.... ever since starting using this tool and havent looked back Link to comment Share on other sites More sharing options...
LewZephyr Posted November 1, 2019 Share Posted November 1, 2019 Having fun messing with the generator and have a few questions. Is there a legend for what the map generates? Like whats a yellow/blue/red/green/white building? example map snapshot: https://i.imgur.com/mVRCH0J.png When selecting the option on traders. Is it a formula on the size of the map. i.e. I am using default # of traders. 8k Vs 16k does a 16 have more traders because its larger or is the default a static # does not care about size? That I am assuming the # increases depending on the map size, but just checking. Thanks... really awesome tool. Link to comment Share on other sites More sharing options...
Damocles Posted November 1, 2019 Author Share Posted November 1, 2019 here the hex for the RGB colors "houses" = A0A000 "mountain" = B0B0D0 "alone" = 904040 "farm" = 70F000 "citycenter" = 70F0F0 "industrial" = 0000F0 "trader" = F000F0 "carlot" = 00A0A0 basically, the trader is purple, and the citycenter cyan. POIs can belong to different zones, so they sometimes show a differnt color than their neighbors of the same zone Link to comment Share on other sites More sharing options...
Mjoelnir.hh Posted November 1, 2019 Share Posted November 1, 2019 (edited) Made a few pretty nice looking maps with the newest build! Streets/Roads seem to be even more "natural". Great work. What I noticed is, that the spawn (if setted to "single spawnpoint CO-OP") is often on mountains or trees, broke my leg or died several times. Also, cities are mostly generated at the outside of the map and not so much in the middle. Example: https://i.imgur.com/c5eP1hC.jpg It would be really cool to have an option to save settings under different names. Right now I'm just doing my "setup" in the GUI and save the configUI.txt, so I can use it later again if I want to. It's no big deal to save a bunch of .txt files and copy them to the resources folder if I want to use a specific setting but would be easier to have an option build in. My ♥♥♥♥ty english... I hope you get what I mean. Edited November 1, 2019 by Mjoelnir.hh (see edit history) Link to comment Share on other sites More sharing options...
morggin Posted November 3, 2019 Share Posted November 3, 2019 Damocles I have watched the vanilla 7dtd RWG generate town names in the log. Dose yours also generate a name for each town / city placed? It would be awsome if i could somehow access each town name so i could at least go through and manually build my own town / city billboard. Link to comment Share on other sites More sharing options...
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