gpcstargate Posted November 10, 2019 Share Posted November 10, 2019 10224 is the best value here. But 10000 should also work technically. Let me add some more sizes into the dropdown. Thank you for the reply .. I tried a 10240 .. but was kinda laggy with the Mod package by Graff, So I deleted it. Hope you have a great week coming Link to comment Share on other sites More sharing options...
SickWolf Posted November 11, 2019 Share Posted November 11, 2019 Complete terminal: $ java -Xmx8G -jar nitrogen.jar DARK_THEME -> 1 FONT_SIZE -> 11.0 TER_MIN_HIGHT -> 4 TER_WATER_SPAWN_AT -> 33 TER_BASE_HIGHT -> 35 TER_MAX_HIGHT -> 255 ALTITUDE_SNOW -> 170 ALTITUDE_SNOW_SCATTERED -> 165 MAP_BORDER -> 200 ROAD_TO_FEW -> 2 ROAD_TO_DEFAULT -> 3 ROAD_TO_MANY -> 4 ROAD_TO_REMOTE_POI_FEW -> 4 ROAD_TO_REMOTE_POI_DEFAULT -> 1 ROAD_TO_REMOTE_POI_MANY -> 1 FORCE_POI_FACE_SOUTH -> 1 CITY_GRID_ALIGN_TIGHT -> 56 CITY_GRID_ALIGN_MEDIUM -> 60 CITY_GRID_ALIGN_WIDE -> 64 CITY_GRID_ALIGN_RANDOMIZE -> 3 STREET_WIDE_ASPHALT -> 10 STREET_EXTEND_ASPHALT -> 32 STREET_DAMAGED_ASPHALT -> 15 STREET_WIDE_GRAVEL -> 6 STREET_EXTEND_GRAVEL -> 12 STREET_DAMAGED_GRAVEL -> 4 LOT_SMOOTH_OUTER -> 12.0 LOT_SMOOTH_INNER -> 4.0 LOT_CITY_SMOOTH_OUTER -> 30 LOT_CITY_SMOOTH_INNER -> 10.0 GEN_CRATER_BASE -> 5 GEN_CRATER_MANY -> 18 GEN_BURNED_FOREST_BASE -> 3 GEN_BURNED_FOREST_MANY -> 10 GEN_CRACKS -> 16 BIOME_NORTH -> 0.17 BIOME_SOUTH -> 0.17 RIVERS_FACTOR -> 3.0 loaded array: tTraders -> 0,1,2,3,5, PLAYER_SPAWNPOINTS -> 8 loaded array: tCities -> 0.0,0.8,1.4,2.0,3.0,4.5, loaded array: tTowns -> 0,1,2,4,7,10, loaded array: tOldWest -> 0,1,2,3,5,8, loaded array: tFarms -> 0,2,5,11,16,20, loaded array: tCustomTowns -> 0,1,2,4,7,12, loaded array: tRedNecks -> 0,2,4,8,14,20, loaded array: tOutback -> 0,10,30,60,90,170, loaded array: tMountainHuts -> 0,5,10,25,40,80, loaded array: tLakes -> 0,10,20,40,80,160, loaded array: tBigLakes -> 0,4,8,16,20,28, cityMinimumDistance -> 1200 POI_MIN_DISTANCE_TO_OTHER -> 4 MIN_DIST_OTHER_SETTLEMENT -> 40 MIN_DIST_SETTLEMENT_TO_CITY -> 500 cityTerrainCheckRadius -> 200 cityTerrainCheckMinElevation -> 34 cityTerrainCheckMaxElevation -> 65 townTerrainCheckRadius -> 120 townTerrainCheckMinElevation -> 34 townTerrainCheckMaxElevation -> 75 farmTerrainCheckRadius -> 40 farmTerrainCheckMinElevation -> 34 farmTerrainCheckMaxElevation -> 80 outbackTerrainCheckRadius -> 20 outbackTerrainCheckMinElevation -> 34 outbackTerrainCheckMaxElevation -> 90 mountainTerrainCheckRadius -> 20 mountainTerrainCheckMinElevation -> 90 mountainTerrainCheckMaxElevation -> 230 lakeTerrainCheckRadius -> 30 lakeTerrainCheckMinElevation -> 34 lakeTerrainCheckMaxElevation -> 110 ROAD_SMOOTH_A_INNER -> 4 ROAD_SMOOTH_A_OUTER -> 10 ROAD_SMOOTH_A_SCAN -> 3 ROAD_DRAW_A_WIDE -> 2 ROAD_SMOOTH_B_INNER -> 5 ROAD_SMOOTH_B_OUTER -> 14 ROAD_SMOOTH_B_SCAN -> 3 ROAD_DRAW_B_WIDE -> 3 ROAD_SMOOTH_C_INNER -> 5 ROAD_SMOOTH_C_OUTER -> 18 ROAD_SMOOTH_C_SCAN -> 4 ROAD_DRAW_C_WIDE -> 4 ROAD_HIGHT_ROUGH -> 65 ROAD_HIGHT_TRAIL -> 90 ROAD_SIDE_SMOOTHING_STRENGHT -> 0.3 NitroGen v0.450, a 7 Days To Die World Map Generator by Damocles (2019) Hit 'GENERATE WORLD' to create a default 8K map. The world data will be saved to a folder (map name) inside the output folder. You will have to copy the created world-files folder to your 'GeneratedWorlds' Directory for 7 DaysToDie It should be somewhat like this: C:\Users\--MyUserName--\AppData\Roaming\7DaysToDie\GeneratedWorlds Then you can start a new world from within the game (the generated world-name will show up in the selection when starting a new world) Hint: close the Explorer window of the GeneratedWorlds folder after copying the world over, as A18 likes to throw an access violation when having an active explorer window for the world-files. v0.450 -added larger wasteland and burned fores biomes -build for Alpha 18 -new city grid layout Current working directory: /media/DarkHawk/Games/7DTD Mods/NitroGen_WorldGenerator (please check if this is valid) creating output directory: mymap /media/DarkHawk/Games/7DTD Mods/NitroGen_WorldGenerator/output/mymap output directory created running generation thread I just press the GENERATE WORLD once it opens, nothing else. The Output to path looks fine. Java thread CPU 0% RAM 87.6 MB. I ran the command multiple time, it creates the folder but that's it. I'll try redownloading it and reboot my computer to make sure it's not that. Will report back. Link to comment Share on other sites More sharing options...
Flynn Posted November 11, 2019 Share Posted November 11, 2019 (edited) I'm not sure what exactly is going on here but I simply cannot make a map bigger than 8k. I've uninstalled all java versions. Made sure I downloaded the x64 version and installed it. Used the batch file to increase my heap size to 12GB using -Xmx12G. But every time I go to make the map it gets to the 2nd exporting point after having generated the world, gets to about 3.9GB (4.1GB if using the .exe version) and then hits a memory exception. Pictures here: https://imgur.com/a/nwIHjjq [EDIT] NEVERMIND! FIXED IT!!! God damn it took me long enough. Turns out it was the "Picked up _Java_Options: Xmx4G" that was ♥♥♥♥ing with it. Turns out there was for some reason this was added to the System Variables which was overiding any and all increases to RAM that I gave java. If anyone else is noticing they have this too, this link will help fix it: [/EDIT] Edited November 11, 2019 by Flynn (see edit history) Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 Wonderful ,Damocles Great work,keep it up. Edit: quick question could be eliminated the radiation of border biome or is it harcoded. I set it to be very thin now. Its not really needed at all, and could be skipped if the border is water anyhow. If there is none, it might make some players travel too far and fall of the edge of the world. Link to comment Share on other sites More sharing options...
nofunbeingadmin Posted November 11, 2019 Share Posted November 11, 2019 Quick question about importing a heightmap, what height range should it be? Just want to make sure I get scaling correct Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 Complete terminal: $ java -Xmx8G -jar nitrogen.jar .... creating output directory: mymap /media/DarkHawk/Games/7DTD Mods/NitroGen_WorldGenerator/output/mymap output directory created running generation thread I just press the GENERATE WORLD once it opens, nothing else. The Output to path looks fine. Java thread CPU 0% RAM 87.6 MB. I ran the command multiple time, it creates the folder but that's it. I'll try redownloading it and reboot my computer to make sure it's not that. Will report back. Not sure why it hangs, and not create some Exception at least. (try a small 4k map first) Maybe you try running the biomefixer tool in the tools folder, (with the small example biome) to see if it creates an output png. It also does loading and saving, but is much simpler. -> To see if your environment itself can run the basic I/O processes needed. Link to comment Share on other sites More sharing options...
Lain Posted November 11, 2019 Share Posted November 11, 2019 So ive been experimenting on making my island homes map and using some STL models i made and forced them in to png and edited it around, they make really nice islands, but my trouble is the preview of it is fliped and rotated, what causes that? do i have to play around and keep fliping the import_HM in my paint.net till it looks correct?, Also noticed its not making any Snow or desert say like ontop of the mountains i suppose i'll have to use mask? still learning all this never done it before. but if ya'll want to see what i have as import_hmi can show it ( also does the file size matter? 4096x4096 should i shrink it after edit it? as currently the map is making lovely accurate valleys) Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 So ive been experimenting on making my island homes map and using some STL models i made and forced them in to png and edited it around, they make really nice islands, but my trouble is the preview of it is fliped and rotated, what causes that? do i have to play around and keep fliping the import_HM in my paint.net till it looks correct?, Also noticed its not making any Snow or desert say like ontop of the mountains i suppose i'll have to use mask? still learning all this never done it before. but if ya'll want to see what i have as import_hmi can show it ( also does the file size matter? 4096x4096 should i shrink it after edit it? as currently the map is making lovely accurate valleys) The hightmap is flipped horizontally. — Due to the game using a flipped coordinate system. (Bottom to top) So you need to flip bottom/top before importing the map. Biomes are only applied fully in the generated map. There is however snow on really high mountains (have a look at the example import) The snow altitude can edited in the config file. But better it would be to create your own biome map. (So you have full control) The mask is used to define allowed POI positions and city spawn locations Link to comment Share on other sites More sharing options...
nofunbeingadmin Posted November 11, 2019 Share Posted November 11, 2019 Any chance you could make the custom map size, save between restarts? Resets back to 4096 everytime Link to comment Share on other sites More sharing options...
Fanatical_Meat Posted November 11, 2019 Share Posted November 11, 2019 Could someone please explain where the map output files go when you are running the server files. I’ve watched a couple videos but they either skip that step or the resolution is too poor to see where they go. I’ve generated a world that I like how do I add that map to my home server? Link to comment Share on other sites More sharing options...
Lain Posted November 11, 2019 Share Posted November 11, 2019 Ahh a high detail test of maui county, the islands arent -exactly- in the correct positions, also increased the size of 3 other islands around maui, i removed everything as to generate just to see what kind of biomes get generated, it seems im lacking things like burnt wastelands forests and deserts, looks like i got the snow though, how to do the biomes, i wouldnt mind forcing the island furthest south to be desert only Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 [ATTACH=CONFIG]30500[/ATTACH] Ahh a high detail test of maui county, the islands arent -exactly- in the correct positions, also increased the size of 3 other islands around maui, i removed everything as to generate just to see what kind of biomes get generated, it seems im lacking things like burnt wastelands forests and deserts, looks like i got the snow though, how to do the biomes, i wouldnt mind forcing the island furthest south to be desert only Looks good. And for such a realistic type of map its better anyhow to manually edit the missing biomes, to make it look good. Link to comment Share on other sites More sharing options...
Lain Posted November 11, 2019 Share Posted November 11, 2019 So this any good? and where do i place the biome file back in the map directory or do i need to feed it in to the tool and regenerate it? not sure how that works Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 [ATTACH=CONFIG]30501[/ATTACH] So this any good? and where do i place the biome file back in the map directory or do i need to feed it in to the tool and regenerate it? not sure how that works Always run it through the biome fixer tool, to make sure its format correct. Apart from that just overwrite the old one after you are done with the generation. The POIs dont care for the biome when they get generated. Link to comment Share on other sites More sharing options...
Fanatical_Meat Posted November 11, 2019 Share Posted November 11, 2019 @damocles Where do the map files go when running on a home server? I’d like to get one running today Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 In the first page there are some explanations. I never set up a server, so my guess is only that it can load it from the same location (new subfoler) as the generated RWG mapfiles where stored. Link to comment Share on other sites More sharing options...
Lain Posted November 11, 2019 Share Posted November 11, 2019 thank you for the help, definatly making this map making enjoyable, now i just need to make a mask so that the roads ect dont generate out on the water like i been seeing XD Link to comment Share on other sites More sharing options...
gpcstargate Posted November 11, 2019 Share Posted November 11, 2019 @damocles Where do the map files go when running on a home server? I’d like to get one running today Never done a server .. But I would think the same as normal. In the roaming file under system name where the 7d2d files go "GeneratedWorlds". But I might be wrong, but it's worth a look Link to comment Share on other sites More sharing options...
Tim2500 Posted November 11, 2019 Share Posted November 11, 2019 Is there any way of getting traders in the city and upping the number of traders? ....Thanks. Link to comment Share on other sites More sharing options...
LewZephyr Posted November 11, 2019 Share Posted November 11, 2019 @damocles Where do the map files go when running on a home server? I’d like to get one running today If your running the dedicated server it goes here: .......\steamcmd\7_days_to_die_server\Data\Worlds In that folder you will see the other pregenned worlds that are default in the game. Navezgane, PREGEN01-03, etc. Link to comment Share on other sites More sharing options...
zmax32 Posted November 11, 2019 Share Posted November 11, 2019 With version 0.450 the 4k maps come out without merchants or with 1, very few times I come out 5 or 6 and I put it in the option of many. Thank you Link to comment Share on other sites More sharing options...
gpcstargate Posted November 11, 2019 Share Posted November 11, 2019 Is there any way of getting traders in the city and upping the number of traders? ....Thanks. Upper right hand Corner of map maker .. their is a selection _ Traders .. if you want more _ use many or lots .. Lots = about 20+ on a map. under it is a selection location .. best you can do is _ Near Town .. and that will put them around the cities or town .. but Not in them .. but it is damn close .. for me within a couple of blocks. Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 With version 0.450 the 4k maps come out without merchants or with 1, very few times I come out 5 or 6 and I put it in the option of many. Thank you There was a change in the placement procedure, I can check if that affects the traders. For now, have a look at the preview map to see if there are enough (purple) Link to comment Share on other sites More sharing options...
Damocles Posted November 11, 2019 Author Share Posted November 11, 2019 Added an experimental build v0.460. -new UI layout -prefablists dropdown (lists can be configured using configPrefablists.txt), currently vanilla and the older CompoPack 39 -more size presets (4k,6k,8k,10k,12k,14k,16k) -removed traders spawn bug Link to comment Share on other sites More sharing options...
zmax32 Posted November 11, 2019 Share Posted November 11, 2019 I have made 10 4k test maps in V.460 and all of them have 2 or 3 dealers, I think it's the right thing for the size. Thank you very much for your effort and work.: sonrisa-nueva: Link to comment Share on other sites More sharing options...
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