KingSlayerGM Posted August 1, 2021 Author Share Posted August 1, 2021 (edited) On 7/31/2021 at 3:20 AM, Cpt Krunch said: Learn to use the masking tools, they are a LOT more advanced and precise than the ones included with Nitrogen. Create maps first without any prefabs, plan and prep them, then use the masking functionality to populate them, that will avoid problems like the one above in all cases except for maybe wilderness, though i find cliff like this still pretty rare. Masking tools are about to get even more advanced with KG 12 Edited August 1, 2021 by KingSlayerGM (see edit history) 2 Link to comment Share on other sites More sharing options...
IzPrebuilt Posted August 1, 2021 Share Posted August 1, 2021 On 7/31/2021 at 2:20 AM, Cpt Krunch said: Learn to use the masking tools, they are a LOT more advanced and precise than the ones included with Nitrogen. Create maps first without any prefabs, plan and prep them, then use the masking functionality to populate them, that will avoid problems like the one above in all cases except for maybe wilderness, though i find cliff like this still pretty rare. This looks so good btw, it reminds me of the Ark Survival Evolved map The Center. Are there any good resources where I can learn to make stuff like this? 1 Link to comment Share on other sites More sharing options...
DJQuad Posted August 1, 2021 Share Posted August 1, 2021 (edited) On 7/29/2021 at 10:57 PM, DJQuad said: Yeah the water height was what I was referring to. It's typically fine as the default as far as generating rivers, lakes, etc. But for canyons, being able to draw areas where water should not be generated would be ideal. From your video, the current colors that can be draw are: city = 0,0,255 town = 0,255,0 village = 255,0,255 no pois = 255,0,0 An additional color for "no water generated here" I suppose would be a feature request if it's even possible to do that with map generation. Is this possible @KingSlayerGM 5 minutes ago, IzPrebuilt said: This looks so good btw, it reminds me of the Ark Survival Evolved map The Center. Are there any good resources where I can learn to make stuff like this? Tallman Brad's videos on YouTube Edited August 1, 2021 by DJQuad (see edit history) 2 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 1, 2021 Author Share Posted August 1, 2021 1 hour ago, DJQuad said: Is this possible @KingSlayerGM Currently no. I don't understand why that would be useful Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 1, 2021 Share Posted August 1, 2021 5 hours ago, IzPrebuilt said: This looks so good btw, it reminds me of the Ark Survival Evolved map The Center. Are there any good resources where I can learn to make stuff like this? Thanks, this is my adaptation of a KG stock map by a guy named Ashraio. Feel free to stop by my Discord, there are a handful of us who discuss projects and trade techniques for different stuff.https://discord.gg/tsmneMRk53 Ive also got a handful of videos Ive done on some different techniques. The videos were made for use with Nitro, but everything shown in the vids can be adapted for use with KG tools. I will definitely be doing some new videos for use with KG at some point during A20.https://www.youtube.com/channel/UCJovg616UQg1Q4VtXn-nDHw 1 Link to comment Share on other sites More sharing options...
Boidster Posted August 1, 2021 Share Posted August 1, 2021 5 hours ago, KingSlayerGM said: Currently no. I don't understand why that would be useful Don't know about @DJQuad's use case, but dry lakebeds in otherwise water-strewn maps is one. If I have it right (pretty much a n00b) there are two options for putting water into your map: 1) Set the water level and every location beneath that level has water 2) Create a custom water map and put your water exactly where you want it, at the level you want it It could be useful to have a third option: 3) Create a custom no-water map and otherwise use the default water level value to fill in low areas. If you want most of your map to behave "normally" with regard to water level, but want this one specific place to remain dry even though it's a low point on the map, option 3 would be much easier than hand-drawing all the water using option 2. You could just crudely mask off the dry lakebed/canyon (don't even have to be particularly careful about getting the borders right) and let the default water generator do its thing except in the masked area. Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 1, 2021 Author Share Posted August 1, 2021 3 minutes ago, Boidster said: Don't know about @DJQuad's use case, but dry lakebeds in otherwise water-strewn maps is one. If I have it right (pretty much a n00b) there are two options for putting water into your map: 1) Set the water level and every location beneath that level has water 2) Create a custom water map and put your water exactly where you want it, at the level you want it It could be useful to have a third option: 3) Create a custom no-water map and otherwise use the default water level value to fill in low areas. If you want most of your map to behave "normally" with regard to water level, but want this one specific place to remain dry even though it's a low point on the map, option 3 would be much easier than hand-drawing all the water using option 2. You could just crudely mask off the dry lakebed/canyon (don't even have to be particularly careful about getting the borders right) and let the default water generator do its thing except in the masked area. You can already achieve what you are asking throught the water map. Black is "no water" Link to comment Share on other sites More sharing options...
Boidster Posted August 1, 2021 Share Posted August 1, 2021 (edited) 9 minutes ago, KingSlayerGM said: You can already achieve what you are asking throught the water map. Black is "no water" Right, except to adjust the water level (in the "yes water" area) requires adjusting the map instead of just using the KG control. So if I have a map with many lakebeds and rivers and streams and I just want one area masked off as "no water" and then I want to use the KG water level control to fill in the rest (which allows me to easily adjust it and regen the map as many times as I want), I can't do that now. I have to create the water map with its black area and test it. Nudge the RGB up or down a bit in the non-black areas, resave the map, try again. Might be nice to just click on the KG control with just a simple no-water-only mask in effect. It'd be a quality-of-life improvement is all; the desired result is definitely doable with the existing custom water map. Edited August 1, 2021 by Boidster (see edit history) Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 1, 2021 Author Share Posted August 1, 2021 (edited) Version 0.12.0 released! Old POIs lists are no longer compatible with this version. Read the guide for more information. Here is what's new: Fixed bug with combobox highlight Fixed repetion of pois in the same hub Added option to check before writing over existing worlds Added snow to maps that have no mountains Improved visibility of community heightmaps Improved terrain roughness option (now terrain can be truly flat or more rouugh than before) Added "POIs mode" for debugging prefabs (all pois are placed in a flat world) Added option to view and save the default vanilla POIs list Added old west settlements Added tag "required" to the POIs list (a required POI is guaranteed to be placed in the world) Added tag "unique" to the POIs list (a uniquePOI cannot be placed more than once in the whole world) Added feedback when there is a problem in the POIs list Added custom POIs zones support (zones are districts of a hub) Added custom hubs support (hubs are clusters of buildings like cities, towns or villages) 24 minutes ago, Boidster said: Right, except to adjust the water level (in the "yes water" area) requires adjusting the map instead of just using the KG control. So if I have a map with many lakebeds and rivers and streams and I just want one area masked off as "no water" and then I want to use the KG water level control to fill in the rest (which allows me to easily adjust it and regen the map as many times as I want), I can't do that now. I have to create the water map with its black area and test it. Nudge the RGB up or down a bit in the non-black areas, resave the map, try again. Might be nice to just click on the KG control with just a simple no-water-only mask in effect. It'd be a quality-of-life improvement is all; the desired result is definitely doable with the existing custom water map. I don't like this solution because it requires 2 files just to control water. It is redundant to me and other users might find it confusing. Edited August 1, 2021 by KingSlayerGM (see edit history) 6 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 1, 2021 Author Share Posted August 1, 2021 Here is an example of custom hubs and zones using the newest CompoPack list. You can see new colors in the top right corner and you can see them used in some villages in the generated map. 4 Link to comment Share on other sites More sharing options...
stallionsden Posted August 1, 2021 Share Posted August 1, 2021 8 minutes ago, KingSlayerGM said: Here is an example of custom hubs and zones using the newest CompoPack list. You can see new colors in the top right corner and you can see them used in some villages in the generated map. Brilliant work @KingSlayerGM 1 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 1, 2021 Author Share Posted August 1, 2021 2 minutes ago, stallionsden said: Brilliant work @KingSlayerGM Thanks Link to comment Share on other sites More sharing options...
Gouki Posted August 1, 2021 Share Posted August 1, 2021 38 minutes ago, KingSlayerGM said: Here is an example of custom hubs and zones using the newest CompoPack list. You can see new colors in the top right corner and you can see them used in some villages in the generated map. Hi everyone Thank you very much for this great job, you are the best KingSlayerGM. 4 Link to comment Share on other sites More sharing options...
Cpt Krunch Posted August 2, 2021 Share Posted August 2, 2021 13 hours ago, DJQuad said: Is this possible @KingSlayerGM If Im understanding what you are asking for, you want dry areas on terrain that would otherwise by filled with water do to the height of the area, ie dry lake beds, dry river beds etc? There is a way to do this is this is what you are asking. Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted August 2, 2021 Share Posted August 2, 2021 (edited) Has anyone found any issues with cities? I just spun up a new map using same inputs as before, but now my big city has a lot of empty space in it? Yet the towns and villages are filled up as normal. It's just the city that's affected. Edited August 2, 2021 by Dark_Shadow_231 (see edit history) 1 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 Just now, Dark_Shadow_231 said: Has anyone found any issues with cities? I just spun up a new map using same inputs as before, but now my big city has a lot of empty space in it? are you using a custom poi list? Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted August 2, 2021 Share Posted August 2, 2021 1 minute ago, KingSlayerGM said: are you using a custom poi list? No. Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 Just now, Dark_Shadow_231 said: No. Can I see screenshots of the preview and the settings page? Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted August 2, 2021 Share Posted August 2, 2021 (edited) 6 minutes ago, KingSlayerGM said: Can I see screenshots of the preview and the settings page? Sure, give me a sec, I'll upload a full dump to google, the actual complete map previously generated and what's happening now. 6 minutes ago, KingSlayerGM said: Can I see screenshots of the preview and the settings page? https://drive.google.com/drive/folders/1cEhKnQj4xmacOjCun1Lr5nG-EvkmFyqC?usp=sharing Map C was generated on a previous version, D and D1 I just updated Kingen and generated a few mins ago. I've tried 6 minutes ago, Dark_Shadow_231 said: Sure, give me a sec, I'll upload a full dump to google, the actual complete map previously generated and what's happening now. https://drive.google.com/drive/folders/1cEhKnQj4xmacOjCun1Lr5nG-EvkmFyqC?usp=sharing Map C was generated on a previous version, D and D1 I just updated Kingen and generated a few mins ago. I've tried changing a couple of things like the cities grid but to no avail. Edited August 2, 2021 by Dark_Shadow_231 (see edit history) Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 24 minutes ago, Dark_Shadow_231 said: Sure, give me a sec, I'll upload a full dump to google, the actual complete map previously generated and what's happening now. https://drive.google.com/drive/folders/1cEhKnQj4xmacOjCun1Lr5nG-EvkmFyqC?usp=sharing Map C was generated on a previous version, D and D1 I just updated Kingen and generated a few mins ago. I've tried I've tried changing a couple of things like the cities grid but to no avail. Send me just 1 image with the preview and the settings used Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted August 2, 2021 Share Posted August 2, 2021 3 minutes ago, KingSlayerGM said: Send me just 1 image with the preview and the settings used All in that folder, but if you just want config and preview file. https://drive.google.com/drive/folders/1So0q6SnOjSIK9obOE8sV6fdIg6WeniI-?usp=sharing Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 (edited) 6 minutes ago, Dark_Shadow_231 said: All in that folder, but if you just want config and preview file. https://drive.google.com/drive/folders/1So0q6SnOjSIK9obOE8sV6fdIg6WeniI-?usp=sharing there aren't enough vanilla pois to fill that city in the wasteland without repetition Edited August 2, 2021 by KingSlayerGM (see edit history) Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted August 2, 2021 Share Posted August 2, 2021 (edited) 4 minutes ago, KingSlayerGM said: there aren't enough vanilla pois to fill that city in the wasteland without repetition Is there a way to allow repetition? Or use POI's from other biomes? Edited August 2, 2021 by Dark_Shadow_231 (see edit history) Link to comment Share on other sites More sharing options...
KingSlayerGM Posted August 2, 2021 Author Share Posted August 2, 2021 2 minutes ago, Dark_Shadow_231 said: Is there a way to allow repetition? Or use POI's from other biomes? Other users complained a lot about repetition.... I am gonna try to allow pois from other biomes and see if this solves the issue. Link to comment Share on other sites More sharing options...
Dark_Shadow_231 Posted August 2, 2021 Share Posted August 2, 2021 Definitely a valid point, repetition can be an issue. Thanks for looking into this and diagnosing so swiftly. I may have asked this before but is there a donate link? Link to comment Share on other sites More sharing options...
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