Charger265 Posted June 20, 2021 Share Posted June 20, 2021 (edited) @KingSlayerGM I would really appreciate some insight into where i am going wrong. Currently trying to generate maps using WOW (War of the Walkers) poi list. I am guessing it is a file format issue as you clearly state that all prefabs that dont meet the specific rules they are ignored which is exactly what is happening. My thinking was to use the in app poi gen tool which provides the below format Vanilla poi: water_tower_03,21,21,24,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,town/rural/city,residentialold/industrial/residentialnew WOW poi: wotw_Business_AutoShop1,32,15,32,-5,0,burnt_forest/snow/pine_forest/desert/wasteland,,commercial I guess the question is what do i need to edit in the prefabs to make them work with Kingen? Edited June 20, 2021 by Charger265 (see edit history) Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 20, 2021 Author Share Posted June 20, 2021 24 minutes ago, Charger265 said: @KingSlayerGM I would really appreciate some insight into where i am going wrong. Currently trying to generate maps using WOW (War of the Walkers) poi list. I am guessing is a format issue as you clearly state that all prefabs that done meet the specific rules they are ignored which is exactly what is happening. My thinking was to use the in app poi gen tool which provides the below format Vanilla poi: water_tower_03,21,21,24,-1,2,burnt_forest/snow/pine_forest/desert/wasteland,town/rural/city,residentialold/industrial/residentialnew WOW poi: wotw_Business_AutoShop1,32,15,32,-5,0,burnt_forest/snow/pine_forest/desert/wasteland,,commercial I guess the question is what do i need to edit in the prefabs to make them work with Kingen? It looks like in your example the wow poi is missing the township attribute. Township can be city, town, rural and wilderness. You have 2 options to fix it: 1) you change it in the poi list generated by KG. 2) you change it in the poi xml and then generate a new poi list. If you want to know how, just open the xml of a vanilla poi and there you will find the township property. Does this happen with just one poi or with all of them? Perhaps you should contact the author of wow to inform him of this. Link to comment Share on other sites More sharing options...
Charger265 Posted June 20, 2021 Share Posted June 20, 2021 1 hour ago, KingSlayerGM said: It looks like in your example the wow poi is missing the township attribute. Township can be city, town, rural and wilderness. You have 2 options to fix it: 1) you change it in the poi list generated by KG. 2) you change it in the poi xml and then generate a new poi list. If you want to know how, just open the xml of a vanilla poi and there you will find the township property. Does this happen with just one poi or with all of them? Perhaps you should contact the author of wow to inform him of this. Absolute legend... Thanks for the quick response @KingSlayerGM Worked perfectly... (option 1) Let me know if you want the poi list for your reference Now to find your donate page Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 20, 2021 Author Share Posted June 20, 2021 Big thanks to @warmer for this awesome heightmap submission! 3 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 20, 2021 Author Share Posted June 20, 2021 Another great work from @Cpt Krunch! 2 Link to comment Share on other sites More sharing options...
scallipus Posted June 20, 2021 Share Posted June 20, 2021 A couple of custom maps are incoming @KingSlayerGM I will PM you with some D/L Details once they are on my webserver and you can grab em and place em with the community maps Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 20, 2021 Author Share Posted June 20, 2021 16 minutes ago, scallipus said: A couple of custom maps are incoming @KingSlayerGM I will PM you with some D/L Details once they are on my webserver and you can grab em and place em with the community maps Thanks scallipus I look forward to your heightmaps! Please use the form for submission: google form. Link to comment Share on other sites More sharing options...
scallipus Posted June 20, 2021 Share Posted June 20, 2021 (edited) No probs will do @KingSlayerGM Also so you know, I just finished the first public release of my biome editing tool earlier today and have included palettes for the current selection of biomes, kinggens city / town / villiage and no poi regions as well as a palette for the zones. I will work on allowing having the heightmap as a background image layer to help with making the poi placement and zoning maps and will look at wether or not its possible to add a water map editor to it as well. I've posted the links to the biome editor and the c++ source code for it in separate tools thread Edited June 20, 2021 by scallipus (see edit history) 1 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 20, 2021 Author Share Posted June 20, 2021 1 minute ago, scallipus said: No probs will do @KingSlayerGM Also so you know, I just finished the first public release of my biome editing tool earlier today and have included palettes for the current selection of biomes, kinggens city / town / villiage and no poi regions as well as a palette for the zones. I will work on allowing having the heightmap as a background image layer to help with making the poi placement and zoning maps and will look at wether or not its possible to add a water map editor to it as well. I've posted the links to the biome editor in separate tools threa I'll check it out! Link to comment Share on other sites More sharing options...
DJQuad Posted June 20, 2021 Share Posted June 20, 2021 (edited) This is an awesome tool! In order to not reinvent the wheel, does anyone have a heightmap for Navezgane? I'm not very good at drawing due to a disability but I'm trying to recreate (or make something similar to) the canyon, including the mine, exits, gift shop, and broken bridges in a 6k or 8k map. Also, are there any plans on adding support for using custom prefabs rather than editing prefabs.xml? Edited June 20, 2021 by DJQuad (see edit history) Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 20, 2021 Author Share Posted June 20, 2021 1 minute ago, DJQuad said: This is an awesome tool! In order to not reinvent the wheel, does anyone have a heightmap for Navezgane? I'm not very good at drawing due to a disability but I'm trying to recreate (or make something similar to) the canyon, including the mine, exits, gift shop, and broken bridges. Also, are there any plans on adding support for using custom prefabs rather than editing prefabs.xml Hi and welcome! You will be happy to know that you can already use custom prefabs to do so you need to supply KG with a poi list. You can write that by hand, or you can let KG generate one for you starting from a prefabs folder, or you can use a poi list available online, for example the Compo Pack provides its list. You can find more info about this on the first page. Link to comment Share on other sites More sharing options...
DJQuad Posted June 20, 2021 Share Posted June 20, 2021 Thanks! I got the pack. It doesn't look like there's anything related to the canyon so I'll ask them. Do you know if there's a heightmap for Navezgane? Link to comment Share on other sites More sharing options...
scallipus Posted June 21, 2021 Share Posted June 21, 2021 5 hours ago, DJQuad said: Thanks! I got the pack. It doesn't look like there's anything related to the canyon so I'll ask them. Do you know if there's a heightmap for Navezgane? There is a heightmap its the dta.raw file in the navezgane world folder If I am not mistaken king gen can import that raw file??? Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 21, 2021 Author Share Posted June 21, 2021 5 hours ago, scallipus said: There is a heightmap its the dta.raw file in the navezgane world folder If I am not mistaken king gen can import that raw file??? Yes it can. Link to comment Share on other sites More sharing options...
scallipus Posted June 21, 2021 Share Posted June 21, 2021 (edited) Today I released a community map for King Gen, its based on the Australian Digital Elevation Map data set. I have put a completed world up on my scallisgaming wbsite for download. Here is the direct download link to the world archivehttps://scallisgaming.com/ScallisAussieMap.7z It's a 7zip archive and to use it, unpack it and copy the directory that unpacks to your 7 days to die GeneratedWorlds folder and start a new game It uses vanilla poi's (inb4uask) Feel free to use the map however you like, It's for you - The 7 Days To Die Community to play with And here is a preview of the map Edited June 21, 2021 by scallipus (see edit history) 2 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 21, 2021 Author Share Posted June 21, 2021 3 minutes ago, scallipus said: Today I released a community map for King Gen, its based on the Australian Digital Elevation Map data set. I have put a completed world up on my scallisgaming wbsite for download. Here is the direct download link to the world archivehttps://scallisgaming.com/ScallisAussieMap.7z It's a 7zip archive and to use it, unpack it and copy the directory that unpacks to your 7 days to die GeneratedWorlds folder and start a new game It uses vanilla poi's (inb4uask) Feel free to use the map however you like, It's for you - The 7 Days To Die Community to play with And here is a preview of the map It looks very nice, thank you for sharing Link to comment Share on other sites More sharing options...
DJQuad Posted June 21, 2021 Share Posted June 21, 2021 I tried using both dtm.raw and dtm_processed.raw - Generating heightmap. Generating biomes. Traceback (most recent call last): File "gui.py", line 1518, in generate File "ntime.py", line 11, in ntime File "world.py", line 1192, in run File "world.py", line 230, in generate File "world.py", line 965, in init_biomes_map File "world.py", line 980, in load_biomes Exception: Wrong custom biomes map. Got: (3072, 3072, 3),uint8 Expected: (6144, 6144, 3),uint8 The biomes map must be a 24-bit, rgb, png file, whose size matches the world size. I tried opening it up in Photoshop but the colors are really sharp and not as blurry as heightmaps. Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 21, 2021 Author Share Posted June 21, 2021 (edited) 2 minutes ago, DJQuad said: I tried using both dtm.raw and dtm_processed.raw - Generating heightmap. Generating biomes. Traceback (most recent call last): File "gui.py", line 1518, in generate File "ntime.py", line 11, in ntime File "world.py", line 1192, in run File "world.py", line 230, in generate File "world.py", line 965, in init_biomes_map File "world.py", line 980, in load_biomes Exception: Wrong custom biomes map. Got: (3072, 3072, 3),uint8 Expected: (6144, 6144, 3),uint8 The biomes map must be a 24-bit, rgb, png file, whose size matches the world size. I tried opening it up in Photoshop but the colors are really sharp and not as blurry as heightmaps. This error is saying that the biomes map file has a different dimension (3k). But you have selected 6k. The problem is with biomes, not heightmap. Edited June 21, 2021 by KingSlayerGM (see edit history) Link to comment Share on other sites More sharing options...
DJQuad Posted June 21, 2021 Share Posted June 21, 2021 Navezgane is a 6k map though, right? I'm confused. 🤨 Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 21, 2021 Author Share Posted June 21, 2021 Just now, DJQuad said: Navezgane is a 6k map though, right? I'm confused. 🤨 It is, but the biomes file you supplied seems to be 3k, isn't it? Link to comment Share on other sites More sharing options...
DJQuad Posted June 21, 2021 Share Posted June 21, 2021 I don't believe so, it opened in Photoshop as 6k. To be clear, I'm using \7 Days To Die\Data\Worlds\Navezgane\dtm_processed.raw. Are you able to open it? Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 21, 2021 Author Share Posted June 21, 2021 37 minutes ago, DJQuad said: I don't believe so, it opened in Photoshop as 6k. To be clear, I'm using \7 Days To Die\Data\Worlds\Navezgane\dtm_processed.raw. Are you able to open it? raw files are heightmaps, however KG is complaining about the biomes file you supplied. THe heightmap seems fine Link to comment Share on other sites More sharing options...
DJQuad Posted June 21, 2021 Share Posted June 21, 2021 That's weird, I was using Navezgane's biomes.png. Shouldn't that work? Link to comment Share on other sites More sharing options...
KingSlayerGM Posted June 21, 2021 Author Share Posted June 21, 2021 16 minutes ago, DJQuad said: That's weird, I was using Navezgane's biomes.png. Shouldn't that work? I just checked. 1) they shrunk the biomes file (I guess to save space). Resize it to 6144x6144. 2) it's better if you use dtm.raw for the heightmap Link to comment Share on other sites More sharing options...
MichaelL. Posted June 21, 2021 Share Posted June 21, 2021 7 hours ago, scallipus said: Today I released a community map for King Gen, its based on the Australian Digital Elevation Map data set. I have put a completed world up on my scallisgaming wbsite for download. Here is the direct download link to the world archivehttps://scallisgaming.com/ScallisAussieMap.7z It's a 7zip archive and to use it, unpack it and copy the directory that unpacks to your 7 days to die GeneratedWorlds folder and start a new game It uses vanilla poi's (inb4uask) Feel free to use the map however you like, It's for you - The 7 Days To Die Community to play with And here is a preview of the map What are the dark brown and grey areas? Link to comment Share on other sites More sharing options...
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