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teragon maps


crimson_binome

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just started Teragon and it updated to 0.47

on the import road map it gives this information..

"

If you already have a road map, you can import it with this command instead of creating a new road map.

Road Map Name is the name of your final road map.

File Name is the filename of the road map you want to import. It will look for this file in your world folder.

Rotation is the rotation of the road map. TIP: To get the road map to be in the same direction as the original, this should be set to 180.

Mirror Horizontally/Vertically will allow you to flip the road map horizontally or vertically if desired. TIP: To get the road map to be in the same direction as the original, you should Mirror Horizontally but not Vertically.

NOTE: The road map needs to be in the World folder "

 

the only reference to the file name is splat3.png and has to be in the world folder. The 180 deg rotation and the flip horizontally are already ticked in the default world.ini file....  no idea why your file doesnt work. have you tried asking for help on the discord server?

 

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Hi Spud. Thanks for the thought. Unfortunately, the Teragon Discord requires that I give them my phone number and given Discord's known shaky relationship with privacy, that's not going to happen.


Too bad; I'd love to be more involved in the project.

 

I'm also on v47.7 and I've tried following the instructions for importing the road file. It seems to use the same method as importing the heightmap and biomes files -- they work just fine, but the road map doesn't.

Regarding the splat3 file, I have used both the one extracted by MapToolz and the one actually used by the game. I get identical results with either.

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On 10/16/2023 at 3:15 PM, Par_A said:

Hi folks,

 

I'm making an 8k map in Teragon. I'm starting with the heightmap, biome map, and road map (splat3) from a previous 10 k A20 game. I scaled it down to 8k in GIMP.

 

My goal is to start with the terrain, biomes, and roads I created before, build the map from those, and then let Teragon populate it. As I understand the docs, it will avoid placing pois on existing roads.

 

I hope to import the splat3 file before it does the town building. "Import Road Map" comes just before "Create Towns" in the que. The heightmap and biome map import just fine. However, when the que gets to "Import Road Map," Teragon either quits or sits there with 'processing roads' stuck at 3% forever, until I quit the app.

 

Any ideas most welcome.

Generally speaking, a problem improving a heightmap is usually caused by one of the following:

 

* Wrong size (must match the map size exactly)

* Missing alpha channel (this is what makes it appear blank in gimp if you don't hide it when in gimp)

* Wrong bit depth

* Corrupted file

 

As far as Discord and privacy, keep in mind that your phone number and email are already public info, so it isn't helping your privacy any to avoid sharing them.  If you use an unlisted phone number, that is different, of course.

 

And like Pille showed, Teragon Discord doesn't require a phone number and an email is easy to set up a fake one to use for verification.

Edited by Riamus (see edit history)
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On 10/21/2023 at 5:39 PM, Pille said:

Not really...
image.png.fb8b6558b4d771549296bf2f03856f8a.png


Thanks very much Pille! I am now on the server. 

Previous attempts were blocked by the phone number requirement, but it's letting me join now. That's awesome, thanks a lot.

 

Thanks very much also for all the work you've put into Teragon. I'm a coder as well, and I think I have an idea of the scope of the project. Good on ya. :-)

Edited by Par_A
clarification (see edit history)
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On 10/22/2023 at 9:12 AM, spud42 said:

question was about road map. the other maps import ok. 

There is no information on the requirements for the splat3.png file. that is assuming the road map is named splat3.png

Ahhh, misread.  The causes for errors importing are generally the same, though.  Without seeing it, it is hard to say exactly the cause.  Since they are on Discord, I can take a look when I'm home or someone else can, depending when they are around.

 

The easiest option for road map editing, though, is to use MapToolz.

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14 hours ago, Riamus said:

Ahhh, misread.  The causes for errors importing are generally the same, though.  Without seeing it, it is hard to say exactly the cause.  Since they are on Discord, I can take a look when I'm home or someone else can, depending when they are around.

 

The easiest option for road map editing, though, is to use MapToolz.

Hi Riamus. I'm trying to import three maps into my 8k Teragon world: height, biome, and roads.

 

These are maps from a previous A20 world I created. Yes, MapToolz is wonderful for map editing -- I use it a lot -- which was how the road and highway system of that world was created. Two-lane freeways, roads winding through mountains on smoothed road beds made with GIMP.

 

That world had quite an extensive road system, and I'd love to import it into my new world. The height map and the biome map import without issue, but Teragon either quits or hangs when it gets to importing the road map in the que. The height, biomes, and roads are queued before Create Towns.

 

MapToolz creates a splat3 file for editing n GIMP, and uses that to create the one that the game wants. I have tried using both of these splat3 files, with the same result.

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10 hours ago, Par_A said:

Hi Riamus. I'm trying to import three maps into my 8k Teragon world: height, biome, and roads.

 

These are maps from a previous A20 world I created. Yes, MapToolz is wonderful for map editing -- I use it a lot -- which was how the road and highway system of that world was created. Two-lane freeways, roads winding through mountains on smoothed road beds made with GIMP.

 

That world had quite an extensive road system, and I'd love to import it into my new world. The height map and the biome map import without issue, but Teragon either quits or hangs when it gets to importing the road map in the que. The height, biomes, and roads are queued before Create Towns.

 

MapToolz creates a splat3 file for editing n GIMP, and uses that to create the one that the game wants. I have tried using both of these splat3 files, with the same result.

Since you did join the Discord, ask in the #discussions channel and myself or someone else will take a look at that file and see what the problem is.

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  • 2 months later...

The 3D Preview tab is now available in the latest version of Teragon.  Please be sure to download the Previewer and use the new Update Preview 3D command to use it.  The previewer can be downloaded from the Help menu.  You will then need to extract the ZIP and place the previewer into the Teragon folder.  The online documentation has been updated with information on using the previewer if you need help with it.  There is also more information in the Unofficial Teragon Documentation thread in the Mods Discussions and Requests forum.

 

If you have any questions, Discord is the best place to ask, but if you ask here, I'll respond as soon as I see the post.

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  • 2 weeks later...

I'm having issues with a custom biome that I created for my map. Teragon used the biome and generated the map but after editing a road I now only see desert biome all over. How do I correct this issue?

 

Does anyone have the link to the Teragon Discord? 

 

Edited by HB_H4wk (see edit history)
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On 1/21/2024 at 1:30 PM, HB_H4wk said:

I'm having issues with a custom biome that I created for my map. Teragon used the biome and generated the map but after editing a road I now only see desert biome all over. How do I correct this issue?

 

Does anyone have the link to the Teragon Discord? 

 

If you change things after creating a new game with the map, you will have problems.  If it was after starting a game, create a new game with the map and see how it looks.

 

If you mean that your map in Teragon is showing different biomes, check to make sure you don't have any biome commands in your preset besides the Import Biome Map command.

 

Teragon Discord

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I have issued Teragon.exe won't let opened anymore, I already downloaded new version Teragon still not opened. 

 

Nevermind worked now, pasted in rename folder don't worked won't open, just deleted & flesh paste in folder then rename folder worked opened.

Edited by Wolves Hero (see edit history)
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1 hour ago, Wolves Hero said:

I have issued Teragon.exe won't let opened anymore, I already downloaded new version Teragon still not opened. 

 

Nevermind worked now, pasted in rename folder don't worked won't open, just deleted & flesh paste in folder then rename folder worked opened.

Yes, Teragon needs to be in a folder named Teragon.

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25 minutes ago, Wolves Hero said:

I have issued 16k UK map went crashed no error at "Create player spawn" for no reason. I bet Teragon can't handle 16k map. Old KingGen no problem 16k map.

 

spacer.png

It can do 16k maps but it's a slow process due to optimization still needing to be done.  15k is the recommended max due to that, but 16k is perfectly possible if your computer can handle it.

 

A crash is usually caused by a missing or incorrect map name in a command and the crash may or may not be on the command you think it is.  It is sometimes on the following command.  Also, if you are importing files, any errors in those files (wrong bit depth, wrong size, transparency/alpha channel missing when needed or there when it shouldn't be, etc.) can cause crashes.  If you didn't create those with Teragon, then check to make sure they are valid for Teragon.

Edited by Riamus (see edit history)
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1 hour ago, Riamus said:

It can do 16k maps but it's a slow process due to optimization still needing to be done.  15k is the recommended max due to that, but 16k is perfectly possible if your computer can handle it.

 

A crash is usually caused by a missing or incorrect map name in a command and the crash may or may not be on the command you think it is.  It is sometimes on the following command.  Also, if you are importing files, any errors in those files (wrong bit depth, wrong size, transparency/alpha channel missing when needed or there when it shouldn't be, etc.) can cause crashes.  If you didn't create those with Teragon, then check to make sure they are valid for Teragon.

Downgraded to 15k map worked fine no crashed stay same bit depth & changed scale to 15k.
On 16k biomes & heightmap both bit depth & size & all fine. I good PC spec i7 12700k & 64Gb RAM & 3 SSD I think Teragon can't handle it on 16k.

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At I said, terrain does 16k.  There are a number of people who have made 16k maps.  A crash is caused by assume problem.  The fact that you are importing a heightmap and biome map and changed the size and it worked suggests the heightmap or biome map size may be incorrect.  Or there is some other problem.  You would need to share the preset and any imported files to discord and someone could see what the problem is.

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i made a 16K map 2 days ago on the latest Teragon so it does work. 

that being said with a few tweaks i have made and changing the errosion limits, rivers and widthadjustments it took over 5 hours to finish the map. 

16K is a huge area ,the map was sparsely populated with the wilderness POI limit set to 450. i got some large cities ( i also increased the max size) . 

i tried to show a map but the damn forum wouldnt let me post it.... i have posted the previews of maps before so i have no idea what the issue is. i even shrunk the map to 25% still wouldnt load....

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11 hours ago, spud42 said:

looks like the images have to be under 1000 pixels wide! so my first 16K map.  not really a good map. it has some big cities but too far apart. need to find a balance with size and distance.... might try a 12K next.

 

 

preview small.jpg

Yeah, you would probably want more cities for a map that size.  I really like how the rivers are looking with the latest version.

 

5 hours isn't bad at all for a 16k map right now with Teragon.  Current optimization puts 16k at about 4 times the time of 15k.

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i have a 5800X  8core 16 threads @4.35GHz. there are sometimes when all cores are pegged at 90%pluss... other parts of the generation 1 core at 100% is used and that core changes every 30 seconds or so...  just did a 12K map i kind of like it but again i cant upload the jpg! i shrunk the image to 1000 pixels on max dimension but nope forum wont let me add it...  error code 200

 

i give up.. i tried to up load the same image in a new post and this time it worked?? and it joined the two posts into one!! lol

 

preview small.jpg

Edited by spud42 (see edit history)
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Yes, some commands are single-core and some are multi-core.  Some commands will use as much of the resources available as it can, while others don't need as much.  This means you can max a single core or max all cores, depending on the command, while other commands won't max anything (with a decent computer).  Even with the best possible computer, you'll probably still be maxing cores because it will use everything it can to get the command done more quickly.

On 1/27/2024 at 11:32 PM, spud42 said:

just did a 12K map i kind of like it but again i cant upload the jpg! i shrunk the image to 1000 pixels on max dimension but nope forum wont let me add it...  error code 200

 

i give up.. i tried to up load the same image in a new post and this time it worked?? and it joined the two posts into one!! lol

My suggestion to avoid this problem is to screenshot the image and just paste it here instead of uploading the entire image.  Yes, you can't open it up to as large of a size by clicking on it in the post, but if you don't need that, it is far easier.  You can open the image on your computer and either use Print Screen to copy the entire screen or use Windows Key + Shift + S and highlight the area of the screen you want to capture (so you don't get things like your taskbar in the screenshot) and then just Ctrl-V into your post.  Always works and easy to do.  :)

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