Alphado-Jaki Posted January 21, 2019 Author Share Posted January 21, 2019 Thank you for report!! I'll check this tonight. My lake is the very recently started mod, so bug reports greatly helps me to improve it. Also thank you for your kind word. My river has been in development for 2 years, so I'm sure of its quality compared with lake. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted January 21, 2019 Author Share Posted January 21, 2019 Hello, I've tested your seed but can't reproduce problem. This possibly be a minor issue, so anyone who report of seed/coordinate from those who encounter is much appreciated. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted January 23, 2019 Author Share Posted January 23, 2019 Here is a preview video of latest version. Used modifiers are: Mixed continentHill plainSimple RiverSimple LakeLatitude based biome (I disabled hub/prefab spawning to emphasize terrain.) Link to comment Share on other sites More sharing options...
TARCH26 Posted January 23, 2019 Share Posted January 23, 2019 Alphado-Jaki Show me how it will look with cities and roads across rivers. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted January 24, 2019 Author Share Posted January 24, 2019 Sure. I will post tonight Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted January 24, 2019 Author Share Posted January 24, 2019 @TARCH26 Here is how it looks like. Click for larger image The image is taken on my latest repo, which will come today or tomorrow. This includes city size improvement, customizable config for plain blending, new chunky mountain, and finally Mod launcher support. So, if you wanna try, I recommend to wait for next patch in coming. - - - Updated - - - Here is preview of new city size. [table=width: 500] [tr] [td]Previous[/td] [td]New[/td] [/tr] [tr] [td][/td] [td][/td] [/tr] [/table] Click for larger image Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted January 25, 2019 Author Share Posted January 25, 2019 1.1.0 Update *IMPORTANT NOTE* This update changes all of Mods file structures. You must delete all of terrain modifiers at first to install this update without issues. Sorry for inconvenience. This is the first huge update on Terrain modifiers - Infinite. Including, 7D2D Mod Launcher support, great improvement on plain modifier blending, a few more config, and more. 7D2D Mod Launcher Support You can use 7D2D Mod Launcher to install, to manage modifiers & addon, and to combine with many other modlets released by many modders. Check all core, pick your favorite modifier, then Run!! There is Alphado-Jaki's Terrain Modifier Modlets profile to show only TMs modlets to access quickly. Make sure mod version is shown as 1.1.0. If not, click Clear Caches at the bottom left in modlet browser. Improvement on plain modifier blending Plain modifiers are more nicely blended with continent, so that wilderness has awesome landscape and that road/city grows much larger. Here is quick comparison of previous blending(LEFT) and improved blending(RIGHT). Click for larger image Set up for plain blending Now you can change blending parameter for plain and continent in tms299_0_cfg__plainMasterSetup. Available parameters are blending ratio and transition smoothness. Following pics explain how these parameters change blending. You can choose any decimal value from 0 to 2. (1 is default) Blending ratio : 0 (Mostly continent) || 1 (Default) || 2 (Mostly plain) Click for larger image Transition smoothness : 0 (Abrupt) || 1 (Default) || 2 (Blended as indistinguishable) Click for larger image Set up for plain blending Now you can change a parameter for Chunky mountain feature in tms310_0_cfg__cMountainMasterSetup. Available parameter is margin between each peak. Following pic explains how this change mountain. You can choose any decimal value from 0 to 2. (1 is default) Margin between each peak : 2 (More) || 1 (Default) || 0 (Less) (UPDATE sorry left side is 2 and right side is 0 for this pic.) Click for larger image Link to comment Share on other sites More sharing options...
DUST2DEATH Posted January 26, 2019 Share Posted January 26, 2019 Those comparison images make all the difference in the world explaining what all your changes do. I dont understand half of what is said in the RWG discord channel, but these make it very clear and describes the changes beautifully. Great work Alphado. Link to comment Share on other sites More sharing options...
Guppycur Posted January 26, 2019 Share Posted January 26, 2019 Same. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted January 26, 2019 Author Share Posted January 26, 2019 I learned that eye candy is generally far more amazing than talking about logic. Clear and appealing. - - - Updated - - - words) My mod mixes various terrain features... blah blah blah. eye candy) Just watch this. [table=width: 500, align: center] [tr] [td][/td] [/tr] [/table] Link to comment Share on other sites More sharing options...
Doombringer101 Posted January 26, 2019 Share Posted January 26, 2019 I learned that eye candy is generally far more amazing than talking about logic. Clear and appealing. - - - Updated - - - words) My mod mixes various terrain features... blah blah blah. eye candy) Just watch this. [table=width: 500, align: center] [tr] [td][/td] [/tr] [/table] Now THATS how it's done very nice work. Link to comment Share on other sites More sharing options...
dutchplayers Posted February 4, 2019 Share Posted February 4, 2019 Where are the cities? I like the new map, but didn't found any map with big cities Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 4, 2019 Author Share Posted February 4, 2019 Hello @dutchplayers. City generation is so delicate thing, that we can't make best generation for huge one automatically. They like flat, but not completely flat. You can try to use no option files, which produce super flat terrain, but it's boring. So, I have some suggestion to make city larger: Use just 1 water modifier. (Splitted river or lake. Don't use someMoreRiver) City dislike water. So if you use river and lake at the same time, city abundance and its size are drastically decreased. I'm developing config for them, so that you can adjust as river+lake can nicely live with cities...Set up size of plain area. Open tms299_0_cfg__plainMasterSetup/Config/rwgmixer.xml. Edit size of plain area. Default is 1.0, but you can lower this to smaller number.Change continent modifier to simple, or remove continent modifier. Less variation in main terrain, but you can use mountain or plain. - - - Updated - - - Recently, I'm analyzing how cities are formed, what makes them larger or what makes them smaller. Still need study, but I'll optimize each modifier to encourage city. System for automatic terrain merging is done, decent config to set up blending is almost done. Then why not starting optimize for better city generation. I'll show some more eyecandies when it's done. Stay tuned folks. Link to comment Share on other sites More sharing options...
TARCH26 Posted February 5, 2019 Share Posted February 5, 2019 Alphado-Jaki You can remove the lake, but let the rivers remain. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 5, 2019 Author Share Posted February 5, 2019 @TARCH26 Delete tms411___mod_simpleLake from your Mods folder, then lake is gone. tms410_0_someMoreRiver frequently generate lake-ish-river, so delete this also if you don't like it. Link to comment Share on other sites More sharing options...
dutchplayers Posted February 5, 2019 Share Posted February 5, 2019 Hello @dutchplayers. City generation is so delicate thing, that we can't make best generation for huge one automatically. They like flat, but not completely flat. You can try to use no option files, which produce super flat terrain, but it's boring. So, I have some suggestion to make city larger: Use just 1 water modifier. (Splitted river or lake. Don't use someMoreRiver) City dislike water. So if you use river and lake at the same time, city abundance and its size are drastically decreased. I'm developing config for them, so that you can adjust as river+lake can nicely live with cities...Set up size of plain area. Open tms299_0_cfg__plainMasterSetup/Config/rwgmixer.xml. Edit size of plain area. Default is 1.0, but you can lower this to smaller number.Change continent modifier to simple, or remove continent modifier. Less variation in main terrain, but you can use mountain or plain. - - - Updated - - - Recently, I'm analyzing how cities are formed, what makes them larger or what makes them smaller. Still need study, but I'll optimize each modifier to encourage city. System for automatic terrain merging is done, decent config to set up blending is almost done. Then why not starting optimize for better city generation. I'll show some more eyecandies when it's done. Stay tuned folks. Thanks for your answer! I tried some things out and we got a good world now Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 10, 2019 Author Share Posted February 10, 2019 I confirmed this is working on Alpha17.2, but any ability to change biome distribution is lost in this version. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 10, 2019 Author Share Posted February 10, 2019 Make sure you use mods, whose ModInfo.xml shows version 1.1.1. If you use 7D2D Mod Launcher (Sphereii), make sure to click "Clear Cache" if it's not showing as 1.1.1. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 10, 2019 Author Share Posted February 10, 2019 Oh I forgot to push the most important file. If there is someone who have downloaded already, please redownload. Sorry for inconvenience. Conversion from 17.1 to 17.2 is incomplete. There are some weird terrain. Mountain is like plastic, many lakes dismiss, there are town but not many. My recommendation is to generate world on 17.1 and use it for 17.2 (but delete playing save.) Of course, I'm working for further fix, so just waiting is another choice. This fix is backward compatible, so if you use this in A17.1 nothing is changed from previous version. This change in effect only if you use this on 17.2. Here is preview. At least, there are city and mountains Mountain is like plastic atm Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 14, 2019 Author Share Posted February 14, 2019 1.1.2 minor UPDATE This is small update which affect only computational cost. I changed how water blending processed, which takes exponentially long time as the number of water modifier increases. I measured 16K height map generation time with following modifiers set: tms111___mod_simple tms310___mod_chunkyMountain tms410___mod_simpleRiver tms411___mod_simpleLake Previous ver. : 2432 sec Updated ver. : 576 sec This update cuts off 76% of time, and has huge improvement on needed time. I'm so happy that I can save tens of minutes from you all by using my coding 20 mins. Link to comment Share on other sites More sharing options...
Hell_Vice Posted February 15, 2019 Share Posted February 15, 2019 Recently, I'm analyzing how cities are formed, what makes them larger or what makes them smaller. Still need study, but I'll optimize each modifier to encourage city. System for automatic terrain merging is done, decent config to set up blending is almost done. Then why not starting optimize for better city generation. I'll show some more eyecandies when it's done. Stay tuned folks. This is just awesome, really interesting mod and explanations, can't wait for your new work on it just read some of your github repo and totally stole some of your old hub tricks. I'm really interested in rwg and saw that you were yourself working on city generation, that really excited me because you are kind of the guru of rwg (not totally kidding there) I hope the 17.2 rwg gets fixed really soon and that we'll have a "definitive" mixer until A18 at least, so you can make incredible stuff on it Thanks for the work and all of the useful tutorials, explanations you've done so far and hope for the best in future Link to comment Share on other sites More sharing options...
Proteus12 Posted February 15, 2019 Share Posted February 15, 2019 I really liked CORE just straight earth. How do I put the core files only? Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 15, 2019 Author Share Posted February 15, 2019 @Hell_Vice Thanks for kind words. Many things are changing recently, so not sure my work will work in stable build. But now it's going right way, at least. @Proteus12 This-> tms000___core This-> tms000_0_cfg__masterSetup This-> tms199___core_continentBlender This-> tms299___core_plainBlender This-> tms299_0_cfg__plainMasterSetup This-> tms399___core_mntHeightUpdate This-> tms400___core_landWorldBlender This-> tms499___core_wtrBlender This-> tms599___core_btmBlender This-> tms898___core_finalOutput Nope-> .gitattributes Nope-> .gitignore Nope-> nwall.txt Those Nope files are unnecessary for you all, but necessary for me to host these cores. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 21, 2019 Author Share Posted February 21, 2019 Minor update to b27 I'm not in my home, so I'm not completely sure about change at b27, but I hope this works as a fix correctly... Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted February 25, 2019 Author Share Posted February 25, 2019 Here are new modlets for fan of huge city. You can use w/ and w/o my terrain modifiers. Enjoy. https://7daystodie.com/forums/showthread.php?110773-Alphado-s-modlet Link to comment Share on other sites More sharing options...
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