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Terrain modifiers - Infinite


Alphado-Jaki

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@TARCH26

Here is how it looks like.

OGeJzgbm.jpg

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.:congratulatory:

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]Oyyu9bDm.jpg[/td]

[td]VVxbkNxm.jpg[/td]

[/tr]

[/table]

Click for larger image

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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.:02.47-tranquillity:

 

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).

 

Mn9NxhDm.png

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)

OQTW3lOl.png

Click for larger image

 

Transition smoothness : 0 (Abrupt) || 1 (Default) || 2 (Blended as indistinguishable)

HN4lsqQl.png

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.)

JgRviIml.png

Click for larger image

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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]siyyLHY.gif[/td]

[/tr]

[/table]

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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]siyyLHY.gif[/td]

[/tr]

[/table]

 

Now THATS how it's done ;) very nice work.

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  • 2 weeks later...

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. :smile-new:

 

I'll show some more eyecandies when it's done. Stay tuned folks.

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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. :smile-new:

 

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 :D

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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

OWNtQMv.png

 

Mountain is like plastic atm

aGUfrqz.jpg

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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. :)

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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. :smile-new:

 

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 :smile-new:

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

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@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.

EkMhyXG.jpg

 

@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.

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