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A19e Nitrogen - UNSTABLE

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So, trying to figure out the correct coding and such.

In this example, the number 2 would be rotation, and the -4 is height from ground level?

skate_park_01,COMMERCIAL,2,-4,44,16,44,downtown

Also, what is the "COMMERCIAL" a designate for, if the word downtown is the group? Or do I have that backwards?

 
So, trying to figure out the correct coding and such.

In this example, the number 2 would be rotation, and the -4 is height from ground level?

skate_park_01,COMMERCIAL,2,-4,44,16,44,downtown

Also, what is the "COMMERCIAL" a designate for, if the word downtown is the group? Or do I have that backwards?
COMMERCIAL here is the original RWG zonetype. Its not used in NitroGen. Its kept in as a convenience when manually editing prefablists.

[SIZE=15.68px]"[/SIZE]downtown" is the zone determining the placement.

 
COMMERCIAL here is the original RWG zonetype. Its not used in NitroGen. Its kept in as a convenience when manually editing prefablists.

[SIZE=15.68px]"[/SIZE]downtown" is the zone determining the placement.
Ah good, thank you for responding.

Is the rotation and height assumption correct?

 
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I'm wondering if this is a Nitorgen issue or a server issue.  I'm almost sure its a Nitrado issue, but I'm wondering if someone could help here?  Both client and server is Alpha 18.4 (b4).

This is what's generated by Nitorgen (previewMap_16ka.png)

This is what is generated by visitmap -4096 -4096 4096 4096 (MytherysMagic_7D2D.png)

previewMap_16ka.png

MytherysMagic_7D2D.png

 
Im using the compo pack to generate worlds, and geting some freaky stuff, cities completely underwater, or glitched with huge walls of water that go across the entire map. Did someone else got the same?

 
Everytime I try to download Nitrogen my security scan comes back saying there is a virus and deletes the download. Can anyone help me out with this problem. I would also like premade nitrogen maps if someone would like to share one.

 
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Any idea how I can get Nitrogen to use a custom biome.png ? I can use my own heightmaps, but I just get forest or snow. I think would really be a helpful feature.

 
For imported maps, there is only a simple biome.png generated (based on height, there is some snow, otherwise forest)

Its more a fallback solution.

You can edit your own biomes.png, or use one of the same size from another generation run.

There is also a tool in a subfolder that can ensure that edited biome maps have the correct color format. (manually edited maps can easily throw errors in 7DtD)

 
Damocles said:
Added a tool (first iteration) to generate preview maps for existing world files.

In case you customedit maps, or want to cheat in MultiPlayer ;)  
But to cheat in MultiPlayer this tool in current iteration requires dtm.raw and splat3.png, and server sends to clients only processed ones  🙃

Btw, I really appreciate NITROGEN, great job you did there!

 
I could also import the processed splat files, if there where any demand.

The processed dtm files are pretty much the same as the original. (you can rename and import them)

 
Hello, I created 2 prefabs this winter and I finally decide to test the generation for a new map. I am quite happy with the result and even beyond my expectations!

7BAC9E82816553A6423FEEFD4D9D3FF21856D734

0B6A24F448C52BE2C3A59837048B4DC695B8015E


16B24EB7ABB8003469F61D0951790B0E3876B1C2

But I have a question, does Nitrogen take this prefab .xml line into account:
<property name = "AllowedBiomes" value = "snow" />

It would seem that no ... Can we always make sure that a POI is generated only in a selected biome?

And also I ask how the amount of POI generated is managed.
If the prefablist contains only 2 prefabs tagged "mountain" this does not affect the TOTAL QUANTITY of prefabs generated of this type? So the only way to decrease the generation amount of a specific POI is to add more POIs tagged "mountain" in the list?

it seems a bit archaic ...

 
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No there are no biome restrictions for POIs.

The mountain POIs have a higher chance to be in snow, due to the higher elevation.

 
Too bad for the restriction by biome, it's a shame, often it's the biome that inspires me to create certain POIs. I hope that this function will be reinstated. But is it only Nitrogen that does not allow this or also the RWG of the basic game?

(Otherwise I should have specified that for the generated world that we see on my screenshots I only put 7 different prefabs in the list ....)

Okay, next step is to share my creations on Nexus!

 
Cadamier said:
Would changing GameWorld to Mytherys Magic do this?!? LOL  Shouldn't it be RWG?!?
Whatever the worldname is in the folder, is what you need in the startup script.

For example, here's mine:

<property name="GameWorld" value="Dragon"/>


WorldGenSeed and WorldGenSize aren't relevant, because the RWG isn't called.

To try to make it make a little more sense, if you were to use pregen02, you would type pregen02 in the value section of GameWorld. pregen02 is already a folder in your world save folders. So, if the world is already built, you don't want it to call RWG. For RWG to know what file to use, it goes based on whatever the WorldGenSeed is, turning that into a name, and if the world already exists based on what's in there, then it loads that instead of creating a new world.

Hopefully that helps!

 
Heya

Running into an issue with a prefab I inserted into the prefabs.txt file.

Here is the code:

Altered_Sample,DOWNTOWN;WILDERNESS,0,-2,44,22,62,alone;unique

My issue is that (from my understanding) using alone;unique should give, at the very least one instance of the prefab upon generation.

Except that it's not happening, rather one of five gens this morning so far (as I am trying for somewhat center, and in forest) has the intended prefab.

I know I could just slap it in there in world editor, but I want the location to be somewhat unknown, as searching for it is half the fun.

 
using alone;unique should give, at the very least one instance

wrong... the game will pick from a list yes, but that does not mean that your prefab will appear in the world

ive played 100+ games with my AncientTomb prefab in the rotation and have never come across it in the wildernes ... like ever... even though it is in my list

its all just a roll of the dice really... then there is the chance of you actually finding the prefab as you wander the world

nitrogen may spawn the prefab but have fun finding it unless you cheat and fly around

 
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If you have a building on your list and you are sure its entered and tagged correctly, its never a crap shoot.

Check the height limitation for the tag you assign and make sure you have the space at those heights for the prefab.

Did you test this alone on a flat open map?

 
@Damocles Fellow programmer here - any chance you'd be willing to share the source code and/or open source the project? I ask because I've got an idea that could build off of what you've got so far, and would be willing to help a little with tidying up code, bugfixing, etc.  What do you think?

 
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