• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

teragon maps

I had a question about roads. If I Photoshop my own roads and import the splat 3 roadmap with an open map and just choose import roadmap, export roadmap and export preview in the command Queue, will the roads follow the terrain and not have boulders and trees on the roads like maptoolz does?

 
Last edited by a moderator:
Does anyone know how make a certain town POI to appear more often.


Copy it and rename it. For RWG that would be enough. For Teragon you would also have to provide or update the list of POIs. The copy will look like another POI to the map generators. This also means they can end up beside each other.

 
Does anyone know how make a certain town POI to appear more often. I tons of get ranch houses but only one or two Bobs boars /  Carls corn.

Copy it and rename it. For RWG that would be enough. For Teragon you would also have to provide or update the list of POIs. The copy will look like another POI to the map generators. This also means they can end up beside each other.
Also note that where the POI is able to appear makes a big difference.  If you have a lot of rural tiles, you will see rural POI very often, for example.  Not really much you can do about that other than adjusting the town property list to have more districts in either outskirt or center for each type of town.  You could also add additional types of towns with varying outskirt abd center districts to get some variety from town to town.  It may help some in what you see.

And, similar to the districts, certain tiles are more likely to have certain POI due to what size POI are allowed.  If a POI is only seen on a corner or cap tile, you will see far fewer that those on a straight tile or t-intersection or cross intersection tile.  Again, there isn't a lot you can do about that... At least with vanilla tiles as I don't think you can change those.

What you could do is add more POI of the size of the ones that you feel you see too often and assign them to the same district as those POI.  It won't increase the frequency you'll see the ones that don't appear as often, but it will decrease the frequency of the ones you feel appear too often.  This assumes they are not both the same size, of course.

 
Last edited by a moderator:
Does anyone know how to make a preview that shows POIs without the road map. Just the terrain and POIs.

I tried the world previewer.ini settings for a preview but it does not show the POIs.

 
Last edited by a moderator:
A couple of Vanilla maps with massive towns:

First one has auto generated road that are almost perfect:

Ment2fQ.jpg


The second one I will make my own road as the auto roads are a bit off:

aIHHGxk.jpg


The second one is my favorite so far and the only one with 2 Bobs boars / Carl's corn.

 
Does anyone know how to make a preview that shows POIs without the road map. Just the terrain and POIs.

I tried the world previewer.ini settings for a preview but it does not show the POIs.
The default preview happens before the roads already.  Is that what you mean?  You can always move that preview command to wherever you like or add an additional preview.  Use interrupt to stop after it is generated as is done in the default preview.  If you want to export a preview before roads, just put the export command that you see at the end before roads (you can add an additional one rather than moving the other).

 
The default preview happens before the roads already.  Is that what you mean?  You can always move that preview command to wherever you like or add an additional preview.  Use interrupt to stop after it is generated as is done in the default preview.  If you want to export a preview before roads, just put the export command that you see at the end before roads (you can add an additional one rather than moving the other).
I tried this but it did not happen, it just showed and exported the terrain with no POIs. I had to make the roads to get a exported image with POIs.

I use the exported .JPG to make my own roads and now I get roads in the .JPG or just the terrain.

Here's the queue for I use:

Read World Size
Set Game Data
Add Source Path
Import Biome Map
Import Hieght Map
Read POI Property List
Import POIs
Import Player Spawn List
Import Water Map
Import Zone Map
Update Preview
Export High Res Preview
Export Preview

It does not read the POIs for some reason.

CA4ryfo.jpg


 
I tried this but it did not happen, it just showed and exported the terrain with no POIs. I had to make the roads to get a exported image with POIs.

I use the exported .JPG to make my own roads and now I get roads in the .JPG or just the terrain.

Here's the queue for I use:

Read World Size
Set Game Data
Add Source Path
Import Biome Map
Import Hieght Map
Read POI Property List
Import POIs
Import Player Spawn List
Import Water Map
Import Zone Map
Update Preview
Export High Res Preview
Export Preview

It does not read the POIs for some reason.

Does the update preview show POI?  I haven't exported and imported stuff, so don't know what works or doesn't, but I don't see why it would fail if you have the POI imported.

 
Does the update preview show POI?  I haven't exported and imported stuff, so don't know what works or doesn't, but I don't see why it would fail if you have the POI imported.
No it does not its the same as the exported image.

X79vbYI.png


Its not importing the POIs. It takes 3 seconds to process

 
Last edited by a moderator:
@bobrpggamer: Its not importing the POIs. It takes 3 seconds to process.

Make sure you are importing the proper file.  You have to have a prefabs.xml file with the POIs already generated for a map IN the GAMENAME folder you are importing your heightmap, biomes, etc from.
 

The Import POIs tab should look like this:

ImportPOIs.jpg

 
@bobrpggamer: Its not importing the POIs. It takes 3 seconds to process.

Make sure you are importing the proper file.  You have to have a prefabs.xml file with the POIs already generated for a map IN the GAMENAME folder you are importing your heightmap, biomes, etc from.
 
Here is how its set:

pgYz1G9.png


h8xQK7l.png


KuggIRc.png


I give up, I am happy with the map I made and I am just adding roads manually now.

I could overlay the new roadmap I am making with the preview of the POIs and roadmaps:

NfpH2F9.jpg


But the auto gen roads will still be visible.

 
Last edited by a moderator:
I am still unclear on how the edited splat.png is processed. If I edit the spat.png and load the map in 7 days, does the road get baked into the map as the possessed spat.png? Meaning following the contour of the terrain and not spawning boulders and trees on them.

 
Ugh, last time I did my own roads was in A19.6 using the method that Tallman Brad used in his video series.  I don't *think* A20 did any major changes to what the splat3.png does in the game so the roads should be boulder/tree free.  Might still be wonky regarding up and down hills, tilted at bizarre angles to the side, etc.  I would expect them to be usable though.

I just noticed... Why do you have three import POIs in your command que? 

 
Last edited by a moderator:
No it does not its the same as the exported image.



Its not importing the POIs. It takes 3 seconds to process
Well, I was going to say to make sure you Update Preview command was set to include POI and that all map names matched what you imported them as.  But if you aren't seeing POI (and your Update Preview does have POIs enabled), then I'm not sure.  It would suggest that the exported POI is messed up somehow or that the import command isn't working.  Take a look at the Console tab and see if you can see any messages where you try importing the POI to see if it maybe tells you something to help determine the problem.  Worst case, just regenerate the towns (they should be the same anyhow since the seed isn't working right now for towns) and the region POIs, which may be different, but likely similar.  Other than that, asking in Discord and seeing if Pille might be able to troubleshoot it might be the next best option.

Btw, it probably wasn't anything that was fixed with version 0.38.0, but you may want to update just in case.  If nothing else, saving presets is significantly faster with 0.38.0.

 
Last edited by a moderator:
Ugh, last time I did my own roads was in A19.6 using the method that Tallman Brad used in his video series.  I don't *think* A20 did any major changes to what the splat3.png does in the game so the roads should be boulder/tree free.  Might still be wonky regarding up and down hills, tilted at bizarre angles to the side, etc.  I would expect them to be usable though.

I just noticed... Why do you have three import POIs in your command que? 
The 3 POIs commands are there to see if at least one will work.

The roads in teragon looks great on one of my maps, so If I add the edited splat file and run the world previewer with it, I think its should export it like its one of its own generated road maps, at least I hope. otherwise I have spent hours working on the roads for nothing.

I like your avatar, I wrench everything I can too, before long I have 2000 mechanical and electrical parts that way and can sell them for a small fortune.

Well, I was going to say to make sure you Update Preview command was set to include POI and that all map names matched what you imported them as.  But if you aren't seeing POI (and your Update Preview does have POIs enabled), then I'm not sure.  It would suggest that the exported POI is messed up somehow or that the import command isn't working.  Take a look at the Console tab and see if you can see any messages where you try importing the POI to see if it maybe tells you something to help determine the problem.  Worst case, just regenerate the towns (they should be the same anyhow since the seed isn't working right now for towns) and the region POIs, which may be different, but likely similar.  Other than that, asking in Discord and seeing if Pille might be able to troubleshoot it might be the next best option.

Btw, it probably wasn't anything that was fixed with version 0.38.0, but you may want to update just in case.  If nothing else, saving presets is significantly faster with 0.38.0.
I will check the console. Thank you for the idea.

I just checked the log file and I got for POIs "Number of objects 0", but in game they are all there.

I could try and run the settings again but even though the city seed is the same, I seem to get different city locations.

I also tried the default ini for world generation and I still do not get exported images without running create roads, even though at one time it did work.

Unfortunately I am not a fan of voice apps like discord, so I will hope he sets up a forum eventually.

 
Last edited by a moderator:
you seem to be using "world previewer.ini"  as your base for generating worlds.

I am using "world generator 1.ini" which is what Brad said to use in the tutorial video. I wonder if that will make any difference?

 
you seem to be using "world previewer.ini"  as your base for generating worlds.

I am using "world generator 1.ini" which is what Brad said to use in the tutorial video. I wonder if that will make any difference?
I am only using it for maps I made in the world generator. I just am trying to make a preview and export the image to edit the roads.

I use this for generating worlds:

dvRsMOD.png


FOYSzSZ.png


678nd4J.png


 
The 3 POIs commands are there to see if at least one will work.

The roads in teragon looks great on one of my maps, so If I add the edited splat file and run the world previewer with it, I think its should export it like its one of its own generated road maps, at least I hope. otherwise I have spent hours working on the roads for nothing.

I like your avatar, I wrench everything I can too, before long I have 2000 mechanical and electrical parts that way and can sell them for a small fortune.

I will check the console. Thank you for the idea.

I just checked the log file and I got for POIs "Number of objects 0", but in game they are all there.

I could try and run the settings again but even though the city seed is the same, I seem to get different city locations.

I also tried the default ini for world generation and I still do not get exported images without running create roads, even though at one time it did work.

Unfortunately I am not a fan of voice apps like discord, so I will hope he sets up a forum eventually.
Unfortunately, that's all I can suggest.  It may be that there is some problem with importing maps (or at least specific ones).  You said the POI are in the game?  Does that mean that you can play your map, but that you can't create a preview of it?  From your console, it suggests that at least the import POI command isn't working properly, so Pille will likely have to look into what the problem is and fix it.  I understand if you don't want to use Discord, though voice isn't needed and I never use it myself.  I'll post the info about that command not working so Pille knows about it.

Last thing I can offer is to double and triple check the POI filename you're trying to import.

 
Last edited by a moderator:
The second one I will make my own road as the auto roads are a bit off:



The second one is my favorite so far and the only one with 2 Bobs boars / Carl's corn.
Just looked back over the thread and saw this again.  I see the roads are disappearing in water.  That should not happen unless you have your roads generated before the subtract command section (where lakes are made).  If you have roads already on the map and then subtract height to make lakes, the roads will potentially disappear into water.

 
Just looked back over the thread and saw this again.  I see the roads are disappearing in water.  That should not happen unless you have your roads generated before the subtract command section (where lakes are made).  If you have roads already on the map and then subtract height to make lakes, the roads will potentially disappear into water.
Roads are the last thing to be added before exporting commands. I am subtracting the 3rd heightmap command, but that is before even the first preview is made and the water is even before the first preview is made, the roads are after the pois are placed and after the first initial preview is made.

The subtract heightmap is 26 and the create flat water map is 29.

The roads that are going to the water are expecting bridge POIs and I have them disabled so that would be another reason. I am going to make my own bridges (just for fun) because the bridge POIs is kind of buggy and will add 5 of them right next to each other even on lake with no roads around.

yRzC7Nk.png


 
Last edited by a moderator:
Back
Top