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teragon maps

flat map should not be hard.  make a canvas size 8192 x 8192 , for an 8K map, in gimp or photoshop and then floodfill it with a 30,30,30 grey. export as a 16 bit grey scale then use that as the height map and remove all height map commands.  to get all the bioms on the map you will need to create a biomws map and disable the generated ones.... 

smallpreview.jpg

here is my first 0.41.0 map... still not all the traders just loel reckt and jen...

now im torn... i am 10 or 11 days into a game on the 0.40.0 map now i want to play this one..lol 

Thanks Pille for the work you are putting into this software.

 
to get all the bioms on the map you will need to create a biomws map and disable the generated ones.... 


Or just use Create Noise Biome Map and you'll get all biomes similar to RWG.  You could also use the multiple copies of the new Fill Elevation with Biome command set to all elevations and positioned to different areas of the map with different biomes selected.  However, that is rectangle-based, so your biomes would be rectangular if the terrain is flat, which isn't ideal.  But it would be another way to get all biomes on a flat map.  The Noise Biomes would be the better option, though.

View attachment 27509

here is my first 0.41.0 map... still not all the traders just loel reckt and jen...

now im torn... i am 10 or 11 days into a game on the 0.40.0 map now i want to play this one..lol 

Thanks Pille for the work you are putting into this software.
Nice map!

 
Here's one I just completed in 0.41.0.  It really needs more forest and less desert, and probably fewer wilderness POI, but I like it.  I didn't do roads to the wilderness POI.  I like how the roads go around the towns.

image.png

Btw, I added info on the Create Main Roads, Create Side Roads, and Create Road commands in the latest update to the documentation regarding the "State" parameter.  This parameter determines the condition (state) of the roads being made.  If it is less than 100, your roads will be less then perfect condition.  There will be occasional gaps and such to make them look overgrown/damaged.  If you want the roads to be nice and "clean", set this to 100.  Just mentioning it here as that is easy to miss in the documentation if you've already read the stuff on roads since it wasn't documented before because I didn't know what it did.

 
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cheers Riamus,

i lowered the desert to 28 and set dithering to 3. adjusted the biome type heights a bit and lowered the erosion from 60 to 40 i think.

i also changed the river to 2000 to hopefully get less steep banks but i m not sure it made enough difference. 

1 issue and i think its a 7DTD issue not specific to Teragon , but there are a LOT of empty poi spots on the city tiles. especially in the smaller towns of 3 or 4 tiles there seems to be more empty spaces than filled... western towns seem to be the worst for this... and that empty POI that is always across from the trader. i think i am going to comment it out from the poi list and see what happens... lol

a question, there is a value in the bridge building command for a limit of 250. do you know if thats is 250 blocks long as a bridge limit?

P.S. if anybody wants to try a map i post a picture of just ask and i will upload a link. 

 
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cheers Riamus,

i lowered the desert to 28 and set dithering to 3. adjusted the biome type heights a bit and lowered the erosion from 60 to 40 i think.

i also changed the river to 2000 to hopefully get less steep banks but i m not sure it made enough difference. 

1 issue and i think its a 7DTD issue not specific to Teragon , but there are a LOT of empty poi spots on the city tiles. especially in the smaller towns of 3 or 4 tiles there seems to be more empty spaces than filled... western towns seem to be the worst for this... and that empty POI that is always across from the trader. i think i am going to comment it out from the poi list and see what happens... lol

a question, there is a value in the bridge building command for a limit of 250. do you know if thats is 250 blocks long as a bridge limit?

P.S. if anybody wants to try a map i post a picture of just ask and i will upload a link. 
River smoothing, as explained in the documentation, is how smooth corners are.  It has no effect on banks.  To have less banks, you need to adjust the river elevation to be closer to your terrain height, though that doesn't help when the river goes through hills or mountains as rivers are all a single height since water cannot change by slope.  You can also increase Flat Water Map elevation to within 1-2 of your river's elevation, though this does affect water everywhere.

If you have empty spots where POI are supposed to be, check your map to make sure you don't have any diamond icons next to the POI, which would indicate a problem with the POI.

There are 2 values for bridge building that are 250.  One is individual max blocks (meters) a bridge can cross and the other is the total max blocks that all bridges on a given road can cross.  This is explained in the documentation as well.

 
again Thanks for the work on this software. it ha reinvigorated my love for the game. 

trouble is i want to play every map i try, or most of them anyway.... i need to retire so i can have more time for this.. lol

 
@Riamus  on previous pages you talk about editing the POI property list to comment out certain POI's we might want removed.

could you let us know where this file is? i have spent a while now going through the Teragon files and the 7DTD files  and appdata files and cant find it.

 
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If you have CP48.6, Spud - it's under your "Mods" folder:

Mods\
     CP48.6 Complete\
            Config
             Prefabs
             Teragon Lists

Bedtime, G'night. . .

 
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image.jpeg

this came out ok. tried a few minor changes to the height map paramaters... trying to smooth it out some more. 

i tried the "hires"png output and its softer and worse than the jpg preview. you can zoom in on the jpg version but the png is just blurry. 

EDIT: in GIMP the png is pin sharp at 100%. its windows viewer that is blurry as heck at 100%... 

 
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@Riamus  on previous pages you talk about editing the POI property list to comment out certain POI's we might want removed.

could you let us know where this file is? i have spent a while now going through the Teragon files and the 7DTD files  and appdata files and cant find it.
Vanilla POI are in the Read POI Property List command, though this is only for region/wilderness POI now.  If you want to disable town POI, you will need to add the POI to the list and include the disabled parameter that was added in 0.41.0.  You can see this in the documentation for Read/Import POI Property List Introduction for more information.

View attachment 27515

this came out ok. tried a few minor changes to the height map paramaters... trying to smooth it out some more. 

i tried the "hires"png output and its softer and worse than the jpg preview. you can zoom in on the jpg version but the png is just blurry. 

EDIT: in GIMP the png is pin sharp at 100%. its windows viewer that is blurry as heck at 100%... 
This looks good.  FYI- The next release will be relatively soon and will contain the fix for the missing traders Bob and Hugh as well as certain missing non-square POI.

 
After reading spud42's post I realized that the rotation issue wasn't only affecting the traders but also other prefabs on certain tiles. But it's now fixed in the testing version of Teragon and this fix will be available as soon as I release 0.42.0.
Hey Pille, Thank for this amazing tool. I made a few maps as you may see on page 7 of this thread. The biome by elevation was a great idea and cuts down on going from one biome to another in one step. I really never liked that idea but until now I had to live with it with the RWG or preciously in A19 nitrogen.

Unfortunately I am deep in a game at day 160 something so I will not be using the tool for a while. I usually build my end base and then quit for a while until a stable next alpha comes. So I will more than likely use the tool for A21 if it is supported.

Also, did you get a patron account via papal, so I can buy you a coffee or a beer or maybe a rum & coke.

 
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small preview.jpg

another tweak. changed the steepness in "filter logistic square mask" from default of 0.05 to 0.005 , liking the not square edges

yes its a 10K map and i think there are enough big cities, smaller towns and heaps of wilderness POI's.  i think too many cities make the game too easy. too much loot opportunities. go explore and find stuff.. lol

Besides im Aussie. we have huge distances between cities here.... trips are discussed in how many hours not how many Kms  . . . lol

 
Thanks for this, Spud. You guys are producing some great and inspiring maps! I had no issues with xml files, and modding generally, but this Teragon learning curve was killing me. Your posts here are opening up a whole new dimension in modding. 

I'm glad you posted that second map without the ini file: it forced me to "look at" the file - and then edit it, instead of doing it live, and then saving it.  I now have an understanding of the way it comes together.

Note: Not having ever done it this way before - I downloaded your ini file, opened it up in Notepad++, found the "filter logistic square mask" at line 22, and noted it was "Widget_21". I then scrolled down to find [opSettings_21], got it, and then found "steepnessLineEdit=" '0.05' ", which I then changed to "0.005". 
I'm now going to swig down a glass of Rutherglen Muscat, as a toast to your health, in gratitude! 😁

 
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its much easier in Teragon.

click the advanced tab then in the right list click on "filter logistic square mask"

all the parameters are in the box underneath.

i do like using notepad++ myself if there isnt a graphical interface.

 
View attachment 27528

another tweak. changed the steepness in "filter logistic square mask" from default of 0.05 to 0.005 , liking the not square edges
These both look good.  I think my only suggestion is to use the Search box in Teragon while on the map to verify that you have at least one or two of each of the tier 5 POI that you want.  For example, Dishong (skyscraper_01) and Higashi (skyscraper_03) may not appear depending on your town layout and extra_link parameters, so if you want those, you should search to see if there are any on the map.  If not, try adjusting the layout and extra_link parameters for your regular_town.  You'll probably need to bump the extra_link value up a little to get a few more downtown intersections.

 
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