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teragon maps

I'd have to see your preset or at least screenshots of the specific commands I mentioned to see their parameters, as well as what the mask looks like to have an idea of what might be giving you trouble.


For Big town on 3 square. Don't have tutorial on YouTube yet

image.png

Mask map name from import mask map work fine

image.png

1 square for zombieland & medievalvillage & oldwest but none worked they still mixed all 4 squares

image.png

image.png

 
For Big town on 3 square. Don't have tutorial on YouTube yet

View attachment 27569

Mask map name from import mask map work fine

View attachment 27570

1 square for zombieland & medievalvillage & oldwest but none worked they still mixed all 4 squares

View attachment 27571

View attachment 27572
I am not sure exactly what isn't working for you.  Is the big town not showing up anywhere? You said three squares.  Is that supposed to be in there different squares and the mask covers those there squares?  Try lowering the minimum size if big town in town properties.  It may be too big to fit.

For the others, I'm not sure what you mean.  You are showing only one square, but you said it mixed four squares.

 
I am not sure exactly what isn't working for you.  Is the big town not showing up anywhere? You said three squares.  Is that supposed to be in there different squares and the mask covers those there squares?  Try lowering the minimum size if big town in town properties.  It may be too big to fit.

For the others, I'm not sure what you mean.  You are showing only one square, but you said it mixed four squares.
I have already 2 [SIZE=14.6px]separated mask map 3 for all city & 1 for zombieland/medievalvillage but went mixed in 4 islands can't separate. I been trial & error hard to [/SIZE]separate

image.png

 
Remember that I said you had to use the same town names for this to work.  This isn't how it's designed to work, so you have to do things in a certain way, such as name all the towns with the same name as I had said.

 
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updated to 0.42.0  craters are fun to play with...lol the novelty might run out quickly though.

2 craters added to this map. craters after create rivers... interesting affect on the rivers... 

small preview_high_res.jpg

Added a third crater, this is a bigger one before the rivers are created...

small preview.jpg

I may have over tweaked some parameters...lol

 
@Pille   is there a way for teragon to append something to the end of the world save name if the name already exists? cant remember how many times i started a new world generation and forgot to change the save name... today i overwrote the world i am playing in !! lol

i managed to copy the original before it was completed then renamed both worlds... still playing that world and so far it seems i got away with it.

 
@Pille   is there a way for teragon to append something to the end of the world save name if the name already exists? cant remember how many times i started a new world generation and forgot to change the save name... today i overwrote the world i am playing in !! lol

i managed to copy the original before it was completed then renamed both worlds... still playing that world and so far it seems i got away with it.
I know I brought up having a warning if you start a map generation in an existing world.  Not sure what he'll end up doing regarding it, but I wouldn't personally want it to automatically append unless it can be disabled.  I do a lot of testing using the same world folder so I can have a bunch of heightmaps and stuff there to work with and changing the folder on me would be a pain.  I think a warning is enough.

You can help yourself in the meantime by adding an interrupt at the beginning with a text warning to verify the world name.  That would let you easily stop or continue before spending any time generating the map while reminding you to double check.

Still need something built in for it, but that would work for now.

 
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@spud42 "this time you dont start at 0,0 ( i hope i got it right)  you should start in the forrest on the east side of the map."

um. . . .  no. . .  I actually had ten minutes of swimming practice, Spud! It seemed to be about half-way between the edge of the map and the burnt forest . . .  and deep underwater.   🐟

Your spawnpoints.xml reads

<spawnpoint rotation="0,0,0" position="4764,-1433,0"/>

It needs to be "east-west number",  altitude,   "north-south number", as the example below. 

<spawnpoint position="1961,32,1376" rotation="0,0,0"/>
 

 
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@spud42 "this time you dont start at 0,0 ( i hope i got it right)  you should start in the forrest on the east side of the map."

um. . . .  no. . .  I actually had ten minutes of swimming practice, Spud! It seemed to be about half-way between the edge of the map and the burnt forest . . .  and deep underwater.   🐟

Your spawnpoints.xml reads

<spawnpoint rotation="0,0,0" position="4764,-1433,0"/>

It needs to be "east-west number",  altitude,   "north-south number", as the example below. 

<spawnpoint position="1961,32,1376" rotation="0,0,0"/>
 
Yes, this would be the correct format.  The altitude shouldn't matter as you're supposed to always spawn on top of ground.  I think the only time it would matter is if there are multiple levels you can spawn on at the same location, such as in a skyscraper, where the altitude will determine what floor to spawn on.  But out in the open, you'll always spawn on the ground (or in a tree if there happens to be one right there, but changing altitude won't fix that).  :)

spud42, did you manually edit the spawnpoints.xml file or did Teragon make that?  If Teragon made it, we'd need to get that fixed.

EDIT: Actually, I believe it is N/S, altitude, E/W.  I haven't tested to verify, but I am pretty sure that's what it is.

 
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Nyaaaahh - you are shaking my trust in you Riamus!! 
 

First number ->   west (-) or east (+), elev,  south (-) or north (+)

Please -tell me I am wrong!
 

 
Nyaaaahh - you are shaking my trust in you Riamus!! 
 

First number ->   west (-) or east (+), elev,  south (-) or north (+)

Please -tell me I am wrong!
 


You're right. Proof:

image.png

@Pille   is there a way for teragon to append something to the end of the world save name if the name already exists? cant remember how many times i started a new world generation and forgot to change the save name... today i overwrote the world i am playing in !! lol

i managed to copy the original before it was completed then renamed both worlds... still playing that world and so far it seems i got away with it.


Nope but I could add a corresponding feature.

 
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Nyaaaahh - you are shaking my trust in you Riamus!! 
 

First number ->   west (-) or east (+), elev,  south (-) or north (+)

Please -tell me I am wrong!
 


You're not wrong.  It's E/W, Height, N/S




From what I remember from a while back you could add -1 as the height. This would spawn you near the ground or near a roof or what ever was at those coordinates. So you didn't spawn high in air and drop and die.

EG: 1856 -1 -2196

 
Nyaaaahh - you are shaking my trust in you Riamus!! 
 

First number ->   west (-) or east (+), elev,  south (-) or north (+)

Please -tell me I am wrong!
 
Yep, you are right.  I blame lack if sleep. Lol. 😁

From what I remember from a while back you could add -1 as the height. This would spawn you near the ground or near a roof or what ever was at those coordinates. So you didn't spawn high in air and drop and die.

EG: 1856 -1 -2196
My understanding is this is done automatically now.  I'll have to test with a large number and see if I fall in A20.

 
My understanding is this is done automatically now.  I'll have to test with a large number and see if I fall in A20.


It may very well be. Been a long while since I admined on a server so I haven't kept up with any changes except on my home one which was always just me so never had to teleport anyone.

 
It may very well be. Been a long while since I admined on a server so I haven't kept up with any changes except on my home one which was always just me so never had to teleport anyone.
Teleport could perhaps be different than spawning, too.

 
Yes, this would be the correct format.  The altitude shouldn't matter as you're supposed to always spawn on top of ground.  I think the only time it would matter is if there are multiple levels you can spawn on at the same location, such as in a skyscraper, where the altitude will determine what floor to spawn on.  But out in the open, you'll always spawn on the ground (or in a tree if there happens to be one right there, but changing altitude won't fix that).  :)

spud42, did you manually edit the spawnpoints.xml file or did Teragon make that?  If Teragon made it, we'd need to get that fixed.

EDIT: Actually, I believe it is N/S, altitude, E/W.  I haven't tested to verify, but I am pretty sure that's what it is.


yes i manually edited the spawn point xml.  well thats a stupid way to do it. what happened to x,y,z ?  this is x,z,y ??? will have to edit the xml again.  i manually wrote Gcode for a laser cutter back in 1982... co-ordinates were always x,y,z..... x=e/w,y=n/s z= height( always!!!) 

B U G G E R ! !  (because the filter wno let me type it) 

 
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