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teragon maps

@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"/>
 
SORRY PAUL. aparently its a unity thing to mix the co-ordinate system by making y = height!! 

i fixed it and reuploaded the file link.

 
Well, i didn't check the map or do a fly over till just now..

those craters are not good... steep sides too tall and 2 of the craters seem to have exceeded the build limit . There is a sheere vertical drop about 10 to 15 blocks wideat the 255 build height limit and the missing bit has been created at 0.  so the bit it couldnt build at the top was built at bedrock!  this is a terrible map. i mean the map is good the craters are very bad..lol

off to create a few hundred maps over easter so i can figure out which parameter does what and how sensitive to change they are.

 
ok back to tweaking craters..

this map has 3 craters one at 256,one at 768 and one at 1024.  heights have been changed and slopes as well. still not sure why 2 of them go to the water table but hey why not.  spawn should be in the forrest north west corner.

http://gofile.me/6ZBka/2fhXCYKyi

small preview.jpg

 
this is interesting. i changed the SW crater to 2048 and a few value changes.  The outer ring almost dissapeared.. central crater obvious...lol

There is also a strange extra "hole" that i have seen several times in crater creation..  

http://gofile.me/6ZBka/MDeeflLJj

small preview.jpg

 
this is interesting. i changed the SW crater to 2048 and a few value changes.  The outer ring almost dissapeared.. central crater obvious...lol

There is also a strange extra "hole" that i have seen several times in crater creation..  

http://gofile.me/6ZBka/MDeeflLJj

View attachment 27629
Check out the random crater preset I posted a couple pages ago.  Take a look at the ranges I used for the randomization of the different parameters.  If you are within those ranges, your craters should generally look good.  As far as some having water, the depth of craters relates to the size, so some might go deep enough and some might not.  It also relates to where they are... On a mountain or hill, they won't be as low as on the plains.  The extra water area is probably caused by incorrect scaling for your size.  You can check what I put in the documentation about scaling to help avoid that.  It is also on the random crater preset.  I don't have it in front of me, but it is something like dividing the size by about 46.  Double check, though.

 
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Thanks Riamus, 

I will look into it.  The range of usable values is not clear or intuitive. some make a vast difference by changing by 1 othere by,001 and some seem to not make much difference... some seem to be blocks like the crater size 512 to 2048, others dont seem to represent any relation to blocks. 

Anyway i'm having fun working out what works for me... 

 
@Riamus  could you post a stripped down ini file with this loop and the define custom tags?  i think i missed something..
Not really.  But all you really need to look at is the Create Crater command.  Look at the values that include "random" and you'll have the min and max range that I used.

But in short, I used the following (copied from the Create Crater command):

Crater scaling: Crater Size / 4.65454545454545

Relative crater bottom height: -2.4 to -0.06

Relative inner radius: 2.5 to 7.5

Crater inner steepness: 0.2 to 0.4

Relative transition radius: 0.5 to 0.9

Erosion iterations: 750000 to 2500000

The rest I left at default.

In general, when you are making changes to values, you are usually safe if you are within a range of the original value / 2 to the original value * 2.  Beyond that, it may work or you may have problems.  This is a good rule of thumb for any commands.  You can always adjust beyond that range to see what you get, of course.

There are screenshots in the documentation for each of these parameters and I generally did the screenshots using the original value, original value / 2, and original value * 2.  So you can get an idea what to expect by looking at those.

 
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Ok guys, a bit of fun with this first one....  1 big generated crater in the middle

small preview.jpg

http://gofile.me/6ZBka/NIg5YDf0D

now back to using custom height maps.... had enough of trying to get the craters to look good....

small preview.jpg

http://gofile.me/6ZBka/72ix5UDkf

Thid last one is tweaked a bit in GIMP and rotated 180 degrees

small preview.jpg

http://gofile.me/6ZBka/dhoOjiSHE

gonna give Teragon a rest for a bit. got a few worlds worthy of playing for a few weeks in game....

EDIT: Kudos to who guesses the height map... lol

 
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Can someone tell me how i can remove all those Boats spawning in my Terragon Generated World? Its a bit...much.

AzzhWpw.png


 
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disable teragon poi's. 

in version 0.42.0  go to the advanced tab and untick "use teragon poi's "

havent tried this are the bridges considered a poi?

 
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Can someone tell me how i can remove all those Boats spawning in my Terragon Generated World? Its a bit...much.

You have two options.

1) In the Read POI Property List command on the Expert tab, look for the line:

ship_poi;poi_distance:49;biome:burnt,desert,forest,snow,wasteland;region:ocean  ((This may look a little different, but starts with "ship_poi"))

At the end of that line, add:  ;max_spawn:2

Repeat for all ocean POI that you have spawning there.

*If max_spawn is already there, just change the number to 2.

**You can use a number other than 2. This is how many can be on the map.

***If you are using the Import POI Property List for some of those ocean POI, you will want to open the file you're importing and add ;max_spawn:2 to those lines as well.

2) In the Create Region POIs command on the Expert tab, look at the section for Spawn Limit Per Region.  Change the value for "ocean" to 2.

*You can use a number other than 2. This is how many can be on the map.

Note that the second is going to be easier since you have multiple POI in the ocean and likely are using both Read and Import POI Property List commands, but you can't set different values for each POI with the second method and are only setting the max for all ocean spawns.

Also, notice that your rivers are a bit deep.  You can fix that by increasing the elevation of the rivers to be around the height of your Create Flat Terrain Map command's elevation but that is up to you.

 
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will have to play till i get a gyro then...lol  fly out and see if there is somewhere to land...

 im using the second map of my previous map post. looks like there is a ship pretty close in on the SW side of the lake.

no one guessed the height map area yet? taken with tangrams height map....

 
will have to play till i get a gyro then...lol  fly out and see if there is somewhere to land...

 im using the second map of my previous map post. looks like there is a ship pretty close in on the SW side of the lake.

no one guessed the height map area yet? taken with tangrams height map....
You can probably manage to land (not cleanly) on the ship, but taking off would be a challenge unless you plan to break out a "runway" on top of the ship. :)

 
just tried out maps with the compo pack. 

Must say that im 50/50 on this.   While i enjoy the new and varied POI's what i dont enjoy is POI's not logically placed in the world.

a huge Mall in the middle of nowhere with nothing near it for hundreds of blocks. it doesnt make sense.  Now TFP also had and probably still do have POI's that make no logical sense either.  For example the elevated highway remnants... no where near any roads all turned 90 degrees to each other IF there was more than one in sight. but even 1 on its own without supporting infrastructure just irks me.

Tried several maps , even though wilderness spawn limit was set to 300 on the advanced tab i got well over 300 pois. I had to change total spawn limit in create region pois to cut the number down. This was not ideal and when i tried a normal map it does limit the normal town poi size too. 

I think i will leave it to others to make maps with the compo pack for now.  I am not going to go through all the POI's and change the biomes in which they can spawn! far too many of them.

 
        @spud42    I reckon there are lots of oddball combinations of varying structures that exist in every map we make, Spud; the elevated highways are just one example, the land-locked ships in the middle of a city are another; elevated section of railroads are yet another, but I have no idea how a developer might go about creating a map or maps which would make sense for everyone, based on what exists in the game as it is now. As well - in reality most maps are too small to represent more than one biome.  All CP does is to add some much-needed variation to make your location 'new and interesting' - and it's appreciated. ( @stallionsden )  . . .    Teragon, particularly with CP,  has certainly provided a terrific sandbox with many possibilities to create different worlds, but Teragon is it's own worst enemy because of it's complexity, plus the Unity/TFP functionality and limitations; anyone who ever used and played with the Far Cry 3/4/5 map creation/editing systems will cringe, when faced with the issues and complexities we face in this system.  

        Anyway - on a more positive note:- Recently I tried one of the only maps that has been really 'different' - it was the "New York II" map, published by DirKiller a few pages back in this thread ->  https://7daystodiemods.com/map-new-york-undead-ii/
It has very little that might not be in an apocalyptic r/w New York, and (for me, who often doesn't go beyond horde night 3) it was/is quite refreshing to play, (started on the 4th, and still playing daily) - instinctive, with a logical progression, and with lots of unusual places to find or exploit.  Great map!

 
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