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Custom roads

bobrpggamer

New member
I am not too terribly sure where to post this. But I have a question about Splat3 raw road files.

OK, so edited a splat3 file in Photoshop not too long ago and I was able to add the roads, but they did not conform to the existing terrain and also they had grass all over them. So my question is: if  I add a custom splat3 map to a new terragon created map BEFORE starting the map for the first time, will the splat3 conform to the terrain as if it was just made n the random generator n the vanilla 7 Day to Die?

Thank you.

 
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I am not too terribly sure where to post this. But I have a question about Splat3 raw road files.

OK, so edited a splat3 file in Photoshop not too long ago and I was able to add the roads, but they did not conform to the existing terrain and also they had grass all over them. So my question is: if  I add a custom splat3 map to a new terragon created map BEFORE starting the map for the first time, will the splat3 conform to the terrain as if it was just made n the random generator n the vanilla 7 Day to Die?

Thank you.
Roads will not match terrain if you change terrain after making the roads or if you don't set up the roads to align with the terrain to begin with.

 
Roads will not match terrain if you change terrain after making the roads or if you don't set up the roads to align with the terrain to begin with.
I would not be changing the terrain at all after Its rendered. I will not even load the map in 7 Days to Die yet. Once I finish the splat3 I will add it back to the generated worlds folder and then start the map.

I just want to know, if before I start my map for the first time if the game will read the splat3 as though it was just like the one that teragon spit out at the end of map creation. Or maybe I need to import the splat3 in teragon, In map creation. I don't know.

Thank you for the reply Riamus.

One more thing. I do not have any Idea how 7 Days to Die places a road over a mountain. So If was to place a road over a mountain, and I wanted it to be like a pass with a canyon, would I have to edit the DTM to create a pass with a canyon through a mountain? Does the game just make the road go all the way up and down the mountain by default?

 
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Yes, you would need to create a path.  Most people use MapToolz for manual road generation. 

 
Yes, you would need to create a path.  Most people use MapToolz for manual road generation. 
Thank you.

I am not very good at explaining myself, so I will try another way. When is the Splat3 processed? Is it in the RWG editor? Or when you start a completely new game and a completely new map? I would think that starting a new game and map would add all of the parts to it, such DTM, biomes,regions, spawnpoints and so on and combine them into the finished new game map you play in. If it is this way, then the files you create and put into in the generatedworlds folder could be edited any way you like until you create that new game and then all of the files get "flattened" like a bunch of layers in Photoshop.

Sorry if this sound funny but I cannot really find the right words to explain myself.

 
I have a question about game worlds. I know you can do 10K, 12K 14k, but what about 13K? It may seem lame, but I swear 14K maps in teragon are very hard to edit and complete, without a boatload of CTDs.

Example: I can do almost whatever settings I want on a 12K map. Now in 14K the program is temperamental and I get a CTD more often than not when I make a change to the settings. So to test things, I changed a 14K map (that gives me CTD all the time) to a 13K, by just going down 1 notch on the basic tab, and no more CTDs.

So if you can load 13K maps into a game in 7 Days to Die, I will forget 14K altogether, as I am sick of all the CTDs I get all the time.

 
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Someone else will need to give not details on road editing as I only make maps using Teragon.  Anything she outside Teragon would be interested to Teragon, so I don't really have much info. 

The game does support loading 13k.

 
Someone else will need to give not details on road editing as I only make maps using Teragon.  Anything she outside Teragon would be interested to Teragon, so I don't really have much info. 

The game does support loading 13k.
Thank you Riamus.

I opened the DTM.raw height map in Photoshop and I could not understand how to edit the image.  So I tried to download MapToolz, but I cannot find a link that is working. I registered at 7 Days to Die the Wilderness Project and they have still not sent a email confirmation, so I cannot download it there.

This is the only link I can find: http://dirtyloot.net:9000/MapToolz but it does not go anywhere. Do you know of another link?

 
Thank you Riamus.

I opened the DTM.raw height map in Photoshop and I could not understand how to edit the image.  So I tried to download MapToolz, but I cannot find a link that is working. I registered at 7 Days to Die the Wilderness Project and they have still not sent a email confirmation, so I cannot download it there.

This is the only link I can find: http://dirtyloot.net:9000/MapToolz but it does not go anywhere. Do you know of another link?
You don't usually edit the RAW file.  The PNG is far better.

I've never used MapToolz.  I assume it can be downloaded from one of the main modding Discords, like Guppy's.  But I don't have a link for that.

 
You don't usually edit the RAW file.  The PNG is far better.

I've never used MapToolz.  I assume it can be downloaded from one of the main modding Discords, like Guppy's.  But I don't have a link for that.
I can edit the .PNG file in Photoshop easily. I just know the .RAW has way more information, like a HDRI image or like a 16 or 32 bit color image. But if I can get away with editing the .PNG, that's what I will do. I did find my old favorite RWG editor "NitroGen", a RAW to PNG utility, not too sure how well it works, but the RAW is useless in an image editor.

Again, Thank you for your reply.

 
I can edit the .PNG file in Photoshop easily. I just know the .RAW has way more information, like a HDRI image or like a 16 or 32 bit color image. But if I can get away with editing the .PNG, that's what I will do. I did find my old favorite RWG editor "NitroGen", a RAW to PNG utility, not too sure how well it works, but the RAW is useless in an image editor.

Again, Thank you for your reply.
Teragon already converts RAW to PNG and PNG to RAW for heightmaps.  That is why you have both available when you make a map with Teragon.  Editing the RAW is really not necessary for this game.  The extra detail isn't going to be noticeable in the game.  There are many maps being entirely hand crafted using a PNG format and then converted to RAW for the game and they look great in the game.

 
Teragon already converts RAW to PNG and PNG to RAW for heightmaps.  That is why you have both available when you make a map with Teragon.  Editing the RAW is really not necessary for this game.  The extra detail isn't going to be noticeable in the game.  There are many maps being entirely hand crafted using a PNG format and then converted to RAW for the game and they look great in the game.
Thank you for letting me know this. It will save me a lot of time that I would spend dealing with the RAW file.

 
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