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A19e Nitrogen - UNSTABLE

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I was mostly asking if you run the 64 bit or 32 bit version of Java.

The 32 bit might have problems increasing the heap space large enough.

With 64 bit, java -version will state something like "64-bit server VM"

With 32 bit build it will state something like win-32

Usually the java being used is the one found by its installation folder in your path environment variable.

echo %PATH%

will show a list of the system folders. You might point to a 32 bit installation here.

I have a similar behavior when using a 32 bit version.

But on this with the parameters

java -Xmx1400m -jar nitrogen.jar

(reserving 1.4 GB heap)

I could at least build a 4k map.

Now, I can only recommend you to open the console, "cd" to your installation directory, and run the program directly from the console, using the -Xmx1400m heap-extension parameter.

 
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Hello once again Damocles, I really love your tool and finally give a go on heightmap generation.

I used https://terrain.party/ and it works perfectly first time.

Generated a Mountain region and it was smooth, landscape was really good.

After that i give a go on an island map based on an actual heightmap too and that didn't work as well tbf, the generator placed most of the POI s under water and generated roads to go there (which brokes the water obviously). Is it possible to set the minimal height the poi's will generate?

Thanks for the good work and keep updating this much excellent custom world generator :)

 
Hello once again Damocles, I really love your tool and finally give a go on heightmap generation.I used https://terrain.party/ and it works perfectly first time.

Generated a Mountain region and it was smooth, landscape was really good.

After that i give a go on an island map based on an actual heightmap too and that didn't work as well tbf, the generator placed most of the POI s under water and generated roads to go there (which brokes the water obviously). Is it possible to set the minimal height the poi's will generate?

Thanks for the good work and keep updating this much excellent custom world generator :)
Hi, the water level for large lakes is fixed at 34, Pois will spawn above 35 if they find space. They have a minimum hight to account for Pois with larger underground structures.

You need to make sure that the island is above 35 (rgb value for each color). Eg, editing the terrain in a gfx editor.

Roads will find the shortest path, but on an island will have to cut water. There are no bridges yet. Better is not to have large islands for now. You could add a land passage manually as a workaround, so the roads will use the land.

 
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How do i install one of these worlds to a dedicated server?
Sorry, I have not looked at the server setup yet. Its probably just the same GeneratedWorlds folder where the world is initialized from as in singleplayer.

 
I can only find NitroGen (v0.121 alpha) download. Where can I get the latest version? Thanks.
Same download link as the old. You might have to check the downloadfolder for the newest download.

 
OK so running 64-bit Java for Windows. (re-downloaded & re-installed once again. This was after wipeing out the install of windows from the m.2 and started over again to rule out any installation issues or OS bugs.

So now i will test your fine program once again and will report back some time in the future. Thank You For All Your Help With This Minor Situation.

 
Same download link as the old. You might have to check the downloadfolder for the newest download.
Ok I'm seeing file dates from 10 & 13 Apr 2019 in the zip, but the readme says v0.121. That's what threw me off. Thanks!

 
I hope it all works out now.
Yes indeed it has,

Nitrogen & Task Manager.jpg

running generation thread

... running terrain generation ...

C:\Users\ \Desktop\NitroGen/resources/TEST_512_REL_TILED_NoiseTurbulence.png not TYPE_4BYTE_ABGR, copy type 5 -> 6

exporting (1/3)

exporting (2/3)

Save to : C:\Users\ \Desktop\NitroGen/output/NitroGenMap/genHM.png

image saved: C:\Users\ \Desktop\NitroGen/output/NitroGenMap/genHM.png

exporting (3/3)

Save to : C:\Users\ \Desktop\NitroGen/output/NitroGenMap/biomes.png

image saved: C:\Users\ \Desktop\NitroGen/output/NitroGenMap/biomes.png

... terrain generation ... DONE ...

... running world mapping ...

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... world mapping ... DONE ...

FINISHED GENERATING NEW WORLD


Total time taken: 2 min 27 sec
<------- Fantastic :cocksure:

This was just a test run useing all default settings.

Now the main test going to change some perams and make my custom map!

Thank you once again for all your help just typical windows issues thinking of it as just another value added feature to windows 10...

Happy Days! & Kindest Regards. Thank You For All Your Hard Work. ;)

 
Great tool :) The bat files don't seem to work, for some reason, but loading the JAR file directly works fine.

Is there any way to add in additional biomes to the generation from a user standpoint? Or is that all contained within the code itself?

 
Currently the terrain biomes/landscapes are defined in code. I can have a look at making this more flexible and configurable in the future, and have more selection of landscapes in general.

You CAN however import your own hightmaps already (greyscale png images), if you have a specific goal how the world should look like.

There is a very simply map included as an example, that I have drawn quickly in a graphics editor.

It will then import the hightmap and populate it with POIs, roads and spawnpoints.

---

Its just a hobby project for me in the end. Working on an alternative RWG was the easiest fruit to pick. Things like making a new AI would be nice to do, but its closed source game-code in the end, so it would be pretty inconvenient to "mod". I would rather just write the gamecode directly...

-----

@ DigitalSanctuary: glad that it worked out. I know its quite a hassle to get software running if some element is not configured as needed, and track the problem down.

 
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@ DigitalSanctuary: glad that it worked out. I know its quite a hassle to get software running if some element is not configured as needed, and track the problem down.
Yes indeed i never lost faith that this would work and now that it is well its no game over its added a new lease of life for the game..

Thanks Once Again! :smile-new:

 
whoops, wrongly posted. how can one delete a post?

Oh well, as long as it's here... The amount of data just for cookies transferred from oracle.com was higher than the data of the website itself. Isn't that nice. And then they recommend using internet explorer *g*

Do you think it's possible to port this to a programming language that's created/maintained by a more responsible company?

This post can be deleted at any time please!!!

 
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I love your tool so far, but sadly we have run into a small issue: The maps we get from the tool are quite rough with a lot of small blocks breaking the landscape which makes it hard to use vehicles on them since everything is super bumpy. Any idea on how to improve that?

 
The import heightmap THEN have it spawn roads and prefabs is nice. Would you consider making it so that it will import ANY piece and only generate the missing pieces?

Like I could have just the heightmap, and it creates roads, biomes, pois, but if I had the heightmap AND biomes, it would only create roads and pois, etc?

That way we could flexibly only use the parts we need? :)

I could go backwards and just edit the splat3 after you create it, but I'm lazy...

 
The import heightmap THEN have it spawn roads and prefabs is nice. Would you consider making it so that it will import ANY piece and only generate the missing pieces?
Like I could have just the heightmap, and it creates roads, biomes, pois, but if I had the heightmap AND biomes, it would only create roads and pois, etc?

That way we could flexibly only use the parts we need? :)

I could go backwards and just edit the splat3 after you create it, but I'm lazy...
I though about that, having the option to import hightmap + biome map.

maybe after the Easter holidays.

The mountain huts would still spawn at a certain hight, but i will probably push everything to a config file.

I could add a scanner for a "city marker" for the hightmap, where a simple colored dot would indicate the city or settlement center. This way it would be possible to create custom maps with the correct POIs distributions. (like making a new Navezgane map)

 
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Currently the terrain biomes/landscapes are defined in code. I can have a look at making this more flexible and configurable in the future, and have more selection of landscapes in general.
You CAN however import your own hightmaps already (greyscale png images), if you have a specific goal how the world should look like.

There is a very simply map included as an example, that I have drawn quickly in a graphics editor.
It's the biomes specifically I was after, mostly because RWG is a mess and I wanted to suggest to folks using my mod that they generate worlds with this instead.

But I need to be able to generate burnt forest and wasteland as a minimum. ;)

EDIT: Guppy's idea of supplying a biome image would actually be bloody perfect for my use case.

 
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For now, you could edit the generated biomes.png or supply a custom one with the wasteland and burned forest biomes for a custom map. I did not include them in the generation process.

Just make sure the color values (rgb and alpha) are precise (you can take the normal Navezgane or RWG output as reference), else the game will complain when importing the images.

 
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