Try to use the bat file. It might have run out of memory with the default. You can also increase heap memory by changing the parameters in the bat file.Just using default settings, have latest Java installed jre1.8.0_211All that happens is this:
running generation thread
... running terrain generation ...
Then just sticks there.
Indeed, it wasn't fun. Nevertheless, I have made a list for Ravenhearst 5.13 prefabs with the available data, to whom it may concern:You can use NitroGen to use your custom POIs (or in this case import the Ravenhearst POIs)
For this you would need to edit the included resources/prefablist.txt
the format is like this:
business_old_01,COMMERCIAL;DOWNTOWN,2,-1,21,18,47,downtown
add a new line to this list, using the following format:
my_poi_name, something(not read), 2(face north), y-offset, x-wide, y-high, z-deep, NitroGet-Zone
the y-offset is usually -1 for most flat pois with a ground layer. The x,y,z dimensions are visible in the prefabeditor.
example: (if the POIs filename is called Ravenhearst_house_poi)
Ravenhearst_house_poi, COMMERCIAL, 2, -1, 34, 20, 45, smalltown;downtown;houses
(Then start NitroGen and generate a new world, and copy the generated world to the games "GeneratedWorlds" folder)
You can check if your prefab was inserted by looking at the generated prefabs.xml, and look for the pois name there. It defines its name and location in the world at startup.
...
I have not looked at how Ravenhearst is structured, but the POIs could be theoretically be copied to the vanilla prefab folder, and loaded by the game using the NitroGen generated world.
But is would then require to insert all af them into the resources/prefablist.txt for the generator to insert them into the map-file.
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If anyone knows where the prefabs dimensions (x,y,z) are stored, other than inside the binary files, I could quickly write an importer for that.
The y-offset is descibed the prebals xml, but for knowing the dimensions I would have to open each POI in the prefabeditor and note it down... not fun.
The dimensions are needed for the generator to place the POIs correctly in the world, else they might float in the air, or are placed in a hole...
Hi , if you use the command shell anyway, use the “cd” command to navigate to the installation directory. Else java does not know where the jar file is.I'm pretty sure I have everything setup correctly, but I'm only getting these errors. Thanks for the help in advance.View attachment 28210
Hi, just came back from an Easter trip.Indeed, it wasn't fun. Nevertheless, I have made a list for Ravenhearst 5.12 prefabs with the available data, to whom it may concern:
View attachment 28211
I left out the following six, as some files for these are missing - I couldn't load them into the prefab editor, therefore I don't know the correct x,y,z dimensions:
rh5_7EndStore(by_Jackelmyer),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW,2,-1,6,11,6,smalltown;downtown;citycenter;industrial
rh5_Amityville_Horror_House(by_Swolk),RESIDENTIALNEW;RESIDENTIALOLD,2,-1,6,11,6,houses;smalltown
rh5_MonsterFlexGym(by_Swolk),COMMERCIAL;DOWNTOWN,2,-3,6,11,6,alone;smalltown;downtown;citycenter
rh5_SUBDAY(by_Swolk),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD,2,-2,6,11,6,alone;smalltown;downtown;citycenter;industrial
rh5_TacoBele(by_Swolk),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD,2,-6,6,11,6,alone;smalltown;downtown;citycenter;industrial
rh5_Walcart(by_Swolk),COMMERCIAL;DOWNTOWN;INDUSTRIAL;RESIDENTIALNEW;RESIDENTIALOLD,2,-2,6,11,6,alone;smalltown;downtown;citycenter;industrial
The map itself seems to get generated fine. However, whenever I want to start up Ravenhearst with the generated map, the game throws an exception and stops loading:
Started thread GenerateChunks
IndexOutOfRangeException: Array index is out of range.
I tried the whole day now with various generator settings, tried to generate from the vanilla, also from the Ravenhearst folder, always the same problem.
Apart from that, I cannot say whether or not everything I made up is correct or if anything is missing. In fact, this is my first time doing this.
If anyone could take a look and / or try out for oneself, I'd really appreciate any advice to get a generated map running.
Apart from all that, Damocles, really appreciate your work. Would it be possible to include river and ocean generation in your tool in the future? Just asking. I'm already happy there's a different generator apart from the vanilla one out.
+1Awesome! Getting better and better!!
My wishlist for now would be:
12k maps
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