Hi, I've been generating a few maps and trying them out, then got into making my own biome maps specific to the town and terrain generated by Nitrogen, now I'm on to making height maps.
I made one for Australia just because it's a good size land mass surrounded by water.
I have an issue, how can I get Nitrogen to place cities/towns on existing land instead of making it's own islands.
Here is the issue and what is generated with more or less default settings:
http://prntscr.com/pzuctn (red line explained below)
Here is the height map, as you can see where it's placed towns in the middle of the water with long roads there is no land, it's water:
http://prntscr.com/pzubrv
(why does Nitrogen flip the height map btw, initially took me a while to recognize I had actually made Australia, just that it was flipped, lol)
Then I found this strange issue:
http://prntscr.com/pzu6is That is located where the red line is above which is just black in the height map and should be filled with water just like the rest of the ocean, not sure why it parted the water and put a line of trees down.
Is there any way we can get a better explanation of the following parameters and exactly what they influence or are responsible for.
TER_MIN_HIGHT = 4
TER_WATER_SPAWN_AT = 33
TER_BASE_HIGHT = 35
TER_MAX_HIGHT = 255
I have tried various parameters and still get my cities and towns spawning islands out at sea, also found more of these strange water divisions with biomes out in the sea.:
http://prntscr.com/pzv4xs
Thanks for this cool tool!
Hi, first, check if you use the most recent version.
Then: what you need to use here is a mask to have more control over the landscape and POI placement.
In the resources folder is an example of a heightmap and mask working together.
The mask can define areas that are blocked to spawn POIs (all the ocean in you case), and also the town and city spawnpoints.
The spawnpoints are just red and green single dots (the game marks a spawnpoint for every green (0,255,0) or red (255,0,0) pixel it can find.
Better is to place a few more pixels then nessecary, as the generator will spawn cities randomly if it runs out of spawnpoints.
Its will still place as many cities and towns as selected from the city/town menu. So change those values accordingly.
Select all the ocean as non-transparent in the mask (make it blue for example). Only fully transparent areas allow POI placement.
Have a look at the example mask and make a map with it to see it in action.
Choose the advanced option import_HM & mask.
And weather you want to load both from the resources or your map folder.
------------
The game has issues with placing water evenly. Especially when the water volume is very large.
I usually try to keep the ocean quite shallow. This seems to work better for placing water in it, without those distribution bugs.
There is not much I can do from my side. Its the water code ingame...
--------
TER_WATER_SPAWN_AT = 33 -> hight the water nodes in large lakes is spawned,
TER_BASE_HIGHT = 35 -> minimum Height POIs will spawn, to avoid spawning inside lakes
Best is to keep your Hightmap at similar values -> Oceans having darker RGB than (33,33,33) . Maybe something like (27,27,27)
The generator can read the configs, but is tuned to those values. As there are also maximum Heights for cities to spawn. I would not strife too far from those ranges.
-----
Turn off roads when making test runs to see the placement. Its way faster to generate.
----
The game uses a "flipped" coordinate system, compared to the images.
The reduce processing time, the generator is only flipping the preview and exported data at the end. Thats why the imported heightmaps and masks are upside down.