Maybe I will add some options to trigger map generation and POI placement separately, as they are functionally different modules.- Allow stopping the generation mid way:
It's already very fast and i believe for most it's easy to just wait or close the program and start again, but looking for something that looks
balanced while randomly generating in regards of biome distribution is rather time consuming.
I always keep the output folder open and check the biomes and heightmap while the generation is running, sometimes i wish i could restart
when i see the biomes, tho mostly in regards of craters/wasteland and burned forest, but also if there is no snow or desert at all.
If you are feeling ambitious, the option for a hub city like we had with A15 and prior would be awesome. Some of my best gaming memory with 7D are from looting (or trying to loot) the hub city, hiding in the apartment buildings, etc. I miss the hub city more than anything else.Maybe I will add some options to trigger map generation and POI placement separately, as they are functionally different modules.
Something like:
-generate map and pois
-only generate map
-import map, generate pois (where you can edit the hight-map beforehand)
-import POI placement mask
- - - Updated - - -
The player spawn points are red, traders purple, city centers cyan, industrial buildings blue.
(..in Xylviers map, there also seem to be some custom added POIs, using the citycenter color)
Added separate generation steps, to redo POI mapping to the same terrain. Also added a mask image import that blocks POIs and roads to use a masked off area."Maybe I will add some options to trigger map generation and POI placement separately, as they are functionally different modules."
It would be great to have some options there. Also, can the splat map be handled separately as well? I'd like to remove certain roads that lead through rivers and such. OR that mask that was talked about, it could also include zones where no roads may go?
I'd love to create the basic map, then adjust stuff, keeping the POI placements and heightmap, but being able to adjust the roads, cut the ones going over rivers to be replaced by bridgePOI later (manually)
Dunno if that comes across right... Currently, I have a handcrafted map + heightmap, i've put that through the generator, and the city placement was pretty much perfect. I'd like to paint in a river now and remove the roads-parts it crosses, regenerate the terrain without touching the POI placements, taking care that my river (or any feature) doesn't touch terrain already occupied by a poi.
Currently the roads are created after the POIs where placed. (thus avoiding them)Is there a mask for forcing generation of pois along roads? If not, is it planned?![]()
Sure I could read out more information from the mask, like a city-center point.Just thinking that I'd really like to be able to paint (mask) places that would for sure spawn pois if it's smooth enough, then that roads would find a way to.
It would be superb if a road would build a bridge when encountering rivers.Lots of changes, very nice. I'm still a bit stumped on how to edit roads after generation *g*
I'm making a map, painting in my general features.
I'm editing the biome file and the heightmap
I'm now adding a no spawn mask to my rivers and lakes
I'm rendering those until i find a nice spread of cities and towns that i like
So far this is working great (apart from having to flip the heightmap every time *g*)
Now i'd like to undo all the damage the poi and road generation has done, like a road going through a river for example, which it will do if the river is very long it seems. I have no idea on how to accomplish that.
Feels like i should use the generated POI heightmap, edit out the filled up river-parts, edit the splatmap and delete the road. But how to render that thing now while keeping all the pois and stuff? Is there a way and i'm not seeing it?
Or can we perhaps leave out road generation completely, apart from within a city? and then i could draw my own highways on the splatmap??
Since I'm modelling the entire map myself, flattening and adjusting would not be required ^^ But i can't be arsed to manually create twenty cities, that's why i need the random poi generation and heightmap adjustments![]()
Roads will eventually find a way (the mask is just increasing the cost of the path-seach, like mountains do). I can increase the costs of the mask-pixels, that should allow for longer detours around blocked of areas.Lots of changes, very nice. I'm still a bit stumped on how to edit roads after generation *g*
I'm making a map, painting in my general features.
I'm editing the biome file and the heightmap
I'm now adding a no spawn mask to my rivers and lakes
I'm rendering those until i find a nice spread of cities and towns that i like
So far this is working great (apart from having to flip the heightmap every time *g*)
Now i'd like to undo all the damage the poi and road generation has done, like a road going through a river for example, which it will do if the river is very long it seems. I have no idea on how to accomplish that.
Feels like i should use the generated POI heightmap, edit out the filled up river-parts, edit the splatmap and delete the road. But how to render that thing now while keeping all the pois and stuff? Is there a way and i'm not seeing it?
Or can we perhaps leave out road generation completely, apart from within a city? and then i could draw my own highways on the splatmap??
Since I'm modelling the entire map myself, flattening and adjusting would not be required ^^ But i can't be arsed to manually create twenty cities, that's why i need the random poi generation and heightmap adjustments![]()
I can add them at one point. They need a bit more complex logic, as the bridge POIs are not very long , and only go East-West or North-South, the generator would have to prepare a land-bridge at its end for wider rivers/lakes.It would be superb if a road would build a bridge when encountering rivers.