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A19e Nitrogen - UNSTABLE

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Good Work! The rivers look good.

Are they rounded (go around the circle) ? Or have a beginning and end ?

 
Hey Damocles and all map builders here,thanks to Xylvier script I generated the CompoPack38 prefablist and spend some time editing it :p

I had to place the deepest poi (Sphinx3 and NSite) on mountains cos' their heights makes bugs if placed too low.

Lots of huge poi are placed alone and i edited the placement as I believe it would be best.

But it's my interpretation I haven't played in all of those POI atm so maybe a better placement for some may occur.

It may cause bugs especially if you try to maximize spawns of everything since those prefabs are huge for lot of them.

I uncomment some on my own for generation feel free to do the same.

He are 234 prefabs to add to the nitrogen prefablist at the end if you want to use CompoPack easily.

original prefablist finish with

water_tower_03,RESIDENTIALOLD;RESIDENTIALNEW;INDUSTRIAL,2,-1,10,15,13,farm;smalltown

you just copy paste after (using notepad++ or such) all the xcostum

Hope it will help some and thanks again Xylvier :)
Awesome thanks

 
If anyone has successfully integrated the Ravenhearst POIs into NitroGen, let me know.

I pasted the lines of the POIs into the NitroGen prefab file, as generously uploaded by Melts, but when I start the world generation up, the console reads, "Array index is out of range" and the world generation doesn't progress from there.

Edit: Found my answer here

 
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If anyone has successfully integrated the Ravenhearst POIs into NitroGen, let me know.
I pasted the lines of the POIs into the NitroGen prefab file, as generously uploaded by Melts, but when I start the world generation up, the console reads, "Array index is out of range" and the world generation doesn't progress from there.

Edit: Found my answer here
I have added a quick link to the post in the start post.

 
Good Work! The rivers look good. Are they rounded (go around the circle) ? Or have a beginning and end ?
In the next iteration I can try to make them geographically more meaningful (always ending in a large body of water).

In this version I mainly wanted to have them in and see if there are any local issues with them in high terrain.

 
Excellent! So Damocles... Technically you could possibly generate a map with CompoPack by Magoli if you and Magoli where so inclined to do so? :) I've only just generated a world but haven't checked it yet. But on my first try i'm seeing a tonne of lakes on the previewmap image.

 
Excellent! So Damocles... Technically you could possibly generate a map with CompoPack by Magoli if you and Magoli where so inclined to do so? :) I've only just generated a world but haven't checked it yet. But on my first try i'm seeing a tonne of lakes on the previewmap image.
Sure, any custom prefabs just need to be represented in that prefablist.txt.

Then I dont see any issue importing them. (there is a script by Xylvier to help extracting the prefabs details, so you don need to manually insert the dimensions)

Its a bit of manual work then to assign the prefabs to a meaningful zone, so they dont just spawn randomly in the world.

 
In the next iteration I can try to make them geographically more meaningful (always ending in a large body of water).////
Whoa! I can't even imagine of an algorithm to do that!

In everyday life, You specialize in something like this ?

 
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Whoa! I can't even imagine of an algorithm to do that!In everyday life, You specialize in something like this ?
Making games or game related tools is just a hobby. I worked in the field for a while, but moved to a more "established" type of work.

Never wrote that type of world generator. So its fun .. until its not and I move on to something else.

Would be nice to fumble around in the ai code ... but its a closed source project of course, so I will continue doing that in my own projects then.

 
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Why not just use the zone info that's already in the prefab's xml?
Just curious.
They had a different focus, but the idea of zones (POI categories) was good, so I took over the idea.

Its quite convenient to change the look of settlements by adjusting to what zones a POI belongs to.

 
Looks like the program has no writing permissions to create the output files (radiation.png) here.

Maybe you can check your writing permissions, or try copy the generator and running it from a different drive like D:

Or start the program (exe) with Admin permissions.

 
Is it possible to use this in a private hosted server? I have one hosted by Nitrado and I can't find the proper place to copy these files into :/

 
Looks like the program has no writing permissions to create the output files (radiation.png) here.
Maybe you can check your writing permissions, or try copy the generator and running it from a different drive like D:

Or start the program (exe) with Admin permissions.
Running the .exe made it work! Thanks!

 
Is the latest patch working with A17.3 ? .thanks for your hard pure and game loving work .
I have not encountered any problems with 17.3

Same POIs, same file formats. Runs fine while I tested it.

 
i'm still having massive troubles with the roads :( Perhaps what I want isn't possible at all, i don't know. I've made this testmap with that river I so love. Made my mask. I've uploaded the resulting preview. specially the center is troublesome to me. I really need to get rid of any roads going through masked zones :) And there's a whole city sitting on my river as well :)
View attachment 28293

I'd really hate to paint all roads by hand :) :)

Oh wow, the upload quality is abysmal. river goes from NE to SW, snaking it's way down.
Can you explain what you mean by mask? Is that water? And if so, how the heck did you do that?

I know how to customize roads and biomes, but hand placed water would really really really make my day.

 
Can you explain what you mean by mask? Is that water? And if so, how the heck did you do that?
I know how to customize roads and biomes, but hand placed water would really really really make my day.
In Nitrogen you can import your own hightmap, or edit a generated hightmap. The mask is an image that can be used to block off areas for roads and pois, and also set city spawn points. Water is automatically placed in low terrain (water level 34)

You can pretty much create your own custom world this way, without handplacing pois and roads.

There are several posts in this threat talking about the details.

There is also an example world in Nitrogen (import gen mode) to showcase the files needed.

 
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