Gamida
Hood Ornament
Nevermind my ignorance or your laziness...are we getting a video or no.More like "I'm lazy".![]()
(Not from you this time MM, but your time is coming

Nevermind my ignorance or your laziness...are we getting a video or no.More like "I'm lazy".![]()
Crap, I guess I'll learn it and then record one, but fair warning, my videos pretty much suck. =)
Hi, on a run now, will clarify on the mask tomorrowHey could you elaborate more on masks? For those of us that don't know what an alpha channel is?
I get the red dot... put that and a city shows up. The yellow is so you can SEE the red dot. What's the blue? Are there any other colors that do cool things? Like green for trader, etc?
Also, when I'm loading the heightmap in photoshop, and make the new layer FOR the mask, will I have to flip it at some point? Thanks! Photoshop is NOT my forte.
Me either, I'm a Paint dot net guy, but its been lacking some features of late so Krita (which I hate) and Photoshop it is.Hey could you elaborate more on masks? Photoshop is NOT my forte.
Nice, good to know.The main purpose of the mask is to block areas to prevent POIs from spawning there. The transparent area is free to place POIs, the opaque is blocked.
Always wondered about these, thought they had to do with prefab placement and collision bounds for other prefabs but after seeing a few prefabs "slice" each other and shear whole sections off of buildings I knew better. Was wondering if this 'POI_MIN_DISTANCE_TO_OTHER' has anything to do with the collision of prefabs or was it just the fact that my cities are generating in a compact tight manner due to my 4K world sizes.within the mask you can set 3 special colors#1 solid Red: RGB 255,0,0 (full alpha 255) -> City Spawner
#2 solid Green: RGB 0,255,0 (full alpha 255) -> Town Spawner
#3 solid yellow: RGB 255,255,0 (full alpha 255) -> help color (just to make city/town pixels more visible)
Then I saw this and I will be playing with and fine tuning my settings some more.The config CITY_GRID_ALIGN_RANDOMIZE can be set to 0 to remove random POIs to be misaligned, the option is there to make cities look more organic.
That's what I thought, hence the cascading probabilities defined when NitroGen assigns zoning laws as per each prefabs xml. Too many zones defined in the xml, and it will water down the probability of it being picked for its appropriate zone... right?The colors are defined be the zones, yes. (some prefabs are assigned to multiple zone, but only one color of them is displayed)
This one was really a no brainer but I wanted to be sure.POI_MIN_DISTANCE_TO_OTHER is defining the distance of POIs within the same settlement to each others outer bound. So if you want to assure wide streets, increase this value. Else the POIs can be place with only small back-alleys between them.
I do it but I have my map perfectly flat...no hills no mountains. right now I have ground level at 175. I wouldn't know how to do it with a map that has variation already.Is there a way to adjust the level of the surface relative to bedrock? I want the ground to be deeper so there is more dirt/stone/ore between the average surface and the bedrock without making everything into a mountain range.