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A19e Nitrogen - UNSTABLE

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Thanks that you like the tool.

Im also waiting for A18 to see what changed on the technical side of map generation.

 
I already analysed their RWG. Its a bit different than my approach on placing stamps. And the had someone really spend time on collecting nice terrain stamps.

They look like some work went into them.

Roads are also more adaptive to the terrain than in the old version. (Funnily they have some similar problems making them smooth as I have experiences in edge cases)

Lets see if they also make the biome-distribution more diverse.

Currently its always the same biome-layout.

Next is to see what POIs where added/changed, and updating my list.

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Nitrogen maps work fortunately (no changes to the file formats). The prefab-list is not up to date, and several POIs get ignored (some might have changed dimensions since a17 too).

Best is to copy over a main.ttw file from an existing RWG A18 map, replacing the included one.

 
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I already analysed their RWG. Its a bit different than my approach on placing stamps. And the had someone really spend time on collecting nice terrain stamps.They look like some work went into them.

Roads are also more adaptive to the terrain than in the old version. (Funnily they have some similar problems making them smooth as I have experiences in edge cases)

Lets see if they also make the biome-distribution more diverse.

Currently its always the same biome-layout.

Next is to see what POIs where added/changed, and updating my list.

-----

Nitrogen maps work fortunately (no changes to the file formats). The prefab-list is not up to date, and several POIs get ignored (some might have changed dimensions since a17 too).

Best is to copy over a main.ttw file from an existing RWG A18 map, replacing the included one.
Fabulous, you don't have to do a complete rewrite.

How big are the stamps used by RWG? 256x256? 512x512?

 
Fabulous, you don't have to do a complete rewrite.
How big are the stamps used by RWG? 256x256? 512x512?
They use stamps in about 2048x2048 and 4096x4096 in 16 bit resoultion.

(But not that many). So instead of using small local stamps, the generator selects parts of the large stamps.

Has advantages and disadvantages.

They get selected according to the local biome and blended together.

In the xml are the blend rules.

Unfortunatly its only a single biome map, that is always the same. Wich I think should be improved.

Also the biomes are just to large. (Endless burned forest .. no thanks)

 
Alpha 18 (test) version:NitroGen for Alpha 18 (test version)

Includes the new POIs, and fixed some smaller issues in the prefab-list.
I guess it's fast.

10000 x 10000 map: 3 min 39

12000 x 12000 map: 6 min 31

16k x 16k : 22 min 18

(all default settings)

what are the main differences between your generator and the one within the game?

Congratz, great tool!

 
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I guess it's fast.
10000 x 10000 map: 3 min 39

12000 x 12000 map: 6 min 31

(all default settings)

what are the main differences between your generator and the one within the game?
The main difference is probably, that its an external tool. So I dont have to load all the Unity engine and Game assets into memory.

Also the way the terrain is "stamped" is different (using smaller stamps, running over Javas Graphics Renderer)

The road placement is also different how its processing.

... And I keep code as free of overhead as possible... I used to develop games for those old cell-phones (when they had buttons).

 
They use stamps in about 2048x2048 and 4096x4096 in 16 bit resoultion. (But not that many). So instead of using small local stamps, the generator selects parts of the large stamps.

Has advantages and disadvantages.

They get selected according to the local biome and blended together.

In the xml are the blend rules.

Unfortunatly its only a single biome map, that is always the same. Wich I think should be improved.

Also the biomes are just to large. (Endless burned forest .. no thanks)
So the stamps are for whole regions, rather than geographical features? That's got some merit, but far from ideal. The best combination would be to use 1024x1024 and maybe 2048x2048 stamps as a canvas of sorts, with 256x256 and 512x512 stamps used to add detail, such as valleys, mountains, craters, and such.

Being 16bit is objectively better, however. Allows for much more detail in the terrain.

 
I already analysed their RWG. Its a bit different than my approach on placing stamps. And the had someone really spend time on collecting nice terrain stamps.They look like some work went into them.

Roads are also more adaptive to the terrain than in the old version. (Funnily they have some similar problems making them smooth as I have experiences in edge cases)

Lets see if they also make the biome-distribution more diverse.

Currently its always the same biome-layout.

Next is to see what POIs where added/changed, and updating my list.

-----

Nitrogen maps work fortunately (no changes to the file formats). The prefab-list is not up to date, and several POIs get ignored (some might have changed dimensions since a17 too).

Best is to copy over a main.ttw file from an existing RWG A18 map, replacing the included one.
So if we use Nitrogen and copy teh main.ttw from A18 then all is good? I miss my flat map. :)

 
So if we use Nitrogen and copy teh main.ttw from A18 then all is good? I miss my flat map. :)
Using a new main.ttw might be needed for a server. Otherwise it should all run fine out of the box already.

Played on my map yesterday a bit.

 
So the stamps are for whole regions, rather than geographical features? That's got some merit, but far from ideal. The best combination would be to use 1024x1024 and maybe 2048x2048 stamps as a canvas of sorts, with 256x256 and 512x512 stamps used to add detail, such as valleys, mountains, craters, and such.
Being 16bit is objectively better, however. Allows for much more detail in the terrain.
In nitrogen there is a separate tool called DTMtoPNG that can be used to convert their stamps to a greyscale PNG image, if you want to have a look at the stamps. (They are in the data folder of 7DtD, such as hills02.raw)

 
Alpha 18 (test) version
Includes the new POIs, and fixed some smaller issues in the prefab-list.
I'd like to add, this avoids the terrain slicing on AMD cards. Not sure what you are doing differently, but I LIKE IT! RWG on Vanilla 7D2D RWG is simply unplayable/believable as a landscape because of the never end terrain cuts.

THANKS!

 
Not sure if it has been brought up before, but my biggest pet peeve in RWG are those circular out of place terrain pieces around some kind of small POI.

Capture.jpg

What is WEIRD, is the only way I have found to get rid of them is to turn off All lake options and use a import_HM.png for your world in order to get water.

Why that makes them disappear is unclear to me, but I would love an option to remove them from the game world as it really breaks the feeling of a "real" location due to how unnatural they appear.

 
Looks like the "craters" for small lakes.

The small lakes generate a crater to ensure that water will not leak over the edge (causing the whole map to flood). They can be turned off by setting small lakes to none.

The preview-map does not show the small lakes as water, only a small dot for the location of the water spawner.

Small lakes are mainly a way to ensure a relatively even distribution of water sources, it the player lives in an area remote from big lakes or water towers.

They can exist in higher elevations, while the big lakes have a set water level for the whole map.

 
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Playing around with the some stamps ;)

a18_1.jpg


a18_2.jpg


a18_3.jpg


a18_4.jpg


a18_5.jpg


 
That looks pretty cool. Have you tried adjusting each stamp's black-white range, which makes duplicate stamps look a touch different?

 
Working on a stamp system, that can define several parameters.

That could include setting the hightvariation-range per stamp.

 
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