Fabulous, you don't have to do a complete rewrite.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.
They use stamps in about 2048x2048 and 4096x4096 in 16 bit resoultion.Fabulous, you don't have to do a complete rewrite.
How big are the stamps used by RWG? 256x256? 512x512?
A18 is here!![]()
I guess it's fast.Alpha 18 (test) version:NitroGen for Alpha 18 (test version)
Includes the new POIs, and fixed some smaller issues in the prefab-list.
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.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?
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.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 if we use Nitrogen and copy teh main.ttw from A18 then all is good? I miss my flat map.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.
Using a new main.ttw might be needed for a server. Otherwise it should all run fine out of the box already.So if we use Nitrogen and copy teh main.ttw from A18 then all is good? I miss my flat map.![]()
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)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'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.Alpha 18 (test) version
Includes the new POIs, and fixed some smaller issues in the prefab-list.
Good work, cannae wait to give it a go.Working on a stamp system, that can define several parameters.That could include setting the hightvariation-range per stamp.