• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

A19e Nitrogen - UNSTABLE

Status
Not open for further replies.
I will make an update to the road generation, so it invisible when passing the masked area.

The pathfinding will always try to connect 2 points, but the road following it will then not show up.

(Then you have to also add the mask to the water areas, that should not generate those bridge things.)

 
I will make an update to the road generation, so it invisible when passing the masked area.The pathfinding will always try to connect 2 points, but the road following it will then not show up.

(Then you have to also add the mask to the water areas, that should not generate those bridge things.)
That will be very handy for me and probably alot of other map makers then if we want bridges and roads we can always do that manually.

Road generation is really good but defo has room for improvement as still see alot of building without connecting roads in the wilderness but keep up the good work couldnt do what i do with mapping without this tool.

 
The thing is: Im trying to combine two usecases here: an easy to use automatic generator with options to configure a world, and some (tagged on) custom modding support. And that calls for conflicts.

I will separate the two workflows at one point into the generator, and some map-modding tools.

 
I Just have to say thank you Damocles for the Great work you'r doing on nitrogen. IT really is Great. I love the New water barrier, rivers and cracks. The large city's and the beutifull maps we can generate.

Much bretter then the inngame map generator. Love from Norway!

 
The thing is: Im trying to combine two usecases here: an easy to use automatic generator with options to configure a world, and some (tagged on) custom modding support. And that calls for conflicts.
I will separate the two workflows at one point into the generator, and some map-modding tools.
Yeah that much i can see and for that have a great respect for what your accomplishing with this tool i will happily keep giving ideas and bug finding as i continue to use the tool in the future.

cannot wait for a full map editor to come out of this if thats the direction your heading power to place POI and edit the terrain in real time would be very handy as there is nothing out there that can fill that need.

my dream is to generate a base map using a height map be able for the generator to do the heavy work then go in and manualy move or change POIs and add roads signs paths and so on to give a more detailed world for players to explore.

 
@ Damocles

Good day .. in 0.462 .. Question _ I just made a 10K map checked [Lots for trader] but I only counted 7 showing on the map .. are the traders set to the map size for how many you get ?? Because, When doing a 12K map _ I normally got about 20 traders to a map.

Just wondering if you have changed it up ..

Thank you, Have a good weekend .. the Old Gamer … :02.47-tranquillity:

PS: I like the layout …… 136 sheep ….. Lol

 
Last edited by a moderator:
Eh, new window style, eh? Underscores don't show for me, looking exactly like spaces :)

windows 10 standard everything, updated everything ^^

 
I have to check the trader spawn again. There should be plenty more spawning in 10k.

Did your use a very crowded map? Maybe they did not find a position.

 
Another little idea Damocles would it be possable for a Mesh import addition via OBJ as a height map as greyscale can lose alot of data in the PNG conversion so some details are lost?

 
Im going to add implementing a 16 bit hightmap.

I can have a look at OBJ. -> But they would have to be really cleanly defined to work. (based on a regular square grid of vertecies)

I cant like implement a polygon hitdetection scanner or some fancy stuff like that.

 
Guppy had mentioned this several times, and I literally just read through the entire thread to follow the progress... this is simply AMAZING!

A18 added a lot fo fun gameplay mechanics, but the world generation leaves a lot to be desired.. super bumpy empty hills that are ugly and hard to traverse, and seeing the same pois over and over again.

Its fantastic to see compo pack supported as well, so user crated pois are a thing included easily in map creation.

I've JUST managed to get the gyro in my sp game, and I was looking for a longer playthrough using it and my base, but I'd really rather explore one of these worlds instead of the ugly vanilla ones instead.

A few questions...

Did the cracks only in specific biomes get added? Cracks make sense in wasteland to me, and possibly desert, but not in forest.

I also noticed a LOT of pois missing from earlier vanilla alphas... the big stone needle eye in desert, and the small campgrounds for example. Are those working in this?

When you set a larger font, the fields don't expand to accommodate the width of the text...is there something else I need to change?

(I'm doing this on a 75" 4k hdtv, and the default text size is impossible to read 10 feet away.. at size 24 (or 30) its much easier to read, but at 30 half the text doesn't fit in the field widths, and is cut off.)

 
Last edited by a moderator:
Im going to add implementing a 16 bit hightmap.I can have a look at OBJ. -> But they would have to be really cleanly defined to work. (based on a regular square grid of vertecies)

I cant like implement a polygon hitdetection scanner or some fancy stuff like that.
16Bit heightmap would be super handy as i use world machine and its able to generate some really nice terrain with erosion and other details but they get lost when used to generate a map and just smooth out.

is there also a way to adjust water height as in ocean would be handy to be able to set what level the ocean starts rather than having to make the height map darker to compensate to water level

 
16Bit heightmap would be super handy as i use world machine and its able to generate some really nice terrain with erosion and other details but they get lost when used to generate a map and just smooth out.
is there also a way to adjust water height as in ocean would be handy to be able to set what level the ocean starts rather than having to make the height map darker to compensate to water level
The water level can be set via the config file.

This works fine already with imported maps, but not so well with the generated map, as this is more specialized to a specific waterlevel.

adjust those two up or down:

TER_WATER_SPAWN_AT = 33

TER_BASE_HIGHT = 35

where base hight must be above the water

 
Guppy had mentioned this several times, and I literally just read through the entire thread to follow the progress... this is simply AMAZING!
A18 added a lot fo fun gameplay mechanics, but the world generation leaves a lot to be desired.. super bumpy empty hills that are ugly and hard to traverse, and seeing the same pois over and over again.

Its fantastic to see compo pack supported as well, so user crated pois are a thing included easily in map creation.

I've JUST managed to get the gyro in my sp game, and I was looking for a longer playthrough using it and my base, but I'd really rather explore one of these worlds instead of the ugly vanilla ones instead.

A few questions...

Did the cracks only in specific biomes get added? Cracks make sense in wasteland to me, and possibly desert, but not in forest.

I also noticed a LOT of pois missing from earlier vanilla alphas... the big stone needle eye in desert, and the small campgrounds for example. Are those working in this?

When you set a larger font, the fields don't expand to accommodate the width of the text...is there something else I need to change?

(I'm doing this on a 75" 4k hdtv, and the default text size is impossible to read 10 feet away.. at size 24 (or 30) its much easier to read, but at 30 half the text doesn't fit in the field widths, and is cut off.)
I will add biome detection for blocking POIs in the next update. I can see about cracks later also.

I think the small camps are gone? If not, just tell be the prefabname, (there are thumnails in the 7DtD prefabs folder) so I can add it in. I can theoretically spawn anything in that exists in the current Navezgane.

Some POIs need a specific terrain shape or dont make sense without a specifc location, so I left them out.

 
Cool. I'll have to see if they just deleted them, or if they still exist. The campsites weren't anything special but if you spawned in the woods they had some great starter resources to begin with, and it broke up woodlands with nothing to discover.

I managed to set font size 16 and its usable, but I still have to stand a few feet from the tv.

Question: I downloaded compo pack 40 and its prefab list.. the dropdown liss vanilla, compo 39 and custom... to I rename the compo40 prefab list to custom to get it to be recognised?

THIS was the rwg improvements I was hoping to see in a18. Once bridges can be put in place to cross rivers, other than adding new prefab groups for generation this is gold shippable IMHO.

TFP should offer a buyout or hire you to fold this into the release as a standalone enhanced world gen tool. (The same should probably be said of Compo pack as well... both pretty much complete the user created add on content TFP isn't officially adding till after gold.. and that could still be 2 years away.

The only concern I could see them having is assuring quest pois spawn both close enough and in sufficient quantity for traders to offer quests.

In earlier builds, I watched Guppy's video and there were a lot of tall flat round hills with individual pois on them somewhat unrealistic to get to.. was this ever resolved?

 
New version online v0.464

-tooltips (probably with lots of typos)

-mask blocks roads from appearing in masked area

-option: wasteland and burned forest block POI spawns (craters dont have POIs and roads then)

-road condition (pavement cracks), from pristine to really broken up

-reset UI selections to defaults

-preview optionally stored in subfolder (for servers to avoid transmitting it to clients) ... should work according to Alloc, please test

 
The water level can be set via the config file.This works fine already with imported maps, but not so well with the generated map, as this is more specialized to a specific waterlevel.

adjust those two up or down:

TER_WATER_SPAWN_AT = 33

TER_BASE_HIGHT = 35

where base hight must be above the water
Ah i did not know that haha would be epic to have that as a GUI setting but thanks for the info that will help greatly

 
New version online v0.464
-tooltips (probably with lots of typos)

-mask blocks roads from appearing in masked area

-option: wasteland and burned forest block POI spawns (craters dont have POIs and roads then)

-road condition (pavement cracks), from pristine to really broken up

-reset UI selections to defaults

-preview optionally stored in subfolder (for servers to avoid transmitting it to clients) ... should work according to Alloc, please test
44pjfu5.jpg


Testedt newest version still have a road going through the mask but not as many as there was before

 
44pjfu5.jpg

Testedt newest version still have a road going through the mask but not as many as there was before
Did you mask off the area between those two islands?

Could also be that the mask was not loaded.

Else, maybe you can upload the Hightmap and mask somewhere (link via PM), so I can simulate that.

You can flatten the terrain within the island so it compresses better.

 
Last edited by a moderator:
-mask blocks roads from appearing in masked area

-option: wasteland and burned forest block POI spawns (craters dont have POIs and roads then)
Observation: It might be an interesting option to only have destroyed pois in the craters as well as having them vacant. So you could see a wasteland crater populated by only burned out houses.

Not sure if thats desirable or even possible.

I just did an 8k test map in the new version and it only took 2.2 minutes. AMAZING!

 
Status
Not open for further replies.
Back
Top