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A19e Nitrogen - UNSTABLE

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is the nitrogen and the combopack  compatible with 18.4?

When I run my server it has multiple warnings that [xcostum.....] not found  and goes to the next...

what am I doing wrong..?
You have to put the prefabs from compopack into the prefabs folder of the game in programfiles

 
@Damocles by chance are you considering a cave system as mentioned in ?



an option in your menu to add a cave system in random mountain ranges would be awesome.  I also really like Roland's idea of having a submap just for expansive caves that way they don't interfere with the physics of above ground bases.  In fact the idea of a submap kind of plays into a suggestion I had posted under pimp dreams some time back.

 
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@Damocles by chance are you considering a cave system as mentioned in ?



an option in your menu to add a cave system in random mountain ranges would be awesome.  I also really like Roland's idea of having a submap just for expansive caves that way they don't interfere with the physics of above ground bases.  In fact the idea of a submap kind of plays into a suggestion I had posted under pimp dreams some time back.
A cave system like the one I talked about can only be implemented from the Fun Pimps side, as this requires new game logic.

The world files, as NitroGen prepares them, dont allow for creating actual voxel caves. It only allows to define the heightmap and look of the terrain, and where to place POIs.

A procedural cave needs to "cut out" the voxels after the terrain was defined. Only ingame logic can do that. 

One mod solution would be to have more large cave POIs. Thats where the prefab modders could do something (CompoPack etc).

 
A cave system like the one I talked about can only be implemented from the Fun Pimps side, as this requires new game logic.

The world files, as NitroGen prepares them, dont allow for creating actual voxel caves. It only allows to define the heightmap and look of the terrain, and where to place POIs.

A procedural cave needs to "cut out" the voxels after the terrain was defined. Only ingame logic can do that. 

One mod solution would be to have more large cave POIs. Thats where the prefab modders could do something (CompoPack etc).
I understand, thanks for the explanation.  

I put in another submission  to the Pimp Dreams.

 
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For a 7 Days to Die Charity PvP-Event I  would like to genereate a very small map. Just 1024 in size would be enough.
But it seems that nitrogen is always resetting the manual size to 4096.

Is there any possibility to generate smaller maps?

@Damocles could you take a look at this matter, please?

PS: I just tried to use a 4k genHM.png but with a lot more water. The problem is that it could work, but Nitrogen is still generating streets in the water in order to fill the whole 4k. So this is not a valid workaround, unfortunately.

 
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For a 7 Days to Die Charity PvP-Event I  would like to genereate a very small map. Just 1024 in size would be enough.
But it seems that nitrogen is always resetting the manual size to 4096.

Is there any possibility to generate smaller maps?

@Damocles could you take a look at this matter, please?

PS: I just tried to use a 4k genHM.png but with a lot more water. The problem is that it could work, but Nitrogen is still generating streets in the water in order to fill the whole 4k. So this is not a valid workaround, unfortunately.
You can have a look as the mask image.

The mask blocks off areas for POIs to spawn. (transparent areas spawn, opaque areas block)

You can also add spawnpoints for towns and cities (red and green dots).

When you then also reduce the total number of POIs low enough, you can create a small island map from an imported heightmap and mask image.

Here an example I quickly made:

dev_28.jpg


(I have no idea how to add images now, that actually work... crappy forum software)

here the heigtmap and mask

http://crongame.com/screenshots/island.zip

You should set the town and city to just one, and turn down or off the other POI types. Especially mountain huts, if you dont have mountains.

I also set the trader to just one.

You can load the import_HM.png heightmap to resources, or into a preexisting output folder. I think the mask is always loaded from resources, so overwrite the existing one.

 
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Is there any guide to generate with own import_HM.png and mask.png.And how to add burned and wasteland?

I have set biomes to more burned & wasteland. 

 
I actually redid the mask, (forgot to flip it vertically), its a quirk of the import procedure.

http://crongame.com/screenshots/island.zip

Biomes have to be created manually if you use imported maps. Basically just paint the colors from a reference biomes.png to the one you will use.

Also use the included biomesfixer tool to ensure the correct color format.

There is some map creators here who can explain you all the details and quirks.

 
@Damocles

Thanks, that should be helpful.   I event don't need a city, a few buildings would be enough.

The last years we used Navezgane and our playground was the pine forest around diersville. since A17 they changed the biomes there and it was a bit more difficult to explain the guys where the borders are.

So my idea was to have a nice small map with surrounding water via nitrogen. Then it's totally clear where the playfield would be :)

Just green biomes on a small map with a few huts would be totally enough. 

 
Jup, just use the heigtmap and mask from the zip, and turn off cities, towns, mountainshuts etc, and keep the other POIs to low.

This should be a very small, but usable map then.

 
Jup, just use the heigtmap and mask from the zip, and turn off cities, towns, mountainshuts etc, and keep the other POIs to low.

This should be a very small, but usable map then.
Played a bit with my own heightmap an mask. Works like a charm :)
 

Edited. Works now with biomes.png. If you watch my edits, it was too small :)  
Thank you for your help.

 
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Hi Damocles, is it possible to do, new placement zone, "map border", to create poi on the border of the world.  i use setting, the border of the world is water. I want to create a poi, for example, ships or oil platforms on the border of the world, on the water.

 
Hi Damocles, is it possible to do, new placement zone, "map border", to create poi on the border of the world.  i use setting, the border of the world is water. I want to create a poi, for example, ships or oil platforms on the border of the world, on the water.
Not with the implemented generator. It does not generate POI in the water.

You can however manually place additional prefabs by adding them and editing the world position in  prefabs.xml. Setting the position (x,y, z), where x and z is the map position, and y is the height.

 
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Anyone else running an 18.4 b4 dedi and using Nitrogen to generate 16K maps and having the dedi shrink them to 8k?!?  The map doesn't match the pregenerated map by Nitrogen either :(

 
Not with the implemented generator. It does not generate POI in the water.

You can however manually place additional prefabs by adding them and editing the world position in  prefabs.xml. Setting the position (x,y, z), where x and z is the map position, and y is the height.
i know. it was a question of whether it is possible in future versions to implement this? For example, set a standard height for the border of the world. And create POI based on this height. like a POI Vessel by Pille
all you have to do is create zones that will use the borders of the world. 
New placement zone type "border"

 
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Added a tool (first iteration) to generate preview maps for existing world files.

In case you customedit maps, or want to cheat in MultiPlayer ;)  

 
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