PC Discussing custom tiles for making rivers

That was my initial thought.  But I realized that you won't know a rotation.


Oh yeh. I had initially thought rotation would clobber the idea, but then talked myself out of it.

The road and river would have to cross over one another somewhere on the map, perhaps in multiple directions, for the standard to work.

 
The game doesn't have a water table


Teragon can flood depressions in higher elevations like mountains if you want.
Thanks I used it before but the very thing you are talking about here tiles and the layout made me stop. But Reading all that has been posted

I think Im going to try a back and forth between nitro king and tera. I was going to do it a couple years a go, but didn't have an up to date

poi list for nitrogen. Now i do, so thanks for the ideas.

 
I made some illustrations for my thoughts on how to get a river to flow through a city.

This first image is of a normal city shown as an in-game map from a player in GodMode with the view switch thrown so you can see Tile boundaries.

MapOrig.jpg

This next map shows a river flowing through the city as a series of Straight Tiles. That is, RWG could think of them as Straight Road Tiles and the river would always run perpendicular to the road. Thus, you get a straight shot through the city and I think there would be no complicated decisions about placement. A "River District" would always be straight (East to West or North to South). The image depicts a some different version of those Tiles, which is why you don't always see a bridge crossing the river. As if RWG had these tiles to choose from:

rwg_tile_river_straight
rwg_tile_river_straight_02
rwg_tile_river_straight_03
rwg_tile_river_straight_04

MapRiver.jpg

 
That would definitely be interesting to do.  It would also be a good option for a crevice going through town, which someone has wanted to do with Teragon recently.  You would need RWG or Teragon to support connecting a river (or crevice)  to the town at a specific location and your water levels (or crevice) would need to match, but it would definitely be interesting.  With a tile being 150m, a river could have some decent variance in shape so it doesn't look too straight, and with the multiple tiles, it could look random even if it isn't.

 
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Thinking more about this, there is an option for an update to RWG (or Teragon) that would probably be easier than my initial suggestions in the thread I linked for allowing control over tile connections.  If there were a specific kind of part similar to driveway parts that you could place on the edges of tiles and tiles could only connect to other tiles that have the parts in a matching location, then it would probably not require a lot of effort to add that kind of control.  Of course, you'd have to have enough tiles with matching connections in order for towns to form properly (that would be the case no matter how this connection control worked).  And it might require some form of ability to have more than one part on the edge to allow for transition or non-transition tiles.  For a river, you'd just place a water part on the side.  If you had a road as well, you'd place a water part where the river meets the edge and a road part where the road meets the edge.  That's nice and easy.  But if you want transitions like I had talked about, like 2-lane road to 4-lane road or boulevard or elevated road, you'd have to allow for multiple possible connections.  A 2-lane road on the edge of the tile would need to have a way to mark the edge as being compatible with a 2-lane road, or 2-lane to 4-lane transition, or 2-lane to boulevard transition, or 2-lane to elevated transition.  If you could place multiple parts on top of each other and have it accept that as a way to allow any of those connections, that would work.  Or you'd need some special parts that specifically state you can use all those types of connections.  Also, just like driveway parts, you may need to have parts of different widths.  If POI makers can create their own parts that are compatible with this, then they could add any other kinds of types of connections they might want to make tiles for (such as train tracks) without TFP having to create all of those parts.

 
If there were a specific kind of part similar to driveway parts that you could place on the edges of tiles and tiles could only connect to other tiles that have the parts in a matching location, then it would probably not require a lot of effort to add that kind of control.


If it were like a Wilderness RoadExit, RWG would scale the river to match the "RiverExit" marker. This would make sense for a "River Gateway" Tile, which could be the transition from wilderness to settlement.

I've not yet spent much time looking at it yet, but The Descent mod seems to have something like this for connecting POIs to a Cave System.

https://www.nexusmods.com/7daystodie/mods/5758

I had to admit, this mod looks really compelling.

 
Ok, after the lesson, I found the two sets of Tiles, the ones that I knew about, which were the white squares

with various lines on them. Then I finally found the RWG tiles, never knew they existed.

So my questions are, The white tiles are they deprecated, or still used, if used what diameter do they represent?

The same question for the RWG tiles with lot associations on them, what is the diameter for the complete tile?

 
Ok, after the lesson, I found the two sets of Tiles, the ones that I knew about, which were the white squares

with various lines on them. Then I finally found the RWG tiles, never knew they existed.

So my questions are, The white tiles are they deprecated, or still used, if used what diameter do they represent?

The same question for the RWG tiles with lot associations on them, what is the diameter for the complete tile?
Not sure what white tiles you're talking about.  A filename would help.  The normal tiles (rwg_tile_whatever) are what are used for towns.  They are 150x150 and need to be that size for RWG.

 
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filler_biome_01.pngrwg_tile_intersection.pngrwg_tile_cap.pngrwg_tile_straight.pngrwg_tile_t.pngrwg_tile_corner.png

These, the background for each is white, they are 150 pixels, so 1:1 for what you posted. They are in stamps. That is why

from the first Time I saw them I said to my self Learning curve too steep for interest.

 
View attachment 33701View attachment 33700View attachment 33699View attachment 33698View attachment 33697View attachment 33696

These, the background for each is white, they are 150 pixels, so 1:1 for what you posted. They are in stamps. That is why

from the first Time I saw them I said to my self Learning curve too steep for interest.
Those might just be used to display the tile type on top of the tiles or something.  They aren't used for making the actual maps.  You can ignore them and just look at the actual tiles.

 
That's what I needed to know. See why I was confused, and just let it be.

Thank you for the answer, I have an idea, so gonna do some testing. 

Oh is there a maximum number of additional the tiles that I can create.

Basically how many RWG tiles can i have in total?

 
That's what I needed to know. See why I was confused, and just let it be.

Thank you for the answer, I have an idea, so gonna do some testing. 

Oh is there a maximum number of additional the tiles that I can create.

Basically how many RWG tiles can i have in total?
There shouldn't be a limit (at least nothing within reason).  Compopack has a lot of tiles for all their settlements.

 
I just finished testing every option I could think of for the past 3 hours. The rules for generating rivers in terrain

using rwg is pretty much code locked. Rivers have the absolute lowest weight, if anything blocks  it, then it won't

gen. Anything means hill, canyon,mountain,wilderness poi, regular poi. I created a 512k image, zeroed every thing

else, set 100 percent plains, no pois, raised scale and volume in RWG and it would only stamp 8 no more no less.

The only thing I can think of is to get an image of a river that covers  at least the diameter of a map, and break

it into tile sections "tiles". then have the the cross poicluster tiles that zztong posted above. But it may need its own

settlement description so they will try to merge.  Let me know if there is any other Idea to test.

 
Right now, for rivers crossing a map, you are better off using Teragon.  That would be different than trying to make river tiles, which might work with both terrain and RWG.  Note that Teragon can import a RWG map and you could then add rivers, though it will be a challenge adding rivers after you have towns and POI, so it may or may not work well for a given map.

 
Not-unrelated, Teragon or some other software REALLY needs to have a function to allow us to manually place tiles and then populate the map with POIs. That unlocks so many massive improvements in city-building. Not just rivers, but expressways, parks, multi-level towns - so many possibilities open up.

 
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