Quick little video on how to edit height maps, prefab placement, road placement and (unsuccessfully) biome placement using the new A17 world system.
Enjoy.
Mods are now organized as resources. Use the Mods link above to browse for or submit a mod, tool, or prefab.
The TFP Official Modding Forum Policy establishes the rules and guidelines for mod creators and mod users.
I've been doing all of my world edits in paint.net and had a similar issue with the splat3.pngHowever, I've ran into a problem with the splat3 png, I can't seem to erase roads. The game still generates roads even if they aren't drawn in the file. The ones I do draw show up, but the ones I delete remain.
I am editing a random gen file though, so maybe it has something to do with that? Anyone else having this issue?
What do you mean by "layers"? Are you talking about channels?@Gipothegip If you are deleting roads and the road is returning then, you need to check the setting in the app you are using, you are not deleting the layers. Easiest way to verify is , create a png same size as the splat 3 with "transparency background" save and put it in your folder. no roads, but your edited one has them. means you didnt edit the correct layer. second way, save your png as a tga, edit te 3 rgb layers save open that file then save it as png.
I've noticed that too, it must be a change to one of the recent builds, as when I was first fiddling with it the game did generate a TGA file.Hi guys for some reason, im not generating the dtm.tga file in my worlds folder, just the raw file. Im running single player local install, same directory as the video, even searched the whole directory and couldnt find it. Any ideas?
I'm guessing you're on a Mac.Hi guys for some reason, im not generating the dtm.tga file in my worlds folder, just the raw file. Im running single player local install, same directory as the video, even searched the whole directory and couldnt find it. Any ideas?
You should be able to use Fiji/ImageJ for this:I have been trying to find an image editor that will show the height map in 3d. That would be cool.
I have a few bits of info. i have created a height map myself. and used the water.xml from a generated world of the same size. it works for the most part. here is what i have found out so far.in the water.xml there is a lot of listings for water. so it tells me its not just one level of water at -1 like it used to be. its broken up into sections. each one seems to be about 20 blocks a long the z axis. the x axis seams to be infinite.
Don't quote me on this info, as i was sick when i did the science. so given the correct info, we could create a water.xml that could work for most custom worlds, given that the y value of the water was the same for all water entries. if you need like a small lake at the top of the mountain, that would require its own special water entry. but for the most part, sea level will all be the same y value.
so in conclusion, if you created a water entry for every 20 z blocks, for the full length of the map, say 8192 that would be 410 entries. and they should allow for water at any area that is below the specified z value. i actually had towns and stuff at the bottom of the ocean during one render, and with a proper scuba mod, that would be fun to explore a water world. (<- all credit to McTaco if someone uses that idea.)
also one time i messed up my height map and the land was like 20 blocks above each poi, so i had to dig down to reach any poi it was... interesting. (<- again, credit to McTaco if someone uses this idea )
As far as roads, i was made to believe it was a simple as editing the splat3.png
problem is, its just not a black background it is transparent. and when i edited it, putting transparent as the background, the entire world was a road lol.
so until someone finds out more info in regards to that, perhaps I'm missing something and there is a layer order or something, i can only suggest using a splat 3 from a different render
Solved:I started with a brand new blank splat3.png. Added some roads. Showed up fine. deleted some, no luck. If I restore the starting completely blank splat3.png I return to a world with no roads.
So it sounds like transparency is what was causing my map to be filled with road texture when editing an existing splat3.png? I did notice that the road texture was filling area just up to the bounds of the existing roads.Solved:ignore the transparency. Created a new all black, no transparency splat3.png. Painted some roads, deleted regions, load game, roads there. Painted black over roads, deleted regions, load game, roads GONE!!!! Yes.
transparent area is just to show us the biome/height map overlay when debug is active on map, its not necessary, you can just make a little pixel with the color RED in the splat3 and let it transparent. i am doing it to test my new mapsSo it sounds like transparency is what was causing my map to be filled with road texture when editing an existing splat3.png? I did notice that the road texture was filling area just up to the bounds of the existing roads.
I've been trying to figure this out as well. On the Mac, we don't get dtm.tga files at all. Only .raw files are generated... so I'm trying to recreate the .tga from the raw file.I've been playing around with the dtm.tga file. For the most part, it works very well. However, I am having a problem and I am not sure exactly how to fix it.Basically, I cannot seem to get the same smooth ground on inclines as you would normally get in random gen. For each step in rgb value, there is a step in the terrain instead of a slope. The result is a very minecraft-looking world.
Does anybody know how smoother terrain is accomplished?
I suspect a couple things are possible.
One is that perhaps the dimensions of the dtm.tga image is different than the map size, and maybe the raw file is generated with floating point values in between each rgb integer value. I have no idea if this is the case because the game no longer provides this file.
Another possibility is that the tga is in a specific format that allows for floating point values, say in between rgb(100, 100, 100) and rgb(101, 101, 101).
Any clues?