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Editing Height Maps

Thank you, the command was the one thing Im missing here.
The modified dlls smooth even more then the regular files, which is nice, but i guess i will wait for the official patch for this, otherwise i might get different world smoothing and would have to replace all prefabs again. Thank you very much for your effort and have a happy new year! :smile-new:

Thank you for helping, too.

I wish you a happy new year too! :smile-new:

The modified DLL files do not alter the smoothing algorithm. The changes are after the smoothing code. The changes only affects the writing to the dtm.raw. They allow for sizes other than 4096x4096 when writing to the dtm.raw. CodeCompare_Stock_vs_8192.gif

Maybe your world needs less smoothing in which case you might only want a single pass 'swa 1 noregion'.

 
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Thanks for all this great info guys. Watching videos and trying different things with seed and map generation the last week, and through a lot of trial and error making good progress. Going to try this file now. Also having issues with certain areas filling up with road tiles in paint.net when removing/modifying roads. Going to try paint black behind as suggested. I let you know how it works.

One thing, should I be saving to 32 bit? Clean files says 32bit, but i noticed some files were lower bitrate after i modified and saved them. I did have the save auto detecting the file, which i just hard set to 32 bit, hope that helps. Also, the files seem to be getting smaller as I modify them. Granted, I'm not removing large areas of the roadmap, Ive been adding roads and shuffling buildings around. Any ideas?

Edit - Figured it out d'oh. Painted empty space in with solid black, bingo.

 
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Red: I copied the dll, and added my b231 files to b240 world, didnt need to reun co

b4_smooth_world.png
mmand it recognized automatically. thanks

A17.0_2019-01-01_20-44-22.jpg


apocalyptic_view.jpg


 
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I am in the process of putting together a tutorial for taking this image and converting it to a heightmap and using that start-to-finish into a world. I expect to finish today or tomorrow. I will also include the modified DLLs necessary and a fully realized world (one town, one trader).
NOTE: The method I am using requires hand painting biomes and roads as well as manual placement of water and POIs.
The world BackgroundLife is available for download. Quick guide and screenshots tomorrow. Took a bit longer than expected due to New Year's . :)

Just a Proof of Concept world to show the possibility of taking an external image and making a world. I borrowed Perishton and Diersville so the world would have 2 towns.

 
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@sam

They are just graphics that i edited in b231, i saved for rainy day. I can zip and up load them if you want to experiment with the biome terrain layout. But you will have to adjust your prefabs and water, i blcked them out as i tested. I started in 197 since they are images and TFP can't change their format. ;)

If you make a good terrain in 197 you can copy those file from world folder to next, and use them. in b240 you ned Reds dll for it to accept with out going mincraft on the

screen.

 
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I do have a backup .raw file, but i did want to change biomes.png a bit and paint some streets in too.

If the generation order is:

-RAW

-then the other stuff

Then it works :-) Will give it a try after work today.

 
You delete or rename the raw file, delete the region files in

appdata\...\your saves. Edit your tga and it will rebuild and

synch you raw to it. If you have a good raw file then you can

copy the shaded layer to the tga main layer/channels to do

additional edits.

Once ground terrain is as you want then you

pick order of biomes and splat. I use photoshop and copy

the raw layer with the poi circles to first layer, add on

copy streets add one copy tga add one compy biome.

Then

starting at second layer progressively lower opacity per layer

so in the end i can see all have them lined up. so my edits are

accurate to map. Then i copy each layer back to its respective

file. save and load game.

The other choices are in the tutorial

i posted above. it included one terrain texture to clone in areas.

 
I read these posts, watched some videos, and read Red Eagle's Background Life post.

I'm just looking to change the biome. I dont want to manually create POI, Water, etc....

I'm good with random gen everything else.

I thought (per some other posts) that I could swap out biomes.png.

I took New Esisi Valley and swapped biomes.png with the one attached. Everything seemed to work ok for a while, then I started to see chunk generation errors (null reference exception).

Any ideas? I tried to make sure the colors were right. No blending or any colors outside the ones listed by Red Eagle.

(cant seem to attach an image)

https://www.dropbox.com/s/6c90lghg6o1abvs/biomes-final.png?dl=0

 
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@ecksfiftyone

Did you test your biomes.png in another map ?

A wrong biomes.png causes falling through the world and all terrain to be asphalt. Maybe you have an error elsewhere ? And did you use a saved map or did you create a new save ?

 
I read these posts, watched some videos, and read Red Eagle's Background Life post.
I'm just looking to change the biome. I dont want to manually create POI, Water, etc....

I'm good with random gen everything else.

I thought (per some other posts) that I could swap out biomes.png.

I took New Esisi Valley and swapped biomes.png with the one attached. Everything seemed to work ok for a while, then I started to see chunk generation errors (null reference exception).

Any ideas? I tried to make sure the colors were right. No blending or any colors outside the ones listed by Red Eagle.

(cant seem to attach an image)

https://www.dropbox.com/s/6c90lghg6o1abvs/biomes-final.png?dl=0
I downloaded your file and the image has a color count of 34.

Do you have the rough (close enough) game coordinates of where you were at when spawned without terrain?

 
I'm guessing you're on a Mac.
The .tga does not appear to be generated on my Mac either.

Presumably, we should still be able to edit the .raw file... but I'm still coming up with a workflow for this.
I'm on a PC and I'm not getting a dtm.tga file either. Don't think the issue is with a Mac.

 
I read these posts, watched some videos, and read Red Eagle's Background Life post.
I'm just looking to change the biome. I dont want to manually create POI, Water, etc....

I'm good with random gen everything else.

I thought (per some other posts) that I could swap out biomes.png.

I took New Esisi Valley and swapped biomes.png with the one attached. Everything seemed to work ok for a while, then I started to see chunk generation errors (null reference exception).

Any ideas? I tried to make sure the colors were right. No blending or any colors outside the ones listed by Red Eagle.

(cant seem to attach an image)

https://www.dropbox.com/s/6c90lghg6o1abvs/biomes-final.png?dl=0

As I previously mentioned yours had 34 colors. I have reduced this to 5.

Whoops, accidentally uploaded the file before saving the final copy.

Link fixed (sorry):

https://www.dropbox.com/s/4su07859jxtfxqz/biomes-final-5color-fixed.png

 
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Ecksfiftyone.

Try this step by step for test.

1 Download Red's dll with correct size change for your world

2 open PNG in paint.net

3

"snow" "#FFFFFF">

"pine_forest" "#004000">

"desert" "#FFE477">

"water" "#0063ff">

"wasteland" "#ffa800">

"burnt_forest" "#ba00ff">

4 Pick your biome color from here

5 use Eyedropper and paste it there

6 open paintbucket

7 click area paint it and save

open game and see result.

Oh and use RGB not CMYK always

after all is done if you have any world droppoff

open edited biome file and zoom to 500 percent and

scroll side to side to see color issue.

 
Also if you want to know some areas in your image where the colors are off (perhaps to identify which tools didn't keep them correct) here are a few spots. Note this is not a full listing of where incorrectly colored pixels are (quite a number). Just a small sample of some I found.

Snow Biome: #FEFEFE instead of #FFFFFF

113,2320

141,2251

Burnt Forest #B900FE instead of #BA00FF

936,3168

1084,3126

Wasteland #FFA701 instead of #FFA800

3714,5741

4123,5816

--

Side note for any artistic folks and/or just those smarter about Photoshop/Gimp/Krita than I.

I have not figured out how to get this information in Photoshop/Gimp/Krita easily.

Is there a simple function like this in any of those?:



 
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As I previously mentioned yours had 34 colors. I have reduced this to 5.
Wow... Thanks so much! Can you share how you discovered that, and what tool you used to fix it?

Nevermind... I see you answered this already!

 
Wow... Thanks so much! Can you share how you discovered that, and what tool you used to fix it?
Nevermind... I see you answered this already!
Found the answer on how to see the count in Photoshop (and even see the list of colors {switch from exact to custom [should probably just set the custom list before creating the new file]}):



 
What i have found out that works pretty good for the splat3.png is paint.net and then using the following tool to eradicate all colors between red and background (example: the big streets)

https://imgur.com/a/pbl2tUz

Sorry, its german, but you can see how to transform the colors "in between" to match either the background or the foreground.

Maybe this helps someone with "painting" streets in splat3.png.

splat3Kurven.jpg

 
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