Quick little video on how to edit height maps, prefab placement, road placement and (unsuccessfully) biome placement using the new A17 world system.
Enjoy.
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Mate, I was loading the map through New Game or Continue Game. Instead of through Editing Tools -> World Editor. You basically have to copy the generated map from the %appdata% path to the "...\steam\steamApps\common\7 Days To Die\Data\Worlds" path under a subfolder named for your world.I'm having that issue currently. Care to explain how you worked it out?![]()
Ok, so I've gone with the PNG format and it's been working well. Now the only issue I have is that even though I'm writing 16bit png files, it's still stepped. Guppycur, are you saying that when you do a hand drawn PNG, with enough blur, it doesn't generate a stepped map? If that is the case it would indicate that I'm some how outputing the wrong kind of PNG file.That, I wouldn't know.
Ok, so I've found out the PNG isn't lossy. I've also found out the that my app was generating 8bit colored PNGs for the dta.png. 8bit is fine for the Biome.png as you say. I found this out by opening in Krita. I ended up having to throw out the code I was using to write the png file, and find a better way (not so easy), but I think I've done it. Krita is now detecting the dta.png as a greyscale 16bit PNG. Hopefully I'll get a chance to test it out tonight in game. Fingers crossed it works.I can't speak for png, those are compressed, but for .raw files, yes. I think it's the compression that kills it, either going from 16 to 8 bit, or straight up using a compressed file like a .png.
The game supports/supported .tga's, which had an option to NOT be compressed, but I don't know crap about file formats but I don't think .png is lossless.
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Looking at your pics, you're doing biomes, which CAN be compressed, so the "steps" should have nothing to do with that. Only the dtm.raw (the actual height map) would cause that as far as I know.
Awesome! That didn't take long :smile-new: . With my generator, I'm aiming to create some truely interesting "biomes". And I mean that in a sense that is seperate to TFP "Biomes". The first one is the DesertCanyon one that I posted a pic of, then a more flat desert one. Each of my "Biomes" will have it's own Biome.png that can contain multiple TFP biomes, in the case of the Desert ones, I intend on adding some green oasis. Each of my biomes will have it's own dta.png, splat and prefab.xml.- - - Updated - - -
You're in uncharted territory, my friend; I think you're on your own. =)
So for a 4k world, make a 4096x4096 .raw file that's a medium to dark grey, then gradients up to a white on the borders. Start a 4k world, exit the game, delete the region files you were just in, copy the dtm.raw file you just made to the worlds folder of the world you just made, and voila. Flat world with slopes at the borders.I'm nearly a photoshop wiz... I've been trying out Krita this past week as per your suggestion on another thread and i hate it because it keeps crashing.
Hey SlicksGirl, I can make this for you pretty easily with my generator app. If you give me the world files you want to use, well actually, just give me the size and the prefabs.xml, and I'll generate you a flat map with cliffs and also adjust the prefabs to the correct height.i really just want to make the entire game flat except a bounding box of steep mountains that keep the player from getting into the rad zone. so that the tops of these mountains are the snow biome, the outside is wasteland and the inside is forest and the forest extends into a mottled plains and the plains into desert, and then there is this oasis of meadows around a giant lake in the center with a smattering of birch and maple trees.
thanks, I'll restart my map generation this next week.So for a 4k world, make a 4096x4096 .raw file that's a medium to dark grey, then gradients up to a white on the borders. Start a 4k world, exit the game, delete the region files you were just in, copy the dtm.raw file you just made to the worlds folder of the world you just made, and voila. Flat world with slopes at the borders.
Kritta is old news, for back when we didn't know why biomes.png was crashing (we now do). BeatKidz has a .PSD file with the biome and road presets already set up, available for download.
Hey SlicksGirl, I can make this for you pretty easily with my generator app. If you give me the world files you want to use, well actually, just give me the size and the prefabs.xml, and I'll generate you a flat map with cliffs and also adjust the prefabs to the correct height.
Well if that is the case, and you know C#, the code for my app is on GitHub. You can grab it and generate stuff yourself. It's a bit messy atm, but all the pieces are there to hack what you want.thank you for the offer. I think i need he practice as I want to eventually develop video games.
Yeah, it's good, but it could be better if it allowed us to mark places on the map to place cities and stuff like that. I want to recreate Fallout 4 map, just for fun.Nitrogen terrain editor is pretty close
I'm theory if you flatten the dtm in areas it should create towns there.Yeah, it's good, but it could be better if it allowed us to mark places on the map to place cities and stuff like that. I want to recreate Fallout 4 map, just for fun.
I'm working on a Fallout 4 map and in the huge flat place where you would expect a city, Nitrogen didn't place anything except road. When I tried to generate again, it placed a city there but it was small one so the huge free space around it was still unused, but it's still pretty cool. It looks much more realistic than what we get in standard RWG.I'm theory if you flatten the dtm in areas it should create towns there.
Just added the option to NitroGen (v0.253) to set city and town spawners to the mask.I'm working on a Fallout 4 map and in the huge flat place where you would expect a city, Nitrogen didn't place anything except road. When I tried to generate again, it placed a city there but it was small one so the huge free space around it was still unused, but it's still pretty cool. It looks much more realistic than what we get in standard RWG.