Tallman Brad
Refugee
You're very welcome. I'm sure you can add texas no problem.Hmm thanks for the video. Makes me want to see if I can get Texas added in.
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You're very welcome. I'm sure you can add texas no problem.Hmm thanks for the video. Makes me want to see if I can get Texas added in.
I've just finished a tutorial video on finding and fixing real-world heightmaps for use with KingGen. Hopefully this helps people looking to raise hell in their own country or just explore other regions of the world. Thanks Kingslayer for letting me share this here.
I tried the canyon out earlier but I selected a wider area round it so it was a little too narrow. I think you need to be pretty close and make a decent sized map. It looked really good though. Very impressive with water running through it. Very hard to cross. Could make for a good challenge for bridge building in 7dtd. Ooooh! There's a thought for a new angle!Great video. Did you try the map in-world? How did the canyon turn out?
Kingslayer is looking into this option.1 major problem i have with this editor is the prefabs system for custom settings you need to fix it where it will recognize
;unique
trying to insert custom prefabs i get 6 to many of one prefab 1 of the prefabs i want to spawn more of and no of the others
for example FLESHUS_greenhouse_01 i get 5 of these when i only wanted 3
FLESHUS_forest_BM_01 wanted 3 got zero
FLESHUS_watchtower_02 wanted 5 got zero
FLESHUS_watchtower_01 wanted 5 got 1
FLESHUS_serial_killer wanted 3 got zero
nitrogen had option to read a custom prefab list and would recognize what settings you have in the text
for example this always worked before for me spawned exact amount i wanted
FLESHUS_greenhouse_01,RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,2,-14,59,33,59,farm;smalltown;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_01,RESIDENTIALOLD,2,-1,17,46,17,alone;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_watchtower_02,NONE,2,-11,25,45,34,alone;oldwest;mountain;unique
FLESHUS_serial_killer_01,RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,3,-10,58,25,59,houses;smalltown;unique
but with using the auto generate poi list it don't take this in effect and if i add these to text file it will not except it
FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_forest_BM_01,65,39,61,0,2,burnt_forest/snow/pine_forest/desert/wasteland;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_greenhouse_01,59,27,59,-14,2,snow,rural/wilderness,residentialold/residential/residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_serial_killer_01,58,25,59,-10,3,desert/forest/pine_forest,town/rural/wilderness/city,residentialnew;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_01,17,46,17,-1,2,snow/plains/forest/pine_forest,wilderness,residentialold;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
FLESHUS_watchtower_02,25,45,34,-11,2,desert,town/rural/wilderness,alone;unique
so unless i'm over looking something need more option like possibly allowing you to load up the prefab list manually
I tried that, no dice.If I remember correctly, and don't quote me on this... Right click on KingGen.exe, and select "Run as Administrator"... That sounds right.
Have you removed kinggen from the dl folder.I tried that, no dice.
put kinggen in your users home directory and run it from thereHow do i give Kingen permission?
This did the trick, thank you and thank you to Deakon!put kinggen in your users home directory and run it from there
if on windows (assuming a default install) copy kinggen.exe to the c:\users\<yourusernamegoeshere>\
MAKE SURE YOU REPLACE <yourusernamegoeshere> with the user name you log into the pc with and without the <> brackets!!!
Then run it from that directory as that user and it will work fine
I could fairly easily add those roads. However I'm worried the world would be too cluttered by roads. Also a few people said they like to find isolated pois. Perhaps this could be a topic of discussion here to see what the community prefers.@KingSlayerGM
Hello.
Now the generator does not generate roads to lonely locations in the wild.
Are you planning to add this?
I could fairly easily add those roads. However I'm worried the world would be too cluttered by roads. Also a few people said they like to find isolated pois. Perhaps this could be a topic of discussion here to see what the community prefers.
Could 'increased roads' be an option so the user could decide? I'm happy as it is but I'd certainly experiment with more roads if the option was there.
Absolutely! A little gaussian blur helps graduate hills nicely. I'm pleased the video was helpful. I'll have a play with the canyon map this week and maybe put a quick video together on that.I keep messing with this as well. Don't forget our canyon project. lol. I've been experimenting with heightmaps per you video (thank you btw it was awesome!).
I'm finding that rather than KG doing the terrain smoothing, it's a lot easier to apply a blur filter (sometimes blur it a lot) to the heightmap image itself. It keeps the very high mountains. The blurry shades of gray are gradual inclines