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KingGen - A Random World Generator for 7 Days to Die

I could use a little help from an expert please!  I've been chasing my tail for days, now, trying to create a "canyon" map - one where we start in a small open area, say a 200 x 200 px square in the GIMP heightmap.png: the map's base city level is set at 60 in GIMP. This starting area has 100 hardness vertical cliff walls all around, going up to the 100 px level, and this is the level of the highest point across the map - no mountains - just a dead flat 4096 x 4096 with five identical square 'boxes' each with a stock 60 px ground floor, and linked together by a single narrow "slot" in the 60 to 100 px cliffs - the slot is about 11 or 12 px wide - enough to easily walk along. At the end of this chain there are two larger squares - one, a 1500px 'box' and the second at 2500 px. The 12px wide canyon runs down through the five small squares, into the 1500, then into the largest square in an "L"-shaped path. The city.png is configured so that each small square has a village in it: the medium has a town, and the large has a (medium) city. The city png 'square' sizes are smaller than the hm squares, so that the buildings don't touch the surrounding cliff walls (some still did) . All of this loads in KingGen quite properly, and the maps complete as we expect. . . . . BUT. . .  the road creation pays no attention whatsoever to the vertical cliffs.: it just drives a 70 or 80 degree road right up and out on top of the 100 px snowy landscape. It simply will not follow the 11 px canyons. Even 12, 15 or larger.  I can find nothing that's current on how to create a splat3 png file and am just too dumb and frustrated to figure out how to paint a red channel, or a green channel. (sigh)  I'm almost ready to go back to Far Cry . . .   Brad? Stallion? KS?  anybody?

https://1drv.ms/u/s!AueVg7eVAeXMkxzZVj-BUo-HXve6

 
I could use a little help from an expert please!  I've been chasing my tail for days, now, trying to create a "canyon" map - one where we start in a small open area, say a 200 x 200 px square in the GIMP heightmap.png: the map's base city level is set at 60 in GIMP. This starting area has 100 hardness vertical cliff walls all around, going up to the 100 px level, and this is the level of the highest point across the map - no mountains - just a dead flat 4096 x 4096 with five identical square 'boxes' each with a stock 60 px ground floor, and linked together by a single narrow "slot" in the 60 to 100 px cliffs - the slot is about 11 or 12 px wide - enough to easily walk along. At the end of this chain there are two larger squares - one, a 1500px 'box' and the second at 2500 px. The 12px wide canyon runs down through the five small squares, into the 1500, then into the largest square in an "L"-shaped path. The city.png is configured so that each small square has a village in it: the medium has a town, and the large has a (medium) city. The city png 'square' sizes are smaller than the hm squares, so that the buildings don't touch the surrounding cliff walls (some still did) . All of this loads in KingGen quite properly, and the maps complete as we expect. . . . . BUT. . .  the road creation pays no attention whatsoever to the vertical cliffs.: it just drives a 70 or 80 degree road right up and out on top of the 100 px snowy landscape. It simply will not follow the 11 px canyons. Even 12, 15 or larger.  I can find nothing that's current on how to create a splat3 png file and am just too dumb and frustrated to figure out how to paint a red channel, or a green channel. (sigh)  I'm almost ready to go back to Far Cry . . .   Brad? Stallion? KS?  anybody?

https://1drv.ms/u/s!AueVg7eVAeXMkxzZVj-BUo-HXve6
I had a chat with Kingslayer the other day about road pathing in the discord page. I'm messing with a canyon map building land bridges across that start and end level with the peaks. The bridge bit is fine. Getting the roads to use them was a problem. The roads like to use certain points on the map. If you can access the discord have a look at the chat and you'll see pictures of the stages of getting it to work. 

unknown.png


TLDR;

Try moving the 'road' slots 10 blocks to the side to catch the pathing that they algorithm is wanting to use. 

---

Here's something else you can try. Drop your preview.png over the top of your map in Gimp as a temporary guide as to where kinggen is happy to place roads. Then move your slots closer to where the roads have been placed. 

 
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. . .just got outa bed. This is good, Brad - just what I need, and thanks for mentioning the Discord page - I'll be there sometime today.
This pathing is quite a pita, and I imagine quite a number of people are experiencing this issue as well. I ran the a few HMs through Nitro too, and had similar results.
Ok, I'll chew away at this today and see if I can dig more info on making those splat files. Many thanks, your info is great - as are the videos. I would never be doing as well as I am without them.

Update: https://1drv.ms/u/s!AueVg7eVAeXMkxv2vpJJ9N6pvfdr?e=3A66Qv

It hasn't necessarily followed each new path, but it's getting there - three maps this morning, with each improving over the previous: I reckon once it's 'right' it will make for lots of new ideas and new game strategies. 


😉

 
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I can teach you splat3 creation Paul

. . .just got outa bed. This is good, Brad - just what I need, and thanks for mentioning the Discord page - I'll be there sometime today.
This pathing is quite a pita, and I imagine quite a number of people are experiencing this issue as well. I ran the a few HMs through Nitro too, and had similar results.
Ok, I'll chew away at this today and see if I can dig more info on making those splat files. Many thanks, your info is great - as are the videos. I would never be doing as well as I am without them.

Update: https://1drv.ms/u/s!AueVg7eVAeXMkxv2vpJJ9N6pvfdr?e=3A66Qv

It hasn't necessarily followed each new path, but it's getting there - three maps this morning, with each improving over the previous: I reckon once it's 'right' it will make for lots of new ideas and new game strategies. 


😉


 
Not sure what's going on with KG 0.11.1 as it won't close, have to force it close. Was working ok the other week 🤔

Error message:

Code:
  File "gui.py", line 174, in on_closing
  File "settings.py", line 26, in dump_settings
PermissionError: [Errno 13] Permission denied: '.\\KingGenConfig.txt'
Exception in Tkinter callback
Traceback (most recent call last):
  File "tkinter\__init__.py", line 1892, in __call__
  File "gui.py", line 174, in on_closing
  File "settings.py", line 26, in dump_settings
PermissionError: [Errno 13] Permission denied: '.\\KingGenConfig.txt'
 
Cpt Krunch: "I can teach you splat3 creation Paul "

Well, you did! An hour or so session with you on your "teach-me-maps' Discord channel, with me making notes and chatting, etc., did it. After (another) five hours this morning I now have six canyons between four villages, a town and then a city. It isn't easy or quick - waa a a y more complex than creating a biome, but it worked and I was able to create the canyons based on a compromise of where the map wanted them placed and where I wanted them placed.
So a BIG "THANK YOU" to Cpn. Krunch for this, Tallman Brad for his fine videos, and to KingSlayer for KingGen. Being able to play the TFP 7D2D game, modify it, and add to the gameplay, then build and see mapping ideas come into being like this, plus interactions like this - all makes for one super hobby.
 

https://1drv.ms/u/s!AueVg7eVAeXMkxv2vpJJ9N6pvfdr?e=49HC29

pj

 

 
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Well, you did! An hour or so session with you on your "teach-me-maps' Discord channel, with me making notes and chatting, etc., did it. After (another) five hours this morning I now have six canyons between four villages, a town and then a city. It isn't easy or quick - waa a a y more complex than creating a biome, but it worked and I was able to create the canyons based on a compromise of where the map wanted them placed and where I wanted them placed.
So a BIG "THANK YOU" to Cpn. Krunch for this, Tallman Brad for his fine videos, and to KingSlayer for KingGen. Being able to play the TFP 7D2D game, modify it, and add to the gameplay, then build and see mapping ideas come into being like this, plus interactions like this - all makes for one super hobby.

pj

 
I can also teach you some other tricks for tunnels and 'caves'. Ive got quite a lot of custom made prefabs that suit this purpose, and I can show you how to create these very easily.

Also, if you are already comfortable with hand made scenes, you should consider doing a collaboration map with me and another map maker or two. I'd really like to complete a hand made showcase map for CP in A20.

Its getting harder and harder for those guys to get maps below 12k that contain all of their assets. Based off of the maps Ive previously released, two or three of us could acheive this easily if working by hand on an 8 or 10 map. I do these myself, but they are very time consuming. Working with a few other map makers could make these go a lot faster and produce higher quality maps in the process. Just a thought.

 
😂

I reckon you have been into Guppy's Moonshine, Cap'n!  . . . . . but I would be interested in exploring the possibilities of cave creation - it was where I was tonight; the creation of a 12k map with a central volcano or ten megaton crater/hole, and the notion of getting out of it into "a safer place" - a more normal 7D society. Your idea sounds a worthy one, so - yes - we can yak tomorrow.

Later..
 

 
Hope everyone is having an epic Sunday,

I seem to be doing something very wrong here because I've figured out where to go in GIMP to seperate the R, G, B and alpha to edit but for some reason eveytime I try and save my new splat3 image it creates a blank splat3 with no roads at all.... I know its probably something super simple that I'm overlooking but I've been tinkering with it since yesterday evening and I still can't seem to figure out what I'm doing wrong >_<

I've already sketched out about 10 or so different map ideas and I've ran about 4 through GIMP into basic files that could still do with more TLC through touch ups in GIMP and then some POI/ Terrain correction in game but I know that before I really start fine tuning my maps I want to get road placement down so I can not only correct missing roads/ improperly placed roads but also because I want to make a few maps from scratch where I draw out the terrain then place the POIs myself and draw the roads to and from them.

 
now there will be more RWG map customizations in A20 but will KingGen be updated for A20 and what would be changed to work with A20?

 
I made some prefabs and made a prefablist with vanilla + my own prefabs.
When I generate the world, my own prefabs are not on the map. Everything else is there. only my prefabs are missing.
Do I have to do something special to my prefabs?

 
I made some prefabs and made a prefablist with vanilla + my own prefabs.
When I generate the world, my own prefabs are not on the map. Everything else is there. only my prefabs are missing.
Do I have to do something special to my prefabs?
DId you actually install your prefabs into the game?

 
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