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KingGen - A Random World Generator for 7 Days to Die

v0.12.2

Getting this when I hit Generate world:

Discarded 992 lines in POIs list: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611,612,613,614,615,616,617,618,619,620,621,622,623,624,625,626,627,628,629,630,631,632,633,634,635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650,651,652,653,654,655,656,657,658,659,660,661,662,663,664,665,666,667,668,669,670,671,672,673,674,675,676,677,678,679,680,681,682,683,684,685,686,687,688,689,690,691,692,693,694,695,696,697,698,699,700,701,702,703,704,705,706,707,708,709,710,711,712,713,714,715,716,717,718,719,720,721,722,723,724,725,726,727,728,729,730,731,732,733,734,735,736,737,738,739,740,741,742,743,744,745,746,747,748,749,750,751,752,753,754,755,756,757,758,759,760,761,762,763,764,765,766,767,768,769,770,771,772,773,774,775,776,777,778,779,780,781,782,783,784,785,786,787,788,789,790,791,792,793,794,795,796,797,798,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813,814,815,816,817,818,819,820,821,822,823,824,825,826,827,828,829,830,831,832,833,834,835,836,837,838,839,840,841,842,843,844,845,846,847,848,849,850,851,852,853,854,855,856,857,858,859,860,861,862,863,864,865,866,867,868,869,870,871,872,873,874,875,876,877,878,879,880,881,882,883,884,885,886,887,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,903,904,905,906,907,908,909,910,911,912,913,914,915,916,917,918,919,920,921,922,923,924,925,926,927,928,929,930,931,932,933,934,935,936,937,938,939,940,941,942,943,944,945,946,947,948,949,950,951,952,953,954,955,956,957,958,959,960,961,962,963,964,965,966,967,968,969,970,971,972,973,974,975,976,977,978,979,980,981,982,983,984,985,986,987,988,989,990,991,992
Generating heightmap.
Generating biomes.
Generating cities.
Traceback (most recent call last):
  File "city.py", line 209, in random_poi
  File "rrlist.py", line 25, in get_random
IndexError: list index out of range

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1258, in run
  File "world.py", line 267, in generate
  File "world.py", line 534, in init_cities
  File "world.py", line 629, in gen_cities
  File "hub_factory.py", line 31, in gen_random_city
  File "hub_factory.py", line 62, in gen_random_hub
  File "city.py", line 46, in __init__
  File "city.py", line 61, in generate
  File "city.py", line 265, in populate_grid
  File "city.py", line 211, in random_poi
Exception: No traders POIs found.

 
Last edited by a moderator:
v0.12.2

Getting this when I hit Generate world:

Discarded 992 lines in POIs list: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611,612,613,614,615,616,617,618,619,620,621,622,623,624,625,626,627,628,629,630,631,632,633,634,635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650,651,652,653,654,655,656,657,658,659,660,661,662,663,664,665,666,667,668,669,670,671,672,673,674,675,676,677,678,679,680,681,682,683,684,685,686,687,688,689,690,691,692,693,694,695,696,697,698,699,700,701,702,703,704,705,706,707,708,709,710,711,712,713,714,715,716,717,718,719,720,721,722,723,724,725,726,727,728,729,730,731,732,733,734,735,736,737,738,739,740,741,742,743,744,745,746,747,748,749,750,751,752,753,754,755,756,757,758,759,760,761,762,763,764,765,766,767,768,769,770,771,772,773,774,775,776,777,778,779,780,781,782,783,784,785,786,787,788,789,790,791,792,793,794,795,796,797,798,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813,814,815,816,817,818,819,820,821,822,823,824,825,826,827,828,829,830,831,832,833,834,835,836,837,838,839,840,841,842,843,844,845,846,847,848,849,850,851,852,853,854,855,856,857,858,859,860,861,862,863,864,865,866,867,868,869,870,871,872,873,874,875,876,877,878,879,880,881,882,883,884,885,886,887,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,903,904,905,906,907,908,909,910,911,912,913,914,915,916,917,918,919,920,921,922,923,924,925,926,927,928,929,930,931,932,933,934,935,936,937,938,939,940,941,942,943,944,945,946,947,948,949,950,951,952,953,954,955,956,957,958,959,960,961,962,963,964,965,966,967,968,969,970,971,972,973,974,975,976,977,978,979,980,981,982,983,984,985,986,987,988,989,990,991,992
Generating heightmap.
Generating biomes.
Generating cities.
Traceback (most recent call last):
  File "city.py", line 209, in random_poi
  File "rrlist.py", line 25, in get_random
IndexError: list index out of range

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1258, in run
  File "world.py", line 267, in generate
  File "world.py", line 534, in init_cities
  File "world.py", line 629, in gen_cities
  File "hub_factory.py", line 31, in gen_random_city
  File "hub_factory.py", line 62, in gen_random_hub
  File "city.py", line 46, in __init__
  File "city.py", line 61, in generate
  File "city.py", line 265, in populate_grid
  File "city.py", line 211, in random_poi
Exception: No traders POIs found.
There is something wrong on those lines of your list. 

 
v0.12.2

Getting this when I hit Generate world:

Discarded 992 lines in POIs list: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600,601,602,603,604,605,606,607,608,609,610,611,612,613,614,615,616,617,618,619,620,621,622,623,624,625,626,627,628,629,630,631,632,633,634,635,636,637,638,639,640,641,642,643,644,645,646,647,648,649,650,651,652,653,654,655,656,657,658,659,660,661,662,663,664,665,666,667,668,669,670,671,672,673,674,675,676,677,678,679,680,681,682,683,684,685,686,687,688,689,690,691,692,693,694,695,696,697,698,699,700,701,702,703,704,705,706,707,708,709,710,711,712,713,714,715,716,717,718,719,720,721,722,723,724,725,726,727,728,729,730,731,732,733,734,735,736,737,738,739,740,741,742,743,744,745,746,747,748,749,750,751,752,753,754,755,756,757,758,759,760,761,762,763,764,765,766,767,768,769,770,771,772,773,774,775,776,777,778,779,780,781,782,783,784,785,786,787,788,789,790,791,792,793,794,795,796,797,798,799,800,801,802,803,804,805,806,807,808,809,810,811,812,813,814,815,816,817,818,819,820,821,822,823,824,825,826,827,828,829,830,831,832,833,834,835,836,837,838,839,840,841,842,843,844,845,846,847,848,849,850,851,852,853,854,855,856,857,858,859,860,861,862,863,864,865,866,867,868,869,870,871,872,873,874,875,876,877,878,879,880,881,882,883,884,885,886,887,888,889,890,891,892,893,894,895,896,897,898,899,900,901,902,903,904,905,906,907,908,909,910,911,912,913,914,915,916,917,918,919,920,921,922,923,924,925,926,927,928,929,930,931,932,933,934,935,936,937,938,939,940,941,942,943,944,945,946,947,948,949,950,951,952,953,954,955,956,957,958,959,960,961,962,963,964,965,966,967,968,969,970,971,972,973,974,975,976,977,978,979,980,981,982,983,984,985,986,987,988,989,990,991,992
Generating heightmap.
Generating biomes.
Generating cities.
Traceback (most recent call last):
  File "city.py", line 209, in random_poi
  File "rrlist.py", line 25, in get_random
IndexError: list index out of range

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "crash_log.py", line 19, in handle_crash_log
  File "gui_generation.py", line 27, in generate
  File "ntime.py", line 11, in ntime
  File "world.py", line 1258, in run
  File "world.py", line 267, in generate
  File "world.py", line 534, in init_cities
  File "world.py", line 629, in gen_cities
  File "hub_factory.py", line 31, in gen_random_city
  File "hub_factory.py", line 62, in gen_random_hub
  File "city.py", line 46, in __init__
  File "city.py", line 61, in generate
  File "city.py", line 265, in populate_grid
  File "city.py", line 211, in random_poi
Exception: No traders POIs found.
I just got this same thing, did the POIs list change or some such?

 
Last edited by a moderator:
I'm sorry if this has been asked before, but is there anyway to have the Biomes created like they are in RWG and Nitrogen? For example, I like having the Desert/Snow/Burn/Wasteland on separate areas of the map. I hate having Biomes mixed together randomly, prefer to have something like Snow north, Desert south, greenland center, etc. 

Is there anyway to do this in Kinggen and if so, how? Thanks. 

 
In the generation settings, I indicated that the snow biome should be generated at an altitude of 100. I did not like the automatic location of the biomes, so I drew my biome map and fed it to the generator. At the same time, I did not give the generator a height map in the hope that he would generate it himself based on the biome map and the height settings of the snow biome. But the generator ignored the altitude and generated a snow biome at the same altitude as everyone else. The height differences are quite insignificant. This is upsetting. Can I fix this somehow?

 
Don't think so, K14 . . . Snow 'starting height level' can be set in KG, just as with the water and city levels, but the colors in the biomes.png only sets the type and coverage area of the different biomes that 7Days will apply. That has nothing to do with height.  The easy way is to follow Brad's videos, learning how to create the heightmap.png in GIMP by watching, pausing and doing it as the video moves along. Takes time, but is well worth the effort.
 

 
Last edited by a moderator:
In the generation settings, I indicated that the snow biome should be generated at an altitude of 100. I did not like the automatic location of the biomes, so I drew my biome map and fed it to the generator. At the same time, I did not give the generator a height map in the hope that he would generate it himself based on the biome map and the height settings of the snow biome. But the generator ignored the altitude and generated a snow biome at the same altitude as everyone else. The height differences are quite insignificant. This is upsetting. Can I fix this somehow?
Agree with Paul and Brad. Ive been making my own for years, and once you get the hang of it, you wont make them any other way. My suggestion to start is to make a few dozen maps in KG just in forest biome. Pick a few that work for your plans, and then hand paint them. I still use stamps to make most of my maps because i always end up painting them anyway.



 

 
Um . . . . er . . . . stoopid question, Cap'n . . . when you say 'stamp' - what are you referring to?   🤒

 
Ok. . . .   but what is a "stamp"? What does it look like? How would I use it? Where would I get one from? Is it a picture, like an overhead view of a volcano, for e.g? I know very little of graphics, and, while I do know what 'code-generated terrain' is and looks like - for me a 'stamp' is a piece of paper that's stuck on an envelope - or maybe a metal casting with a pattern on its underside that's covered with ink, then pressed against a surface of some sort - to copy an image of some sort to it. There must be hundreds of others out there who have never heard of this too. Exploring and learning the new world that KingSlayer, you, Brad and Stallion have opened up is daunting enough, but expecting that we all understand phrases like "I use terrain stamps to make ... etc., " makes me feel totally inadequate.

 
Ok. . . .   but what is a "stamp"? What does it look like? How would I use it? Where would I get one from? Is it a picture, like an overhead view of a volcano, for e.g? I know very little of graphics, and, while I do know what 'code-generated terrain' is and looks like - for me a 'stamp' is a piece of paper that's stuck on an envelope - or maybe a metal casting with a pattern on its underside that's covered with ink, then pressed against a surface of some sort - to copy an image of some sort to it. There must be hundreds of others out there who have never heard of this too. Exploring and learning the new world that KingSlayer, you, Brad and Stallion have opened up is daunting enough, but expecting that we all understand phrases like "I use terrain stamps to make ... etc., " makes me feel totally inadequate.
Coincidentally I'm working on a tutorial for creating and using terrain stamps. In simple terms a 'stamp' is a ready drawn mountain, lake or terrain texture that you place on top of your existing heightmap to add the feature without having to draw it. I'm hoping to have the tutorial finished today and will share it here as soon as I can. A stamp can also be thought of as a brush, although typically you don't paint strokes with it. It's most effective just placing or stamping it onto/into your existing map. 

 
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Ok. . . .   but what is a "stamp"? What does it look like? How would I use it? Where would I get one from? Is it a picture, like an overhead view of a volcano, for e.g? I know very little of graphics, and, while I do know what 'code-generated terrain' is and looks like - for me a 'stamp' is a piece of paper that's stuck on an envelope - or maybe a metal casting with a pattern on its underside that's covered with ink, then pressed against a surface of some sort - to copy an image of some sort to it. There must be hundreds of others out there who have never heard of this too. Exploring and learning the new world that KingSlayer, you, Brad and Stallion have opened up is daunting enough, but expecting that we all understand phrases like "I use terrain stamps to make ... etc., " makes me feel totally inadequate.
Dont be daunted by any of this. When I started doing maps in late a16 /early a17, there was literally nothing explaining anything at all documented on height maps that was tied directly to 7 Days to Die, only anecdotes from a few of the Senior modders who dabbled a bit in the editing process. There have been 2 or 3 instances where I would bang my head on my desk and have to put a piece to the puzzle down for a while because I had just gone as far as i possibly could.

Roads, water, prefabs, biomes, especially prefabs, these are all pieces that make the maps what they are, and their importance in the overall process should not be under stated.  If you are really committed to making these maps, dont ever despair, just switch gears for a bit and come back to your roadblocks, you will eventually succeed.

Try and think of a height map as a giant block of clay. Create a png file, and fill it with the color rgb 40,40,40 and save it. Youve now got a block of clay that starts at rgb 0,0,0 and ends (the top) is at 40,40,40. Depending on where you set your water level, going below that water threshold 'replaces' the clay with water.

The tallest you can make the block of clay is rgb 255,255,255, thats your ceiling. So generally, your terrain features, your 'map' is gonna live in that space between 40 and 255, and your water will live below that threshold.

You can think of a stamp as a casting mold. The color you choose is how tall the mold will be, then however large you make it will determine the overall width. The attacked screens are from Gaia for Unity, which comes with a ton of stock stamps, which you can see ive used to create Mordor from the Lord of the Rings.

The big difference here when we say mold, is that its a casting mold tied to a paint brush, and can therefore be dragged across the top of your clay block to give you things like mountain chains. Also it can be inverted, usually with the right mouse button, to give you craters and valleys.

Once you have 'stamped' these features on to your block of clay, you save it and export it. You can either export to a png, which will give you a simplified height map, which you can use in a map gen like KG or Nitro, or in some cases, directly to a .RAW file.

A little long winded, but it is Sunday. I hope this clarifies things somewhat for you. Just stick with it, you and I and a few other guys are going to collaborate soon on a giant 16k map for CP, and its going to be epic, so dont worry.




 

 
Aaaaaaahhh... thanks Brad - and thanks, too Cap'n! (We have crossed posts here, Cap.) This moves us 'ordinary folks' a bit further along the learning curve. Brad's videos have been a god-send (for me, at least!).
       So this 'stamp' can be created separately, and then added or imported; something like a new layer; blended in, then flattened as the png is exported?

  Y'know - some bits are easy to do and understand - like biomes; getting cities sized and where you want them to be - is not too difficult either: the splat is quite a jump, though, and with a lot more work and planning required: Cap'n Krunch is right when he recommends prepping the heightmap for the city/town layout before roads or cities are created. I've  found getting the HM's roads - the flow; curves; the left-to-right 'levelness' of the road's surface along a hillside; smooth climbing curves; any height change gradients, and their routes - are a lot more complex, and I can see this as maybe being a tool that might be able to make that easier. - especially if it's taken from a real-world source. Anyway - thanks again for the interesting responses - and for all the work you both (and your other buddies here) are putting into KS's project - and I'm looking forward to this next video!
ATB

 
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Hmph! I just found a "Stamps" folder under Data. . . .  never noticed it before . . .  rivers, hills, plateaus . . .  and so I would guess one could import any of these as a start, right?

 
I am using KingGen and there are two things Im missing from NITRO that Im not sure if I can dup using settings or if a height and Biome map would solve it

I want flat and I want the typical Snow North and Dessert South if thats what the RWG still follows?

Edit:: I got Gimp incase I need those Height Maps and such but unsure where to start :(  Also if I go this far does that mean I can use the same height and biome maps no matter what mod Im playing that way all layouts are same cept what POI be where

 
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Just follow Brad's video on making the heightmap, cities and biomes Lainey: In one hour you will have it!

IN response to your edit:- yes and yes.
 


 As far as where to start, I launched GIMP, then the video, then watched it while doing pretty much exactly what Brad was doing and saying, while pausing so that I could repeat the bits I missed. It worked flawlessly.

 
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