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KingGen - A Random World Generator for 7 Days to Die

cities.png  - created over the top of the hm - same as the biomes, and just another RGB layer, but with different colours.

 
'Stamps' video should be available in roughly half an hour on my channel. Depending on my Internet! 

Krunch knows a lot more tha  me about all of this but I hope my simplified video will help those that need a visual guide. 

 
@ AL: - "I think I did pretty good but not sure how practical they are  "     Well done!!

and my "first" below. We all have our first steps, Lainey, and I'm still fumbling along. Sometimes it's frustrating, but once you're in and playing that new map, you'll not notice anything that looks "wrong" - but it will give you a sense of satisfaction, and it will spawn new ideas by the ton!

ATB.


preview.png

 
Krunch Im sure you can see what Im trying to do 

:(  im not having good luck doing it tho.

Im wanting total flat with the water in the center with the area around the water as a no spawn (IE gonna be my build spot) 

the flat seems pretty ok but when it comes to the water its kinda smooth but not still flat and the spawn level is like 71 not 30 or 40 not sure how to fix that either

Watching brads vids is helping me with the colors and such but I still not sure about flat

 
Krunch Im sure you can see what Im trying to do 

:(  im not having good luck doing it tho.

Im wanting total flat with the water in the center with the area around the water as a no spawn (IE gonna be my build spot) 

the flat seems pretty ok but when it comes to the water its kinda smooth but not still flat and the spawn level is like 71 not 30 or 40 not sure how to fix that either

Watching brads vids is helping me with the colors and such but I still not sure about flat
That should not be too tough. You will use the red color in the city zone mask to block stuff spawing. For the water, use the color rgb 35,35,35 if your water starts at 43, then open the height map in photoshop or krita and use a blur brush around the waters edge, which should give you a nice smooth water line

 
Hy guys,

i think there must be a problem with the latest version of Kinggen. iam using kinggen 9 and 10 and it worked fine for me. 
but the newest version 12 seems to have a problem with the "facetonorth" rotation of the prefabs.

i have 2 selfmade prefabs. i used them with kinggen before and never had any problems with the rotation.

but take a look what kinggen is doing now: (all of the following pictures are from the same world !)

Bild1.png

This prefab is facing to the right position as it does with the old kinggen versions.

Bild2.png

the next on was placed with the entrance to the wrong side :(

Bild3.png

This one is facing to the road as it should be.


Bild4.png

But the next one opens up into the grass.



i did not change anything to the prefabs or their xml.
i used the old prefablist for kinggen 12.0 but this is what i get now. half of the prefabs are facing in the wrong direction.
and Kinggen did it with normal prefabs too !

any ideas ?

 
Im still having issues with my water not matching to be smooth with the rest :(  also I tried to go far North to find my snow but found RAD zone instead

 
D'you have a Dropbox or cloud something, Lainey? Somewhere where you could post the heightmap.xcf and the KingGenConfig.txt to?

 
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Well, don't know whether this is of any use, but this is the most usual GIMP brush setting for me: opacity has a big effect, as does hardness and pressure. It really is a matter of experimenting with those three. The force in the pic below is a bit high for most purposes, but I do play with it all the time, as I'm not anywhere as experienced as the 'big three or four' in this forum. Do you zoom in much when trying to flatten out the shoreline?

brush.JPG

 
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Well that went up a bit quicker than I thought. Might not have finished processing the HD version yet. But here it is anyway. I hope someone finds it useful 


Another great video! In your next video could you please cover the custom water map to create proper dry lakebeds, canyons, etc? I know it's as simple as drawing black but I don't believe it's documented. 

One big problem I'm having with canyon maps is the width of the canyons themselves. The idea is just wide enough that you have to build a bridge to cross it without supports. There could be wider canyons that would need bridge supports in some places though. Again, the big canyon and the canyon mine were my favorite part of Navezgane and I'm trying to expand on that idea.

 
Hy guys,

i think there must be a problem with the latest version of Kinggen. iam using kinggen 9 and 10 and it worked fine for me. 
but the newest version 12 seems to have a problem with the "facetonorth" rotation of the prefabs.

i have 2 selfmade prefabs. i used them with kinggen before and never had any problems with the rotation.

but take a look what kinggen is doing now: (all of the following pictures are from the same world !)


This prefab is facing to the right position as it does with the old kinggen versions.


the next on was placed with the entrance to the wrong side :(


This one is facing to the road as it should be.



But the next one opens up into the grass.



i did not change anything to the prefabs or their xml.
i used the old prefablist for kinggen 12.0 but this is what i get now. half of the prefabs are facing in the wrong direction.
and Kinggen did it with normal prefabs too !

any ideas ?
Hi,

are you sure the rotation that you set in the prefab xml and in the poi list is correct?

Have you noticed this problem only with your pois or with all the pois? If you see this happenning with all of them, then it is probably a bug with KG. 

 
Another great video! In your next video could you please cover the custom water map to create proper dry lakebeds, canyons, etc? I know it's as simple as drawing black but I don't believe it's documented. 

One big problem I'm having with canyon maps is the width of the canyons themselves. The idea is just wide enough that you have to build a bridge to cross it without supports. There could be wider canyons that would need bridge supports in some places though. Again, the big canyon and the canyon mine were my favorite part of Navezgane and I'm trying to expand on that idea.
Hi Djquad. Water was on the list for the next video but to be honest I'm hesitant to cover it as the water in 7dtd is pretty bad. It's extremely glitchy. It's still on my list to do but I need to find a decent solid technique that is worth sharing rather than just knocking out a video where you'll get different height water features but they'll look rubbish. I'm away for a short break but I'll spend some time on it when I get back and see if I can do something that will be worthwhile to you.

Canyon maps are another ballgame. I've spent quite a bit of time experimenting with them and have successfully drawn quality land bridges, adjusted water height and placed cities on the ledges and towns within the canyon with roads utilising the land bridges. Again I'll look at what I can do to make a worthy video on that when I get back from out break. I appreciate your feedback and support of the videos Djquad! 

 
Hi Djquad. Water was on the list for the next video but to be honest I'm hesitant to cover it as the water in 7dtd is pretty bad. It's extremely glitchy. It's still on my list to do but I need to find a decent solid technique that is worth sharing rather than just knocking out a video where you'll get different height water features but they'll look rubbish. I'm away for a short break but I'll spend some time on it when I get back and see if I can do something that will be worthwhile to you.

Canyon maps are another ballgame. I've spent quite a bit of time experimenting with them and have successfully drawn quality land bridges, adjusted water height and placed cities on the ledges and towns within the canyon with roads utilising the land bridges. Again I'll look at what I can do to make a worthy video on that when I get back from out break. I appreciate your feedback and support of the videos Djquad! 


Sorry, I wasn't clear. I wasn't referring to water, as far as the water map generating water. I'm super familiar with the water physics being pretty trash in general lol. 

From what I understand, the custom water map is like the biomes map in that you can draw areas. It only allows 1 color, black, which signifies where water ISN'T generated. 

Take this for example

 
image.png.cd53083a2f12d490af70f107a72f24f3.png


Instead of the water being defaultly (that a word? lol) generated, the custom water map would be used do draw black parts over where water would normally be generated. So instead of rivers being generated they would be proper canyons.

The current water level in KingGen is 43, which is perfectly fine, and resulted in the image above. With a custom water map imagine drawing black areas where water would NOT be generated. That would allow the above image to have canyons instead of rivers.

I hope that makes more sense.. lol

 
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