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teragon maps

My previous Idea to add bridges to where you want them became easier. I just did not add "create roads" or "create side roads" to the map queue and just used "create road" with parameters close to the water after town and region POI creation, but of course at a reasonably non-angled part of the river, and It worked!

I just took the bridge parts in the prefabs.ini (which are thankfully right at the top of the prefabs.ini) and I will add them to the top of the finished prefabs.ini. I have yet to try this of course, and there may be some splat3 road editing, but I plan to do that anyway.

Well I got the towns about where I want them with a city mask.

I still have to add bridges and edit the roads
Not sure what you're talking about with bridge parts.  If you placed bridges using Create Road over water (and have bridges enabled), you will already have the bridges on the map.  There is no reason at all do do anything manually with the prefabs.xml file unless you're doing roads only by manually editing the splat.

Bridges rarely have any issues with roads connecting to the bridges, and even if they do, it is usually so minor that you won't even go airborne.

 
Not sure what you're talking about with bridge parts.  If you placed bridges using Create Road over water (and have bridges enabled), you will already have the bridges on the map.  There is no reason at all do do anything manually with the prefabs.xml file unless you're doing roads only by manually editing the splat.

Bridges rarely have any issues with roads connecting to the bridges, and even if they do, it is usually so minor that you won't even go airborne.
I just realized what you are saying. Add the bridge as part of the regular queue, and the new bridges will be part of the finished map. I figured that I would have to add the newest bridges to the .ini because I would not want the auto generated bridges to be in the .ini and I would have to delete them.

OK, I am officially a dumb@#$. Thank you for making that clear.

 
I just realized what you are saying. Add the bridge as part of the regular queue, and the new bridges will be part of the finished map. I figured that I would have to add the newest bridges to the .ini because I would not want the auto generated bridges to be in the .ini and I would have to delete them.

OK, I am officially a dumb@#$. Thank you for making that clear.
Generally, if you create a road between two points over water and then generate main roads or side roads, those will tend to use that road you already placed in order to cross the water as it's "cheaper" than making a new bridge.  But that isn't guaranteed.  Depending where the main or side roads want to cross and how far your bridge is away from there, it may still make a new bridge.  You'd just need to try and see how things look.  Personally, I just make main roads and side roads and keep them as they are (or try a slight change to terrain to try and get roads to be a little different if I think they should be different).  Then, if I want additional bridges, I'll just make a new road with Create Road and connect it from one road (or POI or gateway tile) to another over water.  As long as the road isn't too close to another bridge, it'll usually create the new bridge where I want.  If it doesn't, I'd just make the Create Road between points on each shore of the river and then another Create Road from those points to existing roads/POI/gateways.  But whatever works for you.  Either way, there's not much reason to edit the prefabs.xml file.  If you don't want any bridges to generate automatically with main or side roads, you can disable bridges and you won't get them.  You can then make your own with Create Road.

 
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If you don't want any bridges to generate automatically with main or side roads, you can disable bridges and you won't get them.  You can then make your own with Create Road.
Yeah, I gave that some thought too. My plan is to create roads with the single "Create Road"  to build close to all the roads I want.

I am a little confused of the idea of editing the road map (splat3) in Photoshop on uneven terrain will work. So I will have a ridiculous amount of "Create Road" in the queue to make my perfect roads. With maybe some editing on flat ground.

Like this in the queue after "Create Towns":

Create Road

Create Road

Create Road

and so on. - then export road map;

Then "Create Region POIs" using the road map option to keep POIs off my created roads.

Then "Create Side Roads".

It will take a lot of time, but like I said I am a hopeless perfectionist when it comes to creating any kind of 3D computer graphics or creating levels in game engines.

I just remembered why I was going to do individual create roads to make bridges. Like you said, if you create a bridge from point whatever to Point whatever, it will create a bridge. But then if you want another bridge close the bridge you just made, the create road from point whatever to Point whatever over water, may just add a road to your already created bridge and not make another bridge over the water.

So this would require a bridge you made to be saved via splat3 and POI.ini. Then delete this create road altogether from the queue. The create a brand new create road (without the other one on the road map so far). This would require you to save every new bridge and merge them into the POI.ini. I knew there was a reason for doing it this way. But hopefully this will not be necessary and the create road will make a new bridge rather than just adding a road to the closest bridge already made. We already know that the create road will find the easiest path and it could be to a bridge further down the river unfortunately.

Confusing I know, but I do not really know how to explain it.

 
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first time i have seen this issue in Teragon. It seems that it tried to build 2 bridges on top of each other..... pics are from either bank of the river.

bridge issue 2.jpg

bridge issue 1.jpg

 
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my create roads is set to incomplete. 
Roads will receive more updates in the future to improve things like that.  The main cause of roads being messed up (including bridges) is having terrain that's too flat, though yours looks to at least have hills around, so that's probably not the issue.  It may be two towns that are too close together or something.  Note that if you were to make a slight change to bridge parameters, your roads will be routed a little differently around the bridges and may connect and use a single bridge, solving the problem without a significant change to the map.  You can adjust it a little and test it to see if it works.  If not, make some other adjustments and try again.  I've done that in the past where I had 2 bridges side by side and it worked well.

 
ok, when i opened Teragon it wanted to update. 

i updated and reloaded my saved presets.

Teragon has crashed to desktop 3 out of 4 attempts to make a map. this has nnever happened before.

Is there an issue? I noticed a message about Teragon use for another game that i cant rember the name of. I know Teragon was not written exclusively for 7DTD. 

 
ok, when i opened Teragon it wanted to update. 

i updated and reloaded my saved presets.

Teragon has crashed to desktop 3 out of 4 attempts to make a map. this has nnever happened before.

Is there an issue? I noticed a message about Teragon use for another game that i cant rember the name of. I know Teragon was not written exclusively for 7DTD. 
Without seeing your preset or knowing when it crashed, I can't really suggest anything.  I also don't know if you are on a stable version or testing version.  There are things that can cause a crash, but they are usually errors in a preset or an imported file.  The testing version does have a bug with Create Extra Roads that can cause a crash, but that should be fixed soon.  I'm guessing you probably aren't using that command.

I do know that I've made maps in both the stable version and the current testing version without problems.

 
tried again last night and Teragon updated to T6 . is that a testing branch? 

first attempt sucessfully completed so i guess its fixed.   Nothing wrong with the preset. i dont use the extra roads command and i have used this same preset since Teragon 0.49 .

 
tried again last night and Teragon updated to T6 . is that a testing branch? 

first attempt sucessfully completed so i guess its fixed.   Nothing wrong with the preset. i dont use the extra roads command and i have used this same preset since Teragon 0.49 .
If you are seeing T6, it is testing.  For normal use, you should be on stable.

 
dont remember enabling testing... oh well.. 

having issues with double bridges again.. i have played with the river parameters to smooth , adjust width and a couple of others.. 

 
dont remember enabling testing... oh well.. 

having issues with double bridges again.. i have played with the river parameters to smooth , adjust width and a couple of others.. 
You would want to adjust roads.  Rivers may work, but roads will be easier.  Adjust things like the parameter for the road angle coming in at the bridge or the water costs.  I wouldn't change things too much at first.  See if a small change is enough to tie roads differently before trying something more.

 
ok, when i opened Teragon it wanted to update. 

i updated and reloaded my saved presets.

Teragon has crashed to desktop 3 out of 4 attempts to make a map. this has nnever happened before.

Is there an issue? I noticed a message about Teragon use for another game that i cant rember the name of. I know Teragon was not written exclusively for 7DTD. 
Riamus, I get CTD during "update Preview". This is on the latest update as of yesterday. I would be using the previous version because it is more stable, but I do not see bridges that are in the preview after creating roads, in the game itself. Don't Know why. I have version 1.0 stable game version.

So I decided not to do a preview. Now I cannot get an "Export Preview". I will keep trying, it just does not make any sense.

 
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Riamus, I get CTD during "update Preview". This is on the latest update as of yesterday. I would be using the previous version because it is more stable, but I do not see bridges that are in the preview after creating roads, in the game itself. Don't Know why. I have version 1.0 stable game version.

So I decided not to do a preview. Now I cannot get an "Export Preview". I will keep trying, it just does not make any sense.
Are generating the map entirely at one time, or are you importing anything that was either generated previously or that was made outside of Teragon?

The best option for help, as I've mentioned before, is on Discord.  People can help you much more quickly, and it is easier for you to share your preset and any screenshots or bug reports to help determine the cause of the problem.

As far as bridges, you need to make sure the Teragon POIs mod folder is installed on the host or server, and it is recommended to also be installed on any client computers as well, though that's not required.

 
Are generating the map entirely at one time, or are you importing anything that was either generated previously or that was made outside of Teragon?

The best option for help, as I've mentioned before, is on Discord.  People can help you much more quickly, and it is easier for you to share your preset and any screenshots or bug reports to help determine the cause of the problem.

As far as bridges, you need to make sure the Teragon POIs mod folder is installed on the host or server, and it is recommended to also be installed on any client computers as well, though that's not required.
D:\Steam\steamapps\common\7 Days To Die\Mods - is this correct or in - C:\Users\*********\AppData\Roaming\7DaysToDie\GeneratedWorlds\Mods - or both - I have them in the latter only.

As far as .ini's go, I am using an older version map in the newest version. I got the previews by running the newest version on a VM. its weird how some things work on one version and not on another and vice-versa. I like the newest version for a custom river on a hieghtmap. The one in the older version is like a 90 degree drop, instead of a sloped bank.

One more question:  What is with the blue around my mask-mapped cities? This is new to the latest version. Is there a way to make the blue borders transparent? This will make making my own roads difficult.

preview copy.png

Thank you again for your reply. I am not really into discord for some reason. So I hope you don't mind me asking a few questions here.

 
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D:\Steam\steamapps\common\7 Days To Die\Mods - is this correct or in - C:\Users\*********\AppData\Roaming\7DaysToDie\GeneratedWorlds\Mods - or both - I have them in the latter only.

As far as .ini's go, I am using an older version map in the newest version. I got the previews by running the newest version on a VM. its weird how some things work on one version and not on another and vice-versa. I like the newest version for a custom river on a hieghtmap. The one in the older version is like a 90 degree drop, instead of a sloped bank.

One more question:  What is with the blue around my mask-mapped cities? This is new to the latest version. Is there a way to make the blue borders transparent? This will make making my own roads difficult.

View attachment 33738

Thank you again for your reply. I am not really into discord for some reason. So I hope you don't mind me asking a few questions here.
They should be in C:\Users\*********\AppData\Roaming\7DaysToDie\Mods\ .

The blue shows your mask areas.  Just disable it in your Update Preview (remove the mask map name).

 
They should be in C:\Users\*********\AppData\Roaming\7DaysToDie\Mods\ .

The blue shows your mask areas.  Just disable it in your Update Preview (remove the mask map name).
Thank you. I just decided to go back to 0.50.11.3, as I get hardly and CTD if I use maps under 14K. Seems that my rivers never seem to come out right no matter what I do. I use very soft Photoshop brushes on a path with really low opacity and flow and they still come out like a chasm. I have to make a wide brush that is barley visible and then make smaller ones inside those that are more visible until I come to the water level I am looking for. It never comes out right though.

 
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