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teragon maps

ok colours in GIMP can either be 0-100 OR 0-255 . i think you can do the same in photoshop. GIMP is free and runs on every operating system.

you have 2 overlapping squares that are the foreground and background colours. if you click on one you can set the RGB values and other things.

In GIMP ther are 2 boxes at the top in the middle marked 0-100 and 0-255 pick one. Then you can either move sliders to adjust colour or type in the rRGB value direct. if you make all 3 the same you get grey IE black at 0,0,0, to white at 255,255,255.

yes you can random lassoo areas and fill them with a colour BUT you will need to do something to blur the edges. if you have an area at say 40 grey then an area of say 50 grey you will have a vertical wall of 10 blocks on your map.  Gimp has a smudge tool that looks like a finger pointing down. you can use it to blend the different heights.

give me an idea of what you want a quick sketch of area size height etc and map size and i will see what i can do to make a height map.

i was trying to learn how to use plasma filters etc to generate a map like this but i gave up . but the random lassoo of a random drawn area set to a colour then blended sounds easy , well easier.. 

Edit : quick and probably nasty height map. lasso area fil, rince repeat with different height colours. final blur with a gausian filter.

10K map proof of concept.   http://gofile.me/6ZBka/TAaSbloyC

 
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Good Morning: Hi Bob.

Quote   "I  found out that my troubles on 12K are the towns and POIs. If I add to many towns (but still spread way out) I get a CTD, If I add less but larger cities I get CTD, If I get by with a preview and do not add POIs, the message for building roads does not display and CTD."  

I had exactly  your issue when creating "my own" 10k map, using yours for a base.  (The Event Viewer indicts the Qt5Core.dll.) I first thought it was caused by "Towns too big", but changing the numbers didn't do anything to stop the crashes: Then I considered perhaps "too many "Create Region POI's", as there were more than a dozen in your ini command list, and it seemed to happen at this point in the work flow. I reduced the numbers of "Create Region POI" commands, as I repeated the (22 times!!) maps, but each one still stopped/crashed, and then I noticed that it stopped working after (or during) the Update Preview which comes after the "Create Towns" command. You can't see much, because it happens in the background and the lower frame of the command window hides all but the first of the "Create Region POI" commands (whatever's coming next) (or is actually being worked on), but anyway - per the log output, it had gone way past that point, and was "erroring" at the next "Update Preview" - after the "Create Independent Player Spawn" - so, what I did was to put in an Interrupt at the "Update Preview" after that "Create Independent Player Spawn" command, and then hit "Skip" as it popped up. No error.  The log is show here at the actual point in the log which the crash occurred. I've omitted the balance of the log.

 
Two things for everyone--

1) Teragon's new version (v0.39.0) was released yesterday.  With the new version, you do NOT need multiple Create Region POI commands for any reason other than if you're trying to populate specific regions separately, and then you only need a maximum of one command per region type.  One command can completely fill a map with POI if you have the max POI high enough.  Putting multiple commands will slow your generation down for no benefit.

2) There is a bug that was found in Update Preview if you have POI Names enabled and have too many POI (this includes both towns and wilderness/region).  Disable the names if you plan to have many POI and/or very large or many towns.  This should greatly help making larger maps without crashing.

 
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ok colours in GIMP can either be 0-100 OR 0-255 . i think you can do the same in photoshop. GIMP is free and runs on every operating system.

you have 2 overlapping squares that are the foreground and background colours. if you click on one you can set the RGB values and other things.

In GIMP ther are 2 boxes at the top in the middle marked 0-100 and 0-255 pick one. Then you can either move sliders to adjust colour or type in the rRGB value direct. if you make all 3 the same you get grey IE black at 0,0,0, to white at 255,255,255.

yes you can random lassoo areas and fill them with a colour BUT you will need to do something to blur the edges. if you have an area at say 40 grey then an area of say 50 grey you will have a vertical wall of 10 blocks on your map.  Gimp has a smudge tool that looks like a finger pointing down. you can use it to blend the different heights.

give me an idea of what you want a quick sketch of area size height etc and map size and i will see what i can do to make a height map.

i was trying to learn how to use plasma filters etc to generate a map like this but i gave up . but the random lassoo of a random drawn area set to a colour then blended sounds easy , well easier.. 

Edit : quick and probably nasty height map. lasso area fil, rince repeat with different height colours. final blur with a gausian filter.

10K map proof of concept.   http://gofile.me/6ZBka/TAaSbloyC
What I meant was that an 8bit grayscale is 0-255 (256) and a 16bit grayscale has 65,536 shades of gray. Like old 16bit color games with 65,536 colors back in the day before 24 bit color 16.7 million games we have had now for a while.

I was thinking a radial gradient between the lasso selections to blend them and then blurring the edges.

I wish I could use the pen tool, so I can use the Bezier handles to make perfect rounded lines but I never can figure out how to turn the work path of the pen tool into anything other than to stroke the path with a brush or pencil or other tool. I would like to change a path to a shape but this never seems to work either.

So I figure you could use the polygon select tool to create the contour levels with a feather of some odd pixels. But unfortunately the lasso selection tool is best at this, but I suck at painting lines of any kind in Photoshop with the mouse - if only I had a Wacom tablet and stylus.

I have another idea that is more to my liking but is still not easy to pull off for so many reasons I cannot even mention.


Spoiler





Thank you for the update.

But I am too busy mining and wrenching cars to get resources for my base. That's what I love about the game, so many things to do.

As you can all tell, I love computer graphics, so I may get carried away with my posts, but for the most part just ignore my rants.

 
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Good Morning! Hi Bob!  No - don't stop with the rants! It helps other, lesser mortals (like me!) to understand more about the issues that we might - or do - face as we explore Teragon each day. I am just glad we have this particular forum thread, (Kudo's to Crimson_binome for starting it.) as you, Spud, Geoff, ZZTong, BT202, and Shvonder, have all put in information which has spurred a TON of development advice and information to come pouring back through the mighty Riamus hotline to the god Pille! It is hugely helpful to us, and likely serves to inspire TFP's development process, too.
Like you, "I am too busy mining and wrenching cars to get resources for my base. That's what I love about the game". Yup - I loved the limited map-making technology that this game has brought, as it (mostly) allowed 'mere mortals" to get involved in the creation of one's own, personal game. Modding and creating maps was one of the greatest part of playing Far Cry 3 and 4, too - particularly 4, as the game had matured and had a superb editor with the ability to push the newly-created map up to Ubisoft's very comprehensive Player Maps website. For me, 7DTD goes a long way toward equaling the "enjoyment longevity" of the Far Cry (4) game, and now Pille's Teragon has ramped up the ante to a whole new level! I'm 78 now, and the urge to create and learn is still very present, and is very much satisfied by the continuous development activity which this game provides, along with the interactions with you, Riamus, and all of the other guys participating here. Thanks!

 
@bobrpggamer    

I think you are confusing 8 bit and 16 grey scale images with the 0-255 or 0-100 of the colourRGB. the colour doesnt have anything to do with bit depth its just an arbitrary scale for each of the primary colours. 0 being black and 255 being 100% of R or G or B. if you set the scale to 0-100 then you can think of it as 0 to 100% of R or G or B.  the graphic you make is then exported as a 16bit greyscale png image. i tried to upload an image of that quick and very dirty height map but for some reason the forum kept rejecting it.  ok had to resize it in paint 50% 3 times now it loads if more time is taken a quite detailed map could be produced.

Test 1 10K  greyscale map.jpg

 
If done as an 8-bit heightmap file, Spud - could it be popped into KingGen for conversion to 16-bit and smoothed to whatever you chose?

(I mean for use in a map - not in order to post it here!)

 
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@Bobrpggamer:

Thank you so much for your Maps. I tryd to build one but my Laptop was on 3% to build the small roads after 15 hours, so I canceled it. I have only one Question: Should there be Compo Pack Poi´s? Because I did not get any.

Greetings from Hamburg/Germany.

Tim.

 
@Bobrpggamer:

Thank you so much for your Maps. I tryd to build one but my Laptop was on 3% to build the small roads after 15 hours, so I canceled it. I have only one Question: Should there be Compo Pack Poi´s? Because I did not get any.

Greetings from Hamburg/Germany.

Tim.
If you put a ton of POI and have a beer l large map, side roads are going to take forever. No way around that right now.  You'll either want fewer POI (you really don't need a thousand, for example) or turn off side roads, which really aren't needed if you have that many POI.

Pille is planning on improving road generation, but for now, I wouldn't add side roads if you have more than maybe 500 POI, and even then it is going to take quite a while. 

From my own tests and what others have said, I think most people will generate roads to about 100-150 POI per hour.  You can get an idea of your speed by letting side roads run for an hour and taking the percent you are at and multiplying it by the total POI to get an idea of the number per hour.  Then you can determine how many hours you are willing to let it run so you know how many POI you can have.

 
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Thank you very much for your replies. Yes, I have Compo Pack for Teragon installed. I was just wandering why it seems that I didn´t get them, but maybe that map was generated without it. To be honest all those tweaks around the sealevel and to steep rivers have been to much for my english, as it isn´t my main language. But maybe I will try it without side roads, why not. But I have to say that the refined 10k map from Bobrpggamer is very beautiful.

 
Thank you very much for your replies. Yes, I have Compo Pack for Teragon installed. I was just wandering why it seems that I didn´t get them, but maybe that map was generated without it. To be honest all those tweaks around the sealevel and to steep rivers have been to much for my english, as it isn´t my main language. But maybe I will try it without side roads, why not. But I have to say that the refined 10k map from Bobrpggamer is very beautiful.
If you haven't watched the tutorial video about using CP in Teragon, it will help.  The documentation linked earlier in this thread also explains how to use any custom prefabs, which includes CP.  If you are still having trouble after checking those, feel free to ask here or on discord.

 
Please explain, if I have such "empty" blue city tiles in some places on the map, does it mean that I set the number of objects incorrectly?

MD8E4ui.jpg


 
I´m sorry, I don´t know why they are empty. But can anybody tell me how to add Compo Pack Pois in an existing ini? I watched all the tutorials but can´t get a good map. If I import the .ini from Bobrpggamer the world is perfect, but there are no compo Pack Pois and I don´t know how I can add them, that would be awesome.

Thanks.

Tim.

 
Please explain, if I have such "empty" blue city tiles in some places on the map, does it mean that I set the number of objects incorrectly?

It means you are missing a path to your POIs.  If those are custom, you have to have a valid Add Source Path pointing to them.  If vanilla, your game path has to point to the correct folder where the games exe file is located.  Check the documentation regarding importing custom POI and the add source path command for info.

I´m sorry, I don´t know why they are empty. But can anybody tell me how to add Compo Pack Pois in an existing ini? I watched all the tutorials but can´t get a good map. If I import the .ini from Bobrpggamer the world is perfect, but there are no compo Pack Pois and I don´t know how I can add them, that would be awesome.

Thanks.

Tim.
CP has is own presets for Teragon.  Load one of those and it is ready to use.  You can then edit it as you want.  Be sure to look at the commands in that preset that match what is listed in the documentation for importing custom POI so you can learn how it works.  You can then use those commands in any other preset.

 
Last edited by a moderator:
Good Morning! Hi Bob!  No - don't stop with the rants! It helps other, lesser mortals (like me!) to understand more about the issues that we might - or do - face as we explore Teragon each day. I am just glad we have this particular forum thread, (Kudo's to Crimson_binome for starting it.) as you, Spud, Geoff, ZZTong, BT202, and Shvonder, have all put in information which has spurred a TON of development advice and information to come pouring back through the mighty Riamus hotline to the god Pille! It is hugely helpful to us, and likely serves to inspire TFP's development process, too.
Like you, "I am too busy mining and wrenching cars to get resources for my base. That's what I love about the game". Yup - I loved the limited map-making technology that this game has brought, as it (mostly) allowed 'mere mortals" to get involved in the creation of one's own, personal game. Modding and creating maps was one of the greatest part of playing Far Cry 3 and 4, too - particularly 4, as the game had matured and had a superb editor with the ability to push the newly-created map up to Ubisoft's very comprehensive Player Maps website. For me, 7DTD goes a long way toward equaling the "enjoyment longevity" of the Far Cry (4) game, and now Pille's Teragon has ramped up the ante to a whole new level! I'm 78 now, and the urge to create and learn is still very present, and is very much satisfied by the continuous development activity which this game provides, along with the interactions with you, Riamus, and all of the other guys participating here. Thanks!
Well if you are 78 and have Grand kids they probably think you are the coolest Granddad in the world playing Far Cry 3 & 4 and 7 Days to Die.

@bobrpggamer    

I think you are confusing 8 bit and 16 grey scale images with the 0-255 or 0-100 of the colourRGB. the colour doesnt have anything to do with bit depth its just an arbitrary scale for each of the primary colours. 0 being black and 255 being 100% of R or G or B. if you set the scale to 0-100 then you can think of it as 0 to 100% of R or G or B.  the graphic you make is then exported as a 16bit greyscale png image. i tried to upload an image of that quick and very dirty height map but for some reason the forum kept rejecting it.  ok had to resize it in paint 50% 3 times now it loads if more time is taken a quite detailed map could be produced.

View attachment 27342
I am not sure about bit depth in grayscale, I always thought the higher the bit depth has higher values like an HDR image.

@Bobrpggamer:

Thank you so much for your Maps. I tryd to build one but my Laptop was on 3% to build the small roads after 15 hours, so I canceled it. I have only one Question: Should there be Compo Pack Poi´s? Because I did not get any.

Greetings from Hamburg/Germany.

Tim.
Thank you. I am glad you enjoy them.

 
I´m sorry, I don´t know why they are empty. But can anybody tell me how to add Compo Pack Pois in an existing ini? I watched all the tutorials but can´t get a good map. If I import the .ini from Bobrpggamer the world is perfect, but there are no compo Pack Pois and I don´t know how I can add them, that would be awesome.

Thanks.

Tim.
If you make a map from my ini, please show me what it looks like with more POIs or the CP pack, I'd love to see it. I use imgur for images but you can use whatever you like.

 
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