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teragon maps

a little dissapointed that with 6 traders i got 2 rekt 2 joel and 2 Jen. no hugh or bob......
There is currently a problem with Bob and Hugh apparently related to rotation.  They will not currently appear on maps generated with Teragon.  You could edit the map/prefabs afterwards to change some to those traders, but for now Teragon won't add them.

 
There is currently a problem with Bob and Hugh apparently related to rotation.  They will not currently appear on maps generated with Teragon.  You could edit the map/prefabs afterwards to change some to those traders, but for now Teragon won't add them.


Am pretty sure Rekt is just on there because he cursed his way on :D

 
@Pille you have done an amazing job on this software. 

so far 0.40.0 is easy and results are very good. any shortcomings are me not knowing yet what each variable does and how to change it and by how much.

This can only be learned by experimenting.  

Boy am i having fun experimenting! I had stopped playing the game because i was bored with it and the wait til A21. i now find myself playing each map i make for at least 7 ingame days before i get another idea and try another map.

Thank you for all the work you have put into Teragon.

BTW in the last map i made i was impressed by the flowing and natrual way the roads built to all those wilderness POI's. 

 
thats a 16K map! those cities are huge...
Lol. Compared to RWG, yes.  But with Teragon, I often have cities that large even on an 8k map.  And it really wasn't about the size of the cities, but that there is so much unused space that exploring wouldn't be worthwhile.  Why have a large map if you'll only ever used a quarter of it because the rest is empty? 😁

 
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A little heads up on the next version (unknown when it'll be ready and released):

Road generation speeds increased significantly.  Still being worked on and may change, but at the moment, I am generating side roads with 150 POI on an 8k map in about 32 minutes and completing an 8k map with 22 towns and 150 POI in about 45 minutes start to finish compared to what used to take about 1.5 hours for about 100 POI on an 8k map in earlier versions.  So at least twice as fast.  I think this will make all of you very happy as it will save you a ton of time. **Note that this is on a map without needing any bridges.  Bridges still take a very long time, but that should change once they are fixed.

Bridges are being worked on and will hopefully be fixed for the next version.

You will be able to place biomes within a height range anywhere you want on the map, which lets you do things like use a noise biome with snow on mountaintops or have different mountaintops with different biomes or different biomes in different parts of the map (rectangle-based areas).  It'll give you a lot more freedom in your biomes.

An Interrupt button has been added that allows you to stop generation after the current command finishes and then either continue, skip, or stop just like if an interrupt was set there.  This will let you stop generation if you want to without having to wait until you reach an interrupt that you had set up.

Ability to make certain POI spawn before others.  Spawns are based on total number on the map and the POI with the least copies on the map will always spawn next unless it has a spawn cap that has been reached.  This priority setting will be a tiebreaker if multiple POI have the same number of copies already on the map and are currently the least number on the map.

Ability to control where towns can be placed.

Statistics on your map preview showing many details about the map.

Changes to the gateway tile generation will give you more variety, especially if you have custom gateway tiles in addition to vanilla.

Just a few of the things you'll see in the next version.  :D

-------------------

Also, just a note on traders Bob and Hugh who do not show up right now.  The issue is related to rotation.  Pille said that if you were to edit the gateway tile so that the trader spot was square, it would appear in Teragon maps.  I may try looking at this myself, but I have little practice with POI editing, so not sure how well that'll work.  But if anyone else wants to try their hand at it, that's how you'd fix it.  This *will* be fixed in Teragon, but right now other things are taking a higher priority.  If anyone tries editing it and gets it working, maybe you can share the edited (custom) gateway tiles here for people to use in the meantime.

 
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Teragon v0.41.0 is now released and the documentation has been updated.  There are many changes to this version and many new things in the documentation.  I recommend checking them out.

Regarding bridges-- Bridges have many improvements (see the Create Main Roads, Create Side Roads, and Create Road commands for additional parameters relating to bridges) and should be greatly improved.  However, they are not completely fixed and you may still have some problems with them.  But you should definitely see an improvement and no longer see overlapping bridges.

NOTE: Please be sure to read the new Initial Setup section in the documentation and adjust your presets accordingly.  This will save a lot of trouble for anyone you share your presets with.

 
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Version 41 adds pretty... strange lines and curves to ready heightmap. What could cause this? 🙂

View attachment 27508
You're seeing elevation changes.  Even with contour lines turned off like you have done, you'll still see terrain changes.  If you're importing a heightmap, you may need to do some smoothing on it if you feel the changes are too rough.  Also remember that your water height will affect the edges of the land in your heightmap.

 
You're seeing elevation changes.  Even with contour lines turned off like you have done, you'll still see terrain changes.  If you're importing a heightmap, you may need to do some smoothing on it if you feel the changes are too rough.  Also remember that your water height will affect the edges of the land in your heightmap.
But how smoothing works?

Anyway, i need help about water levels. Bottom on my map is 19 (out of 255), lowest surface is 66 (out of 255). What parameters should i use in Sea Level and Flat Water map commands? Looks like i use them wrong.

 
But how smoothing works?

Anyway, i need help about water levels. Bottom on my map is 19 (out of 255), lowest surface is 66 (out of 255). What parameters should i use in Sea Level and Flat Water map commands? Looks like i use them wrong.
Teragon has a Filter Gaussian command on the expert tab.  Raising that value will smooth things.  Erosion can also help some.  Otherwise, people usually smooth things using a paint program like Photoshop or Gimp.  If you make the map on Teragon instead of importing it, you have more control because Teragon is making the mountains.  The documentation I wrote explains a lot about that.

Set Sea Level is deprecated, so you can just remove it.  It never set water height anyhow.  The flat water height should be whatever level you want your water.  If the lowest terrain above water that you want is 66, set it to 65.  Raising or lowering it will adjust it as needed.  There is no set level because each map is different, especially with imported maps.

 
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Version 41 adds pretty... strange lines and curves to ready heightmap. What could cause this? 🙂

View attachment 27508
I can't tell from the screenshot what you mean but note that Teragon uses not only contour lines to indicate elevation differences, but also shadows based on the local gradient. The later implies that a dark line in the preview does not necessarily mean a large absolute difference in height. Teragon doesn't modify an imported heightmap unless you apply commands after importing it.

 
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I have to ask. Is there anyway to make a perfectly flat map and have all the biomes?

I know it was possible in Kinggen. Am hoping it is possible in Teragon.

I know to most a flat map may be boring but I like it.

 
I have to ask. Is there anyway to make a perfectly flat map and have all the biomes?

I know it was possible in Kinggen. Am hoping it is possible in Teragon.

I know to most a flat map may be boring but I like it.
Yes, with low frequency and low width mountain and hill settings, you will have mostly flat.  You can also disable mountains and hills, though it gets tricky to have the land look okay when doing that.  If you happen to look in the discussions channel on Teragon discord, I had posted a couple test map presets earlier today that I use for testing.  They are both mostly flat.

Just keep in mind that these are for testing and are not good for games.  You would need to do some work on them for that, but it would get you at least started with terrain settings.  For biomes on mostly flat terrain, nose biomes are probably the best option.

 
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@Riamus

You could use the command "Create Flat Heightmap". ;)
I have done that, but it usually doesn't work well without any other heightmap commands.  That's why I said it could get tricky.  😁 Probably some things that can be done to make it work well and easily, but I haven't spent much time testing that.

Maybe I'll do a little testing on that when I get home and figure it why it gave me trouble when trying just that.

 
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I think that I screwed it up a while ago trying for flat map and ended up with a map that was just snow biome.

 
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