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Teragon - Random Map Generator

I have a couple of screens of my riverbanks that seem odd:

Here in 3D you can see the stepping of the banks on the river.

2024-10-18_18-00-43.png

This bank here is what I am shooting for.

2024-10-18_18-03-47.png

In 2D:

2024-10-18_18-04-24.png


I have the following settings In Teragon:

Create rivers:

Elevation: 55
Branch Count: 9
Smoothing: 500
Riverbank Width: 25

Fixed River Width: Unchecked.

Min Width: 5
Max Width: 25
Widening Shift: 1
Widening Exponent: 2

Post Processing: Checked.

Riverbank Smoothing Strength: 25
Riverbank Smoothing Iterations: 2
Riverbank Erosion: 2

Filter Enhanced Shoreline:

Shore Width: 8.0
Shore Height: 0.5
Shore Exponent: 1.0

Preserve Min/Max Height: Checked.

Min Height: 5.0
Max Height: 250.0


Do you know what I am doing wrong?

Is it possible that the in game graphics could look better after the display setting are in effect?

 
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Hey, you were right. I just changed the following:

trader_bob;theme:trader;theme_duplicate_distance:800

to:

trader_bob;theme:trader;theme_duplicate_distance:400

Now I have 40 traders in the map.

Thank you again.

Come to think of it I could remove Rekt completely. but then again he is a fun guy to hate so I don't know. Maybe cut down on the spawning of him I guess. Yeah more Jen less Rekt. Unfortunately it would kind of remove a lot of variety to the map, which keeps the map interesting, so I don't know.
Be aware that removing Rekt will prevent you from getting any open trade route quests.  Up to you if that matters.

I have a couple of screens that seem odd:

Here in 3F you van see the stepping of the banks on the river.

View attachment 32612

This bank here is what I am shooting for.

View attachment 32613

In 2D:

View attachment 32614


I have the following settings In Teragon:

Create rivers:

Elevation: 55
Branch Count: 9
Smoothing: 500
Riverbank Width: 25

Fixed River Width: Unchecked.

Min Width: 5
Max Width: 25
Widening Shift: 1
Widening Exponent: 2

Post Processing: Checked.

Riverbank Smoothing Strength: 25
Riverbank Smoothing Iterations: 25
Riverbank Erosion: 2

Filter Enhanced Shoreline:

Shore Width: 8.0
Shore Height: 0.5
Shore Exponent: 1.0

Preserve Min/Max Height: Checked.

Min Height: 5.0
Max Height: 250.0
I've only seen that if you are using an 8 bit heightmap that was from some source other than Teragon, such as real world heightmaps.

 
Be aware that removing Rekt will prevent you from getting any open trade route quests.  Up to you if that matters.

I've only seen that if you are using an 8 bit heightmap that was from some source other than Teragon, such as real world heightmaps.
These heightmaps are processed by teragon so I guess it will be OK in game - but man does it look strange in the previewer.

 
I get that step look in the previewer too but its ok in game.. 
Thanks Spud42, good to know.

Right now I am trying to create 16k maps with no luck. Only one map out of about 10 tries made it past Create Region POIs. I know its unnecessary but could not help to try anyway. Almost always CTD at the start of Create Towns or Create Region POIs.

14k Maps seem to work well. just takes a long time (about 2 hours) - even before road creation.

 
I do 10K maps. plenty big enough. probably too big for me as i play solo.

The maps take around 2 hours start to finish. Ryzen5800X OC to 4.2GHz, 32GB ram, XT6800 GPU. I find that only certain things use all cores, most of the time it generates with 1 or 2 cores... faster cores would speed things up a bit. 

 
I do 10K maps. plenty big enough. probably too big for me as i play solo.

The maps take around 2 hours start to finish. Ryzen5800X OC to 4.2GHz, 32GB ram, XT6800 GPU. I find that only certain things use all cores, most of the time it generates with 1 or 2 cores... faster cores would speed things up a bit. 
I get the core thing. I have a Core i7 14700k and I have 4 copies of Teragon running right now and my CPU stays around 40% usage. I have 3 VMs and my main PC going in parallel. My main Host PC runs at 5487Mhz, the VMs run at slower with clocks at 3.42Mhz for some reason. Its weird, but what I don't get is if I run the program completely off my main PC with all 8 cores with clocks at 5487Mhz and the full 96Gb Ram it does not speed up at all. It takes the same time to run a 12k map in a Virtual Machine (at 3.42Ghz) as it does on the main host PC at 5487Mhz. I guess optimization is a bit of a way off for now.

I have all kinds of luck running a 12K map, I have decent luck with a 14K map, but like you said a 10K map is enough in single player. I just like to make a larger map because I spend a lot of time in a game, and I like to have a lot of places to go and lots to do. I do think your right in that sticking to a 12K map is plenty. My last game was on a 10K map and I had a lot of towns still to explore later in the game. So I may just scrap the idea of a map larger than 12K.

Also, does a larger map, say a 12k map have a lot of performance issues compared to say a 8k map? Other than the obvious load time of course.

 
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I got a question about creating roads. What would be the best way to edit a road map and import it after?

I figure:

Create empty road map

Create main roads

Create side roads

Export road map

Export preview

Alter road map using the preview as reference to add more roads

name road map: my roadmap and place it in the temp map folder

Now I do not know how to add my road map to the already created road map. I edited a road map on my last map I played and the road had grass over every inch of it and it did not follow the contour of the height map.

should I create main roads again to bake my edited road map into the final road map? Such as:

Create main roads - add my edited road map in section "road map name". continue the road map creation again. Also what would be the common folder to add the roadmap, so if I add my road as "road map name" it will pick that road map in that folder, seeing how this is not a browse for file box in the  in "the road map name" at the top of the create road map section.

Sorry if I sound confusing. I just want the edited road map to be baked in to the created road map so I do not have grass all over the road, or the road not following the contour of the height map like my last time editing the road map.

 
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What’s the frame rates like on the mega city maps? Particularly on horde night.
Probably Insane on a 10K map. On a mega city, you have all of the extra things to render. I am not too sure how they section off things that are out of direct sight. I did a lot of zoning in Unreal Engine 2.5 and without it the engine renders the entire map even areas you are nowhere near. If it is not optimized by zoning off areas out of sight, then there is a ton of things to render in mega cities at one times. Meaning low FPS wherever you go. I guess the glass thing is fixed so that helps.

I am creating a lot of maps with massive cities, but I still have space between them. My second time I am cutting the cities down quite a bit. Right now I am using 2 Create Towns, one with "prioritize Tile Diversity" checked and the second Create Towns without "prioritize Tile Diversity" and it works well. The next batch will have Create Towns, one with "prioritize Tile Diversity" and that's it. It should be cool to look at when I am done.

 
I got a question about creating roads. What would be the best way to edit a road map and import it after?

I figure:

Create empty road map

Create main roads

Create side roads

Export road map

Export preview

Alter road map using the preview as reference to add more roads

name road map: my roadmap and place it in the temp map folder

Now I do not know how to add my road map to the already created road map. I edited a road map on my last map I played and the road had grass over every inch of it and it did not follow the contour of the height map.

should I create main roads again to bake my edited road map into the final road map? Such as:

Create main roads - add my edited road map in section "road map name". continue the road map creation again. Also what would be the common folder to add the roadmap, so if I add my road as "road map name" it will pick that road map in that folder, seeing how this is not a browse for file box in the  in "the road map name" at the top of the create road map section.

Sorry if I sound confusing. I just want the edited road map to be baked in to the created road map so I do not have grass all over the road, or the road not following the contour of the height map like my last time editing the road map.
You just import roads to use them again, just like any other imports.  But you won't want to use create main roads or create side roads afterwards as the roads will mostly follow existing roads and end up with various slight changes that look bad.  You can use create road to make individual roads between two points and that will usually work better.  However, if you want to make specific roads, doing it in an image editor like Gimp is probably the best option.  There are tutorials for manually adding roads with an image editor.

Or, you can ask in discord where there are people who make roads manually and could explain it.

Thanks Spud42, good to know.

Right now I am trying to create 16k maps with no luck. Only one map out of about 10 tries made it past Create Region POIs. I know its unnecessary but could not help to try anyway. Almost always CTD at the start of Create Towns or Create Region POIs.

14k Maps seem to work well. just takes a long time (about 2 hours) - even before road creation.
There is a reason it warns you about doing 16k maps.  There is also a bug that is fixed for the next release regarding the spawn list when making 16k maps that will cause a crash.

 
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You just import roads to use them again, just like any other imports.  But you won't want to use create main roads or create side roads afterwards as the roads will mostly follow existing roads and end up with various slight changes that look bad.  You can use create road to make individual roads between two points and that will usually work better.  However, if you want to make specific roads, doing it in an image editor like Gimp is probably the best option.  There are tutorials for manually adding roads with an image editor.
Thank for the reply. I have a question in regards to the road map. How do I process the road map into this? I really do not remember how I got this to show up in Photoshop. I have tried the splats in the teragon generated worlds folder, but I cannot see the roads like the one I added here.

Road Map.jpg

I do not know If I used a tool to turn the Splat3 into this or not. It was in a folder inside the "generated world" folder labeled "workspace". Its been almost 2 years sine I edited this road map.

 
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Thank for the reply. I have a question in regards to the road map. How do I process the road map into this? I really do not remember how I got this to show up in Photoshop. I have tried the splats in the teragon generated worlds folder, but I cannot see the roads like the one I added here.

View attachment 32644

I do not know If I used a tool to turn the Splat3 into this or not. It was in a folder inside the "generated world" folder labeled "workspace". Its been almost 2 years sine I edited this road map.
You need to disable the alpha channel to see the roads.

 
You need to disable the alpha channel to see the roads.
Thank you! I forgot what I did to get it editable last time I used it.

I am screwing around on a cool 12k map, and I chose complete roads in "Create Roads". So far I am one  hour in and the main roads are at 8%. I got time on my hands so I want to compare Incomplete with Complete. The way its going its should be about another 8 hours. I read the description on the right pane, So I was warned, but I just want to see anyway.

 
Thank you! I forgot what I did to get it editable last time I used it.

I am screwing around on a cool 12k map, and I chose complete roads in "Create Roads". So far I am one  hour in and the main roads are at 8%. I got time on my hands so I want to compare Incomplete with Complete. The way its going its should be about another 8 hours. I read the description on the right pane, So I was warned, but I just want to see anyway.
There isn't really any difference.  You might get very slight changes to road positions, but the main difference is you'll see "errors" where roads on top of roads aren't aligned perfectly and so you end up with roads that either suddenly get wider or else have a road split for a few meters before combining again.  At this time, incomplete roads just place a bunch of roads on top of one another.

 
Yeah I am giving up on the complete road thing. I will try and edit the roadmap myself.

I found out that you can have multiple instances of the program running. Which is cool because my VMs CTD when creating roads. I tried road setting that run on my main PC without any problem, buy they still will not create roads. So I can use the YMs to get good maps with different seeds, and then run 3 instances to batch create roads on my main PC.

I have to say this really is a cool program, reminds me of some 3D software that charged a fortune to buy back in the day. So Thank you to the creators, I will be buying you a couple of coffees soon.

 
Updated tutorial videos are being created for Teragon.  The first one is now live, which is an introduction to Teragon.  You can view this and any future videos from my channel link:  https://www.youtube.com/@riamus_1

Note that I am not a professional at making videos, so please forgive any errors in the audio.  :)

 
I just found out that my VM was having problems with 14k maps. I had 16GB Ram and 4 cores. I changed then to 24GB ram and 6 cores and it was fine. I'm just saying that anyone making 14k maps on 16Gb ram may have some problems, I know did.

For some reason having multiple VMs running rather than multiple instances somehow keeps my PC running much smoother. So I just have Tergon running in the background.

EDIT:

I don't know if this will help the author or anyone wanting to do large maps, but as far as creating 14K maps It will go to:

1) Create Cities (a few maps will do 2 Create Cities to get more cities),

2) Create Region POIS, (I gad 300 in Spawn Limit Per Region and it did not crash)

3) CTD on Create Main Roads.

You would think Create Side Roads would be the thing to kill the map, but it is Create Main Roads. It does not get anywhere on the Console it just adds the setting and holds for a few seconds and then it dies

I have some good 12K maps that I will be play-testing soon. I thought I was making 10K maps, but they were 12K.

 
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Got another question. I was combining the Preview Map, Biome Map and Height Map in Photoshop using transparent layers on top of one an other and I noticed I had to, not rotate but flip the Height Map vertically to match up with the other maps. Is this going to be an issue in game? Should I flip all Height Maps that are created?

Sorry to keep bugging you guys, but I have not used Tergon for 1 1/2 years. So I am still learning.

 
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