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Terrain modifiers - Infinite

I learned that eye candy is generally far more amazing than talking about logic.Clear and appealing. :)

- - - Updated - - -

words) My mod mixes various terrain features... blah blah blah.

eye candy) Just watch this. :)

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siyyLHY.gif
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Now THATS how it's done ;) very nice work.

 
Hello @dutchplayers.

City generation is so delicate thing, that we can't make best generation for huge one automatically.

They like flat, but not completely flat. You can try to use no option files, which produce super flat terrain, but it's boring.

So, I have some suggestion to make city larger:

  • Use just 1 water modifier. (Splitted river or lake. Don't use someMoreRiver)
    City dislike water. So if you use river and lake at the same time, city abundance and its size are drastically decreased.
    I'm developing config for them, so that you can adjust as river+lake can nicely live with cities...
  • Set up size of plain area.
    Open tms299_0_cfg__plainMasterSetup/Config/rwgmixer.xml. Edit size of plain area.
    Default is 1.0, but you can lower this to smaller number.
  • Change continent modifier to simple, or remove continent modifier.
    Less variation in main terrain, but you can use mountain or plain.


- - - Updated - - -

Recently, I'm analyzing how cities are formed, what makes them larger or what makes them smaller.

Still need study, but I'll optimize each modifier to encourage city.

System for automatic terrain merging is done, decent config to set up blending is almost done.

Then why not starting optimize for better city generation. :smile-new:

I'll show some more eyecandies when it's done. Stay tuned folks.

 
@TARCH26 Delete tms411___mod_simpleLake from your Mods folder, then lake is gone.

tms410_0_someMoreRiver frequently generate lake-ish-river, so delete this also if you don't like it.

 
Hello @dutchplayers.
City generation is so delicate thing, that we can't make best generation for huge one automatically.

They like flat, but not completely flat. You can try to use no option files, which produce super flat terrain, but it's boring.

So, I have some suggestion to make city larger:

  • Use just 1 water modifier. (Splitted river or lake. Don't use someMoreRiver)
    City dislike water. So if you use river and lake at the same time, city abundance and its size are drastically decreased.
    I'm developing config for them, so that you can adjust as river+lake can nicely live with cities...
  • Set up size of plain area.
    Open tms299_0_cfg__plainMasterSetup/Config/rwgmixer.xml. Edit size of plain area.
    Default is 1.0, but you can lower this to smaller number.
  • Change continent modifier to simple, or remove continent modifier.
    Less variation in main terrain, but you can use mountain or plain.


- - - Updated - - -

Recently, I'm analyzing how cities are formed, what makes them larger or what makes them smaller.

Still need study, but I'll optimize each modifier to encourage city.

System for automatic terrain merging is done, decent config to set up blending is almost done.

Then why not starting optimize for better city generation. :smile-new:

I'll show some more eyecandies when it's done. Stay tuned folks.
Thanks for your answer! I tried some things out and we got a good world now :D

 
Make sure you use mods, whose ModInfo.xml shows version 1.1.1.

If you use 7D2D Mod Launcher (Sphereii), make sure to click "Clear Cache" if it's not showing as 1.1.1.

 
Oh I forgot to push the most important file. If there is someone who have downloaded already, please redownload.

Sorry for inconvenience.

Conversion from 17.1 to 17.2 is incomplete. There are some weird terrain.

Mountain is like plastic, many lakes dismiss, there are town but not many.

My recommendation is to generate world on 17.1 and use it for 17.2 (but delete playing save.)

Of course, I'm working for further fix, so just waiting is another choice.

This fix is backward compatible, so if you use this in A17.1 nothing is changed from previous version. This change in effect only if you use this on 17.2.

Here is preview.

At least, there are city and mountains

OWNtQMv.png


Mountain is like plastic atm

aGUfrqz.jpg


 
1.1.2 minor UPDATE

This is small update which affect only computational cost.

I changed how water blending processed, which takes exponentially long time as the number of water modifier increases.

I measured 16K height map generation time with following modifiers set:

Code:
tms111___mod_simple
tms310___mod_chunkyMountain
tms410___mod_simpleRiver
tms411___mod_simpleLake
Previous ver. : 2432 sec

Updated ver. : 576 sec

This update cuts off 76% of time, and has huge improvement on needed time.

I'm so happy that I can save tens of minutes from you all by using my coding 20 mins. :)

 
Recently, I'm analyzing how cities are formed, what makes them larger or what makes them smaller.

Still need study, but I'll optimize each modifier to encourage city.

System for automatic terrain merging is done, decent config to set up blending is almost done.

Then why not starting optimize for better city generation. :smile-new:

I'll show some more eyecandies when it's done. Stay tuned folks.
This is just awesome, really interesting mod and explanations, can't wait for your new work on it :smile-new:

just read some of your github repo and totally stole some of your old hub tricks.

I'm really interested in rwg and saw that you were yourself working on city generation,

that really excited me because you are kind of the guru of rwg (not totally kidding there)

I hope the 17.2 rwg gets fixed really soon and that we'll have a "definitive" mixer until A18 at least,

so you can make incredible stuff on it :)

Thanks for the work and all of the useful tutorials, explanations you've done so far and hope for the best in future

 
@Hell_Vice

Thanks for kind words. :)

Many things are changing recently, so not sure my work will work in stable build.

But now it's going right way, at least.

EkMhyXG.jpg


@Proteus12

Code:
This-> tms000___core
This-> tms000_0_cfg__masterSetup
This-> tms199___core_continentBlender
This-> tms299___core_plainBlender
This-> tms299_0_cfg__plainMasterSetup
This-> tms399___core_mntHeightUpdate
This-> tms400___core_landWorldBlender
This-> tms499___core_wtrBlender
This-> tms599___core_btmBlender
This-> tms898___core_finalOutput
Nope-> .gitattributes
Nope-> .gitignore
Nope-> nwall.txt
Those Nope files are unnecessary for you all, but necessary for me to host these cores.

 
Minor update to b27

I'm not in my home, so I'm not completely sure about change at b27, but I hope this works as a fix correctly...

 
So far I'm having no luck with your mods. I have maps that default have prefab size of 250kb plus and with your mods drop under 100kb

I only use chunky mountains and simple rivers from your optional mods.

I get Null reference errors when I use chunky mountains for an 8192 map stable release.

NVM, I gave up moved on to another RWG modlet.

 
Last edited by a moderator:
Thank you for reporting, and sorry for you preblem, Greymantle.

The problem with current rwg pois is that city size is strongly connected with rng/seed. Using different rgw mod means to change seed/rng, so number of pois also changes, as same as you try another seed on vanilla.

I managed to fix this issue in another mod, which successfully remove dependency on seed from city size, so that users can easily evaluate whether poor pois are coming from MOD or SEED.

Sorry to hear you are leaving from my mod, but your report about NRE helps me a lot, because I'm using my time on that fix so I couldn't have time to find issue on this mod these days.

I hope you find your best experience on other mods.

 
UPDATE 1.1.3

Just update to Alpha17.2 b27.

Updated:

  • tms210___mod_hill
  • tms211___mod_dune


Make sure your launcher or ModInfo in your local file says 1.1.3, not smaller number!

If not, ClearCache on modlet explorer in launcher, or re-download from GitHub.

Thank you, that's all.


For those who modding rgw.

Alpha17.2 b27 changed some module rules.

Terrace

This requires controlPoint from now on.

Following is what used to be used on previous alpha.

Code:
	<property name="controlPoints" value="2.0, 23.0, 44.0, 65.0, 86.0, 107.0"/>
invertTerrace now accept "True" / "False". "true" / "false" are invalid from now on.

Voronoi

distanceEnabled now accept "True" / "False". "true" / "false" are invalid from now on.

GENERAL

no_seed now accept "True" / "False". "true" / "false" are invalid from now on.
 
Thank you for your kind word, @stallionsden.

But this time, there was indeed an issue on my mod, hill and dune were broken.

This is coming from their silent update, I stated above. So, I'm very thankful also to @Greymantle.

(I haven't noticed this issue.)

 
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