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[World] Small Island - custom map - A19 b180 ready

Hi Sam,

Is it possible to update the tga/terrain so ground elevation is maybe around 30 or 40 voxels high? This will allow me to add underground structures to the prison POI in the future. Here is some sample photos I took with the prison placed at 5754, 01, 3184.

Map View:

xFbFBlY.png


Overhead:

dTlyeFq.png


Distant POI Mesh (1st version :) ):

YtzPqQ2.png


Prefab sits offset to the ground because it currently needs a yoffset of -13 to be flush with the ground and the location you designated has ground level at 11 voxels from bedrock.

McrbYLK.png


 
@Laz Man

V8 is ready for download with elevated ground for your prison :smile-new:

I can and will adjust the streets or gravel roads around it.

 
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@Laz Man

Can you try to start the latest Download in A18 ? Prefabs should give some error messages but map should load. But here i dont get the the right ground textures. I suspect my Radeon graphics card, but im not sure. The Rock textures are not showing up, snow doesnt too. And the forrest biome shows only dirt, not much green.

Like here:

View attachment 29322

Would be helpful if you could proof thats my graphics card. Thanks ! (only if you have no problems yourself with the game ofc)

Nevermind, got it. Terrain shaders are no problem anymore. Now sorting out prefabs and including new ones for an A19E version :smile-new:

2019-10-07_21h56_31.jpg

 
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Updated to Alpha Experimental A18.0

Still experimental too, 2-3 prefabs missing the right distant meshes (the dam especially), dam prefab has to be worked on too.

I made it working on A18.0 with the shaders and all.

Stuff to do:

-replace some prefabs that are misaligned

-add more prefabs/some towns

-adjust terrain at some places

-exchange the pictures in thread with the new ones / give some new stuff to see media

If you have a previous version installed, please delete the savegame and the world data !

 
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Another short street tour in double speed (now A18.0 Experimental):

Video will take some time to be in 1080p on YT.

PS: I know the hills are all rounded and not cliff like in the A18 map generation. There is not much i can do about that :upset:

-Waiting for the next update too. I hope i do get some performance gain.

 
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Monster you killed the deer :( Nice roads, you should add some small erosion in the cliffs, try willbur, this program can make beautifoul erosions

 
Updating the big bridge:

bridges3.gif


Monster you killed the deer :( Nice roads, you should add some small erosion in the cliffs, try willbur, this program can make beautifoul erosions
Did take a look, nice tool, but i would more like a tool to open up the processed rwa file and then make some stamps on the terrain to make some parts looking more rough. Didnt find a solution for that and i do not own photoshop, which could work with that specific raw files.

Wow sam, great job getting your world converted so quickly.
Thank you :smile-new: I guess i should add an appendum to the tutorial by Red Eagle to show how someone can convert the splat3.png in the correct way (using Gimp). I hope i have some spare time this weekend.

 
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A new version is ready: 

Added:

-more streets and villages (1029 prefabs right now, thats about the same or more the the pregen maps)

-adjusted terrain altitude to get no weird graphical issues if your altitude is over 150 m

-some tweaks to the roads and road layout



[video=youtube_share;mVNY77iV2z8]




Webmap

After playing the A18 for quite some time i did recognize that traders are pretty valuable now - for buying stuff and also for selling, so you could melt the Dukes for brass. Currently there are 10 traders in the map, should be 5 or 6 more.

Does anyone now if traders have a maximum range looking for quest buildings ? That would be another factor to get more traders in and place them strategically.

 
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A new version is ready: Download V13
Added:

-more streets and villages (1029 prefabs right now, thats about the same or more the the pregen maps)

-adjusted terrain altitude to get no weird graphical issues if your altitude is over 150 m

-some tweaks to the roads and road layout

Small_Island_preview3.png


[video=youtube_share;mVNY77iV2z8]

Awesome work!! yes the traders have a range, they try to take POI's that are close you, not sure if they can reach a 10km distance POI but i think yes.

 
What a beautiful and amazing map! Started this map yesterday in a single player, and I love it! Keep up the good work. :)

 
A new version is ready: Download V13
Added:

-more streets and villages (1029 prefabs right now, thats about the same or more the the pregen maps)

-adjusted terrain altitude to get no weird graphical issues if your altitude is over 150 m

-some tweaks to the roads and road layout

Small_Island_preview3.png


[video=youtube_share;mVNY77iV2z8]

Nice sam!!!! Owe you that prison. My goal this weekend is get it converted to a18 and add some of the new deco blocks.

 
Well I was able to spawn the prison @ 5754,28,3184 but for some reason some trees are spawning over part of it. These trees are not specified within the prefab file so not sure what is going on. May need to do some more testing.

hrngSmQ.png


xd3PuJe.png


Also getting this strange issue with the terrain where concrete terrain blocks are looking like forest ground. I wonder if this is some bug with the changes the devs made to terrain blocks in A18. With in-game prefab editor, the issue doesn't exist.

eAVWldq.png


 
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Is in the prison.xml this entry ?

Code:
<property name="AllowTopSoilDecorations" value="False" />
or is it set to true ? You should set it to false, cause you dont want extra trees.

For problem 2:

Ah, you have to save then exit the game, delete the 2 splat_processed.tga and start again. all will be fine :)

The spalt_processed.tga will be calculated again as a mixture of the splat.png and the prefab list and will dictate the underground then. Thats the reason you dont see the asphalt.

I wonder if this is some bug with the changes the devs made to terrain blocks in A18. With in-game prefab editor, the issue doesn't exist.

eAVWldq.png
Its not a bug, but the feature with A18.

 
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Is in the prison.xml this entry ?
Code:
<property name="AllowTopSoilDecorations" value="False" />
or is it set to true ?

For problem 2:

Ah, you have to save then exit the game, delete the 2 splat_processed.tga and start again. all will be fine :)
Here is what my POI xml file has in it.

<prefab>

<property name="CopyAirBlocks" value="True"/>

<property name="AllowTopSoilDecorations" value="False"/>

<property name="TraderArea" value="False"/>

<property name="ExcludeDistantPOIMesh" value="False"/>

<property name="ExcludePOICulling" value="False"/>

<property name="DifficultyTier" value="5"/>

<property name="Zoning" value="Commercial"/>

<property name="RotationToFaceNorth" value="0"/>

<property name="DistantPOIYOffset" value="0"/>

<property name="AllowedTownships" value="city,rural,town"/>

</prefab>

- - - Updated - - -

Is in the prison.xml this entry ?
Code:
<property name="AllowTopSoilDecorations" value="False" />
or is it set to true ? You should set it to false, cause you dont want extra trees.

For problem 2:

Ah, you have to save then exit the game, delete the 2 splat_processed.tga and start again. all will be fine :)

The spalt_processed.tga will be calculated again as a mixture of the splat.png and the prefab list and will dictate the underground then. Thats the reason you dont see the asphalt.
Delete these?

ue41kRs.png


 
Deleting the splat files resolved the terrain issue but the isolated tree popping still remains. It is only a small section of the prefab so I am not sure. Will need to do some more testing.

2zpmheE.png


gO4J6o9.png


 
Had these 1 or 2 trees with my dam prefab too. If you place it 1 or 2 units higher, they might be gone. If thats the case i have to lower the underground that might be sticking through and then generate trees, but try first the solution at the bottom here.

This happens even with copyairblocks=true.

You could try to delete the dtm_processed.raw too, all 3 processed files will be generated again at map start. And additionally delete your savegame in %appdata. Might be your character has old data. But you have to teleport then back again to this position.

 
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Had these 1 or 2 trees with my dam prefab too. If you place it 1 or 2 units higher, they might be gone. If thats the case i have to lower the underground that might be sticking through and then generate trees, but try first the solution at the bottom here.This happens even with copyairblocks=true.

You could try to delete the dtm_processed.raw too, all 3 processed files will be generated again. And additionally delete your savegame in %appdata. Might be your character has old data.
Those sound like all good suggestions, i will give it a try tomorrow. For the most part this is 99% done. I can send you the prefab files and coordinates if you want to include it part of your download pack. No sleeper config yet but that can wait until later. :)

 
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