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

Aaahh... Thanks Sam: this is good: (quick too! :) ) I liked Red Eagles tute; I didn't think I had enough experience to follow his subjective instructions (still don't think so!) but I'll give it another shot. I use PSP 2018 and am playing with Krita, and do have an old copy of CS2 somewhere. (I'm just lazy by nature, and hoped you would wave a magic wand. . . . ) :)

It would be nice to think that TFP's A18 might include an editor similar to that of the Ubi "Far Cry" series, wouldn't it? (Just wishing . .)

Thanks again,

pj

 
Aaahh... Thanks Sam: this is good: (quick too! :) ) I liked Red Eagles tute; I didn't think I had enough experience to follow his subjective instructions (still don't think so!) but I'll give it another shot. I use PSP 2018 and am playing with Krita, and do have an old copy of CS2 somewhere. (I'm just lazy by nature, and hoped you would wave a magic wand. . . . ) :)
It would be nice to think that TFP's A18 might include an editor similar to that of the Ubi "Far Cry" series, wouldn't it? (Just wishing . .)

Thanks again,

pj
Mybe i can make a small 1024x1024 world to experiment with - there is no other way, i did trial and error for myself too. If you are experiencing problems, then do things step by step and you will see the result (or the problems that may arise). Feel free to ask questions to specific problems :smile-new:

Or do make a post in the appropriate forum and send me a link to it.

 
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There's some sort of issue with worlds smaller than 4k, but damned if I remember what it is... I was using a 512x512 world once making a "start quest" world, so I dunno...

 
There's some sort of issue with worlds smaller than 4k, but damned if I remember what it is... I was using a 512x512 world once making a "start quest" world, so I dunno...
Maybe you mean this old stuff, where you had to use modified Assembly-CSharp.dll files ?

There is currently an issue/bug with the code that SmoothWorldAll assumes a world size of 4096x4096 when using the noregion flag. However we need this to get smooth terrain.As such I have put together a pack of modified Assembly-CSharp.dll files for different sizes.

The following shows a code compare between Stock 4096 and the Modified 8192:
https://7daystodie.com/forums/showthread.php?103613-Alpha-17b240-Quick-Guide-to-Creating-a-%917-Days-To-Die%92-world-from-an-external-image

I think that problem is gone ?

 
Version 7 available: Download

Look at map

Some more bridges :smile-new:

bridges2.gif


Later iam posting a motor bicycle travel tour, otherwise iam

waiting for A18 streaming event and experimental :-)

 
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A bicycle tour of half an hour, traversing the map.

After taking the footage i realised how big the map actual is. I did want vast amount of spaces between settlements, but maybe much much more POIs are neded in the map.

Video is in double speed

Excuse me for the bad video quality

 
On the fourth or fifth play with this map, Sam - it's totally replaced Navezgane for me! I'm still on the wrong side of the map-making learning curve, though, and have a couple of (hopefully) quick questions for you. . . 1). How do you get the white mountain/snow areas in the biome png to align perfectly with the actual terrain height along those hill/mountainous ridges? and similarly with 2). How do you align the roads/streets to match that same terrain? How do you know where the island meets the water? How do you know precisely where a cliff might be, or a mountain ridge is? Is there some way of placing the biome or splat3 that one is painting - over the island tga file? (I have PSP 2018, Photoshop CS2, and now Paint.net to work with, but understanding this positioning stuff is a killer!)

pj

 
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Love the map and have been playing it every time I log on. With the newest download number 7 there seems to be some prefabs missing such as bigcanyon because when I load up I receive the red notifications stating items are missing so they are left off. It seems to be the last few prefabs in the prefab.xml.

 
Answer for 1.)

simply did mark the highest parts in the TGA with the magic stick in paint.net and then adjusting the area and fill that with white and export that to biome.png.

Answer for 2)

I created a helpfile in paint.net, with each layer representing the terrain, the streets, the biomes. Adjusting the transparency i can see as example:

the terrain layer and the street layer. Now i can see where roads would be best painted or i can adjust the terrain to the roads. After all is finished i export the layer i changed without the other ones separate.

In total there are 5 layers in that file:

-terrain

-biome

-street

-a rendered view (not really needed)

-a white overlay just to enhance the really dark colors to see more differences (very good for very low terrain, cause all looks black in black without that).

Maybe i should take some pictures to show that. More later, im just busy in homeoffice right now.

Maybe this picture helps:

paintsplat.png

PS: you dont have to recalculate the map if you change splat.png or the waterlevels file or the prefab file. Just exit and start the world again.

Saved much headaches for finding the right waterlevel for the map.

 
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Love the map and have been playing it every time I log on. With the newest download number 7 there seems to be some prefabs missing such as bigcanyon because when I load up I receive the red notifications stating items are missing so they are left off. It seems to be the last few prefabs in the prefab.xml.
Maybe i missed 1 or 2 prefabs. Did another upload, now it should work (hopefully).

Im very happy that someone is playing this map, cause the thread keeps very silent i thought everyone is only looking in and then leaving ^^

 
Sam_Neill; Maybe i should take some pictures to show that. More later said:
paintsplat.png


[/SPOILER]


Yes - that's the answer Sam! Thank you. . . . (and you don't need to drop other, more important jobs just to please me! )
 
Yes - that's the answer Sam! Thank you. . . . (and you don't need to drop other, more important jobs just to please me! )
Another picture for better understanding :smile-new:

paintsplat2.png

Not much to do today in Homeoffice. Maybe all are waiting for A18 ^^

 
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And dont forget the upside down thing. So if you export this layer to TGA, you have to flip it vertically and set the right parameters for TGA like in the tutorial. Biome.png also needs some love but you dont have to flip it.

splat3.png and radiation.png can be edited in paint and used right out of the box.

 
A tad off topic, but this is a great map that Sam has, and maybe that size is a bit daunting for some folks, so here's something I did to get an easier start to big maps: add this into an entityclasses.xml inside one of your modlets:

<!-- Change startup toolbelt items -->

<set xpath="/entity_classes/entity_class[@name=playerMale]/property[@name=ItemsOnEnterGame.GameModeSurvival]/@value">drinkJarBoiledWater,foodCanChili,medicalFirstAidBandage,meleeClubIron,meleeToolPickaxeIron,vehicleBicyclePlaceable,toolCookingPot</set>

<set xpath="/entity_classes/entity_class[@name=playerMale]/property[@name=ItemsOnEnterGame.GameModeSurvivalSP]/@value">drinkJarBoiledWater,foodCanChili,medicalFirstAidBandage,meleeClubIron,meleeToolPickaxeIron,vehicleBicyclePlaceable,toolCookingPot</set>

<set xpath="/entity_classes/entity_class[@name=playerMale]/property[@name=ItemsOnEnterGame.GameModeSurvivalMP]/@value">drinkJarBoiledWater,foodCanChili,medicalFirstAidBandage,meleeClubIron,meleeToolPickaxeIron,vehicleBicyclePlaceable,keystoneBlock</set>

Up to seven items, and choose pretty much whatever you might prefer to start with. I like my bike. .

The bottom two entries are only needed if you get into multiplayer.

 
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A bicycle tour of half an hour, traversing the map.After taking the footage i realised how big the map actual is. I did want vast amount of spaces between settlements, but maybe much much more POIs are neded in the map.

Video is in double speed

Excuse me for the bad video quality

Great job on the roads. Looks like very fun for cruising. 😎

 
With so many new POIs in A18 i will wait for the A18 experimental to include them for more variety :smile-new: I hope it does not run into problems :upset:

@Laz Man: Thx, the map is indeed built to use vehicles, that 30 minutes were needed to get from east side to the west side of the island.

@paulj_3: Yeah, i did not include anything of this, cause there are so much modlets and mods already there to combine with. Glad too see you like the map already.

 
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