The top 5 cities, so the big 2 and north are generated on an area that was lassoed ans filled to 1 specific colour grey. the huge flat areas look a bit weird on the map but probably ok in game. i got more and bigger cities but no pois in the wilderness. i tried Brads idea of lassoing an area in gimp and filling it with a level. so thats over 30 minutes to generate a map i dont like another 30 minutes to figure out what to tweak, watch brads videos again etc.Īnd still no wilderness pois in the render just finished. I have wilderness POI's set to a max of 500 but for some reason in the last 3 maps i generated i have 0 poi's. I have been generating 10K maps because i like to travel and explore but they take a long time to generate to preview and thats before the roads are calculated. maybe later there will be more control on them or maybe i need to learn how to adjust the generation. maybe maptools could edit the river banks but 80 m is a whole lot of wide smoothing that would look weird. each generation seems different even if you dont change anything. There is no river map to adjust as far as i know teragon randomly generates them and where the cities are and how big. Sea level is set to 20 in teragon, if the land the river cuts through is at 100 then you are going to have a 80 m drop to water. No idea, i didnt write this just trying to use it. This means that when the rivers are cut into the map, you have 12m at depth at even just the base level of the ground and if there are any hills or whatever that increase height, this goes up further. I think it may have been a different in the first version) and your flat height map level is 30. The main issue is that your default flat water level is set to 18 (in the current version of Teragon. The default settings do give steep edges, but by adjusting the flat water level, as well as other settings, you can smooth those down to more natural edges. You have control over how the river shores are in Teragon. I want to get into this too but I am in the middle of a game already.Įdited February 5 by bobrpggamer (see edit history) like the way you could with nitrogen.Īlso can you edit the water levels (preferably in gimp as a water hightmap) taking, say blue 128 at its deepest and then at a varying degree take the blue value to say 64 for shallow water, if get what I mean. I know it is more difficult than it seems but at least with terragon you can access the height map. At the moment the water level is the "sea" level so sheer vertical walls on rivers is what you get in mountain areas.Ĭan you smooth out the height map for the river banks with a airbrush in gimp? You could use a brush with a hardness of 20% to keep the river banks at a constant level you want, say greyscale with 128 value and the apply a blur filter to it and the surrounding terrain to smooth it out.Īlso could you adjust the overall hightmap at a 0 - 128 value and the add then carve the rivers in from there. they should be limit to the depth they can be and then filled with water. there is like a 50 or 60 block almost vertical wall to the rivers. The rivers cut through the land like the Grand Canyon. after completing the starter quest i found my trader was on the other side of 1 off the rivers. No problems, i have played this through for 2 ingame days so far. Perhaps you could repost for me some of the more valuable info from that site. I'm not doxxing myself to Discord who already have a sketchy relationship with privacy.) Info that would give them my full name, address, location, etc. (For some reason they want uniquely identifying personal information in order to join the server. Would you have a copy of the Python script you mention? I'm not on the Discord. I suggest putting them near the read POI property list command, but add long as they are above the create POI command, you should be fine. Note that both commands should be near the top of the command list. To do so, on the expert tab, add the add source path command and point it to the directory that has the subfolders for the prefabs, parts, and tiles you want to add. To do so, on the expert tab, add the import POI property list command and point it to your property list file.ģ) add the source path to the prefabs, parts, and tiles. The discord server can tell you the data needed in that file.Ģ) import the POI property list. On the discord server there is a Python script that will do this for you or you can make your own script or make it manually if you have few POI to add. There are basically three steps.ġ) Create a POI property list file. Including your own POI is fairly straightforward. I'd love to find some documentation on how tiles work so I can design my own POIs to use them. ini files and the Prefab_Property_List.txt and Town_Property_List.txt files. Anxiously anticipating Tallman Brad's tutorial on how to include the POIs I want, including my own.īeen trying to figure out how that works from looking at the.
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