Announcement

Collapse
No announcement yet.

Biomes in random gen and custom biomes

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Sam_Neill
    replied
    Biomes of generated maps are always the same, only rotated sometimes.

    If you change biome paintings you should get rid of previous saves/generated files, before starting the world again.

    Leave a comment:


  • Shem
    replied
    With A18 out, the rwgmixer has changed quite a bit and it also looks like editing the RAW stamps have no effect how the final biome map looks. It's always the same, just rotates or flips.


    I've been tweaking with the biome generator numbers and things, but even then the only thing I can change is the order of the stamp pieces, or what "color" they are.


    Another issue is, when I have already generated a map and then edit the biome.png - best to explain as an example - if I paint a desert where previously was forest, I get green trees still growing in the desert when I load a new game for this map.

    Anyone got hints or links?
    Attached Files

    Leave a comment:


  • SlicksGirl
    replied
    i see someone did editing of biomes in krita... biome map generation. is there a tutorial in how to find and edit this?

    Leave a comment:


  • n2n1
    replied
    Yes Сlay is still present among textures.
    Alternatively, it is possible to temporarily do with it and then, if it all works out and replace it with the original.
    Last edited by n2n1; 03-16-2019, 09:41 PM.

    Leave a comment:


  • SlicksGirl
    replied
    i see clay is still there. wonder if we could use clay blocks (they are commented out) as the top terrain for the plains and then have it give claydirt up pickup (dig/mine) like the forrest terrain.

    Leave a comment:


  • n2n1
    replied
    Plains is my favorite biome in 7dtd. In my mod (Classic Style Hardcore), i pay a lot of attention to the appearance of biomes. I've always wondered what these landscapes are in reality. Especially - as look there lonely trees. If not more difficult - you can specify some typical photos that convey the picturesqueness of these places?
    Originally posted by SlicksGirl View Post
    ... ( i kinda miss the swamps too, but eh)....
    Swamps in vanilla? It was only in my mod .... am i wrong?
    Ahh.... shores of water biome....
    check out:
    https://7daystodie.com/forums/showth...l=1#post446198
    https://7daystodie.com/forums/showth...l=1#post749407
    https://7daystodie.com/forums/showth...l=1#post569546


    Originally posted by SlicksGirl View Post
    the plains grass is still in the blocks.....
    maybe, but it seemed to me (visually) that it is not among the textures. (it is difficult to recognize this in the resource itself)

    Originally posted by SlicksGirl View Post
    ..... BUt could be replaced with the texture for hay as a quick hack.
    The terrain-texture is definitely missing and it can not be replaced by another from the blocks.

    Step-by-step guide is too much to cover. But if you start, then i can help in certain(particular) tasks.
    Usie UABE, in a simple way, to replace some unnecessary texture (there are many such) from a standard asset.

    Hmmm....did you ask me before, a long time ago, about the distribution of ore in the layers?


    PS:
    and, most likely, you will need to adjust the color of textures and, perhaps, the spectrum of the biome (if it is still there) because shaders and render have changed and the old one may not fit anymore.
    And i, frankly, simply await the A18....

    PPS:
    I remember, what MM said, they removed plains, because "anyway, they nobody likes."
    ....*%&@
    Last edited by n2n1; 03-16-2019, 05:41 PM.

    Leave a comment:


  • SlicksGirl
    replied
    Originally posted by n2n1 View Post
    What is now lacking in vanilla to bring back the plains biome :
    1- terrain-textures
    2 - plains grass
    3 - entryes for biomes.xml (biomemap and biome)
    4 - entry for rwgmixer.xml
    (and all sorts of little things, like spawnig, rules for prefabs - which are simple)

    perhaps still something is missing, further than this i have not tested...
    the plains grass is still in the blocks and the texture is still in the game BUt could be replaced with the texture for hay as a quick hack.

    I'm trying to figure this out today as I really want plains back and have never touched biomes or rwg xmls before.

    I grew up in deep golden valleys of plains nestled between massive snow capped mountains with random oak and maple trees. and for me, at least when it was introduced in early alphas, these features drew me in, immersed me. I miss when this game had tall snowy mountains and deep wandering golden plains. ( i kinda miss the swamps too, but eh).

    i feel like i could figure this out if i found a walkthrough for editing these, but i just keep finding terrain mapping videos instead. they are cool and all and sure i'll probably edit the map, but first, i need my plains.

    Leave a comment:


  • n2n1
    replied
    What is now lacking in vanilla to bring back the plains biome :
    1- terrain-textures
    2 - plains grass
    3 - entryes for biomes.xml (biomemap and biome)
    4 - entry for rwgmixer.xml
    (and all sorts of little things, like spawnig, rules for prefabs - which are simple)

    perhaps still something is missing, further than this i have not tested...
    Last edited by n2n1; 03-16-2019, 01:37 PM.

    Leave a comment:


  • SlicksGirl
    replied
    wow.. can you figure out how to re-add the plains biome? (i mean the origional terrain color as i've got the rest, thanks) i want this back in the game. I can find the terrain,grass, and trees and can figure out most of it, but adding it into the generator is a little tough for my first go at it...

    as far as the clamp out issue, i think he is referring to medium or large biome maps and changing the border values.

    and what about this? wouldnt we need to add the plains biome to the biome mapping id list?

    Code:
    <!-- Mapping from biome name to id number as it is saved in the world chunks -->
    	<biomemap id="01" name="snow"/>
    	<biomemap id="03" name="pine_forest"/>
    	<biomemap id="05" name="desert"/>
    	<biomemap id="06" name="water"/>
    	<biomemap id="07" name="radiated"/>
    	<biomemap id="08" name="wasteland"/>
    	<biomemap id="09" name="burnt_forest"/>
    	<biomemap id="10" name="city"/>
    	<biomemap id="11" name="city_wasteland"/>
    	<biomemap id="12" name="wasteland_hub"/>
    	<biomemap id="13" name="caveFloor"/>
    	<biomemap id="14" name="caveCeiling"/>
    	<biomemap id="18" name="onlyWater"/>
    	<biomemap id="19" name="underwater"/>
    Last edited by SlicksGirl; 03-16-2019, 12:48 PM.

    Leave a comment:


  • AtomicUs5000
    replied
    Can added biomes have added subbiomes?

    Leave a comment:


  • EpicSpire
    replied
    Originally posted by Alphado-Jaki View Post
    I'll snip how this is made, but following code returns distance from center. (dist_center)

    Code:
    		<module name="val_0" type="Constant"/>
    		<module name="val_p1" type="Constant"><property name="constant" value="1"/></module>
    		<module name="val_m1" type="Constant"><property name="constant" value="-1"/></module>
     
    		<module name="val_worldSize" type="Constant">
    			<property name="constant" value="4096"/>
    		</module>
     
    		<module name="val_worldSafeSize" type="BiasOutput"><property name="sourceModule" value="val_worldSize"/><property name="bias" value="-640"/></module>
    		<module name="val_worldSafeSizeHalf" type="ScaleOutput"><property name="sourceModule" value="val_worldSafeSize"/><property name="scale" value="0.5"/></module>
     
    		<module name="dist_southWestBase" type="Cylinders"><property name="frequency" value="1e-20"/></module>
    		<module name="dist_southWest" type="ScaleBiasOutput"><property name="sourceModule" value="dist_southWestBase"/><property name="scale" value="-5e+19"/><property name="bias" value="5e+19"/></module>
    
    		<module name="dist_center" type="DisplaceInput"><property name="sourceModule" value="dist_southWest"/><property name="xDisplaceModule" value="val_worldSizeHalf"/><property name="yDisplaceModule" value="val_0"/><property name="zDisplaceModule" value="val_worldSizeHalf"/></module>
    Thanks!
    where do i add these codes?
    do i need to change: <property name="constant" value="4096"/> to <property name="constant" value="8192"/> ?


    Originally posted by Alphado-Jaki View Post
    To use this, (I assume current output is clampOutput and wasteland is 0.8-0.9)
    i have no idea what you mean by this, i havent changed any Clampout or output configs.

    Leave a comment:


  • Alphado-Jaki
    replied
    Originally posted by EpicSpire View Post
    if i wanted to make the Wasteland generate along the border of the map, in the radiated area, how would i do that?

    i'm assuming that i would do something similar to this:

    <distance_from_center range="xxx,xxx"/>

    but not sure where to put that line or what the xxx values should be for the 8k by 8k map.
    There are no built in distance_from_xxxx.
    So we need to make on ourselves.

    I'll snip how this is made, but following code returns distance from center. (dist_center)

    Code:
    		<module name="val_0" type="Constant"/>
    		<module name="val_p1" type="Constant"><property name="constant" value="1"/></module>
    		<module name="val_m1" type="Constant"><property name="constant" value="-1"/></module>
     
    		<module name="val_worldSize" type="Constant">
    			<property name="constant" value="4096"/>
    		</module>
     
    		<module name="val_worldSafeSize" type="BiasOutput"><property name="sourceModule" value="val_worldSize"/><property name="bias" value="-640"/></module>
    		<module name="val_worldSafeSizeHalf" type="ScaleOutput"><property name="sourceModule" value="val_worldSafeSize"/><property name="scale" value="0.5"/></module>
     
    		<module name="dist_southWestBase" type="Cylinders"><property name="frequency" value="1e-20"/></module>
    		<module name="dist_southWest" type="ScaleBiasOutput"><property name="sourceModule" value="dist_southWestBase"/><property name="scale" value="-5e+19"/><property name="bias" value="5e+19"/></module>
    
    		<module name="dist_center" type="DisplaceInput"><property name="sourceModule" value="dist_southWest"/><property name="xDisplaceModule" value="val_worldSizeHalf"/><property name="yDisplaceModule" value="val_0"/><property name="zDisplaceModule" value="val_worldSizeHalf"/></module>
    To use this, (I assume current output is clampOutput and wasteland is 0.8-0.9)
    Code:
        <module name="val_wasteland" type="Constant">
            <property name="constant" value="0.85"/>
        </module>
        <module name="wastelandOuterBiome" type="Select">
            <property name="sourceModule1" value="clampOutput"/>
            <property name="sourceModule2" value="val_wasteland"/>
            <property name="controlModule" value="dist_center"/>
            <property name="bounds" value="4800, 10000"/>
        </module>
    After this, need to biome map as same as vanilla

    Leave a comment:


  • EpicSpire
    replied
    if i wanted to make the Wasteland generate along the border of the map, in the radiated area, how would i do that?

    i'm assuming that i would do something similar to this:

    <distance_from_center range="xxx,xxx"/>

    but not sure where to put that line or what the xxx values should be for the 8k by 8k map.

    Leave a comment:


  • DUST2DEATH
    replied
    Great job! This will be most useful.

    Leave a comment:


  • Red Eagle LXIX
    replied
    Nice explanation of the biome mapper and how to create customized biomes for the overall mix.

    Leave a comment:

Working...
X