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backdownhipi

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backdownhipi last won the day on June 17 2019

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  1. at the launch of a17, it was possible, albeit schetchy, they have since removed that, and reported rwg broken, but will fix in a18. nitro does have an option to import the genhm.png and poigm.png and will generate you a raw file
  2. i generated a 24k map, 38,000 prefabs in total. "out of memory error on launch." took 2.5 hours on 7700k 4.8 32gb ram titanXpascal. just for refernece, 2 minutes for 8k 5 for 16k
  3. thats good info to know. i guess the map i generated was just too high then, even at 100 it was snow. but awesome none the less
  4. Greetings Damocles, thank you for the promotion, i saw someone asking for it, so im sure others would like to include Magoli's CP with your RWG. on another note, i could not for the life of me get the biome per elevation back that i used to love, i hate finding snow in a valley, and a desert on top of a mountain, if you could add an option for that i would be greatful, here is 1.0 of Epic cities from a16.4 for reference on the biome per elevation
  5. Compo-pack <-> Nitrogen Hmm, I'll just leave this here https://7daystodie.com/forums/showthread.php?118879-Compo-pack-lt-gt-NitroGen
  6. I have a few bits of info. i have created a height map myself. and used the water.xml from a generated world of the same size. it works for the most part. here is what i have found out so far. in the water.xml there is a lot of listings for water. so it tells me its not just one level of water at -1 like it used to be. its broken up into sections. each one seems to be about 20 blocks a long the z axis. the x axis seams to be infinite. Don't quote me on this info, as i was sick when i did the science. so given the correct info, we could create a water.xml that could work for most custom worlds, given that the y value of the water was the same for all water entries. if you need like a small lake at the top of the mountain, that would require its own special water entry. but for the most part, sea level will all be the same y value. so in conclusion, if you created a water entry for every 20 z blocks, for the full length of the map, say 8192 that would be 410 entries. and they should allow for water at any area that is below the specified z value. i actually had towns and stuff at the bottom of the ocean during one render, and with a proper scuba mod, that would be fun to explore a water world. (<- all credit to McTaco if someone uses that idea.) also one time i messed up my height map and the land was like 20 blocks above each poi, so i had to dig down to reach any poi it was... interesting. (<- again, credit to McTaco if someone uses this idea ) As far as roads, i was made to believe it was a simple as editing the splat3.png problem is, its just not a black background it is transparent. and when i edited it, putting transparent as the background, the entire world was a road lol. so until someone finds out more info in regards to that, perhaps I'm missing something and there is a layer order or something, i can only suggest using a splat 3 from a different render
  7. dang day 2 football horde. so it calculates that based on player level and such, if you have gotten made kills and leveled up, i could see it happeneing, but usually on day 2 i barely get any kills let alone a wandering horde.
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