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Mountains with great Lake (map help)

Started by tuggistar, November 01, 2018, 06:53:45 AM

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RedKetchup

Quote from: kid1293 on November 21, 2018, 01:45:16 PM
Hmm. I only checked small and medium. I also have that dark blue on large. Never seen it before.
I will check tomorrow.

Anyone reading this knows why water turns dark on half of the map?

i see this a bit in some of my maps, just a little bit sometime in one side...

the lake code is like that :

         // number of lakes
         int _minLakeCount = 2;
         int _maxLakeCount = 5;

         // lake size
         int _minLakeSize = 30;
         int _maxLakeSize = 60;

         // number of parts per lake
         int _lakePartCount = 70;

         // part sizes
         int _minLakePartSize = 6;
         int _maxLakePartSize = 12;


so there is nothing about the hole and the water textures over the hole. no seperated numbers.
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kid1293

Some editing and I have eliminated dark waters (I hope)
I had to make lake more fragmented and avoid extreme numbers.
I have tested a lot of maps and they look okay.
There are some really good maps in there :)

RedKetchup

Quote from: kid1293 on November 21, 2018, 03:02:12 PM
Some editing and I have eliminated dark waters (I hope)
I had to make lake more fragmented and avoid extreme numbers.
I have tested a lot of maps and they look okay.
There are some really good maps in there :)

so what you did ?
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kid1293

#18
I changed many, many times and tested.

On large map
I increased lakes from 1-2 to 2-3 and I reduced the size of the lakes.
As brads pointed out the lake could be too big for game to handle.

I reduced the number of parts a lake is built from. First I had a ridiculous number.
Having many parts makes a lake more round with less islands.
This is probably another cause of conflict, having too many small parts. The game
stacks the parts onto each other and somewhere it was too many.

Having tested that large map works I interpolated the numbers down to small and medium.
Small and medium were good already but to make them all consistent I had to reduce some
numbers in those too.

Here is the code for a large area of water among mountains.


TerrainGenerator resource
{
StringTable _stringTable = "Dialog/StringTable.rsc:terrainType";
String _text = "MountainLake";
bool _exposed = true;

// materials
WeakMaterialInstance _terrainMaterial = "Terrain/Terrain.rsc";
WeakMaterialInstance _riverMaterial = "Terrain/River.rsc";
WeakMaterialInstance _lakeMaterial = "Terrain/Lake.rsc";

// size of the map
Feature _features
[
// ------ small ---------
{
int _mapSize = 256;

// number of flat areas
int _flatAreaCount = 30;

// size of flat areas
int _minFlatAreaSize = 10;
int _maxFlatAreaSize = 30;

// number of areas to avoid
int _avoidAreaCount = 4;

// size of avoidance areas
int _minAvoidSize = 20;
int _maxAvoidSize = 30;

// how many close nodes to connect to
int _flatAreaConnections = 3;

// rivers
int _streamCount = 3;

// erosion
int _erosion = 2000000;

// number of lakes
int _minLakeCount = 1;
int _maxLakeCount = 1;

// lake size
int _minLakeSize = 60;
int _maxLakeSize = 90;

// number of parts per lake
int _lakePartCount = 80;

// part sizes
int _minLakePartSize = 6;
int _maxLakePartSize = 36;
}

// ------ medium ---------
{
int _mapSize = 384;

// number of flat areas
int _flatAreaCount = 75;

// size of flat areas
int _minFlatAreaSize = 10;
int _maxFlatAreaSize = 30;

// number of areas to avoid
int _avoidAreaCount = 8;

// size of avoidance areas
int _minAvoidSize = 20;
int _maxAvoidSize = 30;

// how many close nodes to connect to
int _flatAreaConnections = 4;

// rivers
int _streamCount = 3;

// erosion
int _erosion = 4000000;

// number of lakes
int _minLakeCount = 1;
int _maxLakeCount = 2;

// lake size
int _minLakeSize = 100;
int _maxLakeSize = 140;

// number of parts per lake
int _lakePartCount = 100;

// part sizes
int _minLakePartSize = 6;
int _maxLakePartSize = 36;
}

// ------ large ---------
{
int _mapSize = 512;

// number of flat areas
int _flatAreaCount = 120;

// size of flat areas
int _minFlatAreaSize = 15;
int _maxFlatAreaSize = 30;

// number of areas to avoid
int _avoidAreaCount = 16;

// size of avoidance areas
int _minAvoidSize = 20;
int _maxAvoidSize = 30;

// how many close nodes to connect to
int _flatAreaConnections = 4;

// rivers
int _streamCount = 4;

// erosion
int _erosion = 8000000;

// number of lakes
int _minLakeCount = 2;
int _maxLakeCount = 3;

// lake size
int _minLakeSize = 120;
int _maxLakeSize = 160;

// number of parts per lake
int _lakePartCount = 120;

// part sizes
int _minLakePartSize = 6;
int _maxLakePartSize = 36;
}
]
}


edit --- I have added the source for the mod if you want to make your own tests.

RedKetchup

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tuggistar

#20
kid1293 Thank you very much for this Map and for the work. :) Checked and played on a few large Map and everything looks just excellent. :D There is a free place for construction, mountains and especially a decent lake. I recommend that everyone try this Map, at least a couple of times. :)

It's a pity that can't add another texture to the terrain. New textures from Redketchup would be cool look. It's not request, just an offer.