To make the random generator use your biome you just have to adjust the "BiomeIDMapper" in the rwgmixer.xml, for example: Actually that are the turquoise biomes in the first three images. You can now already paint a biome in that color into your "biomes.png" and on world creation it will be in there. Every definition starts with something like: Here we change the "biomes.xml" in which are the definitions for all the biomes. Create your own Biomes (and make the random generation use them) I just stick with 0.5 and ranges between 0.0 and 1.1.Ģ. That means the actually usable range for a "displacement" of 2 should be 0.0 to 2.5 but i'm really not sure about this. It now seems that negative values are just not processed, but all the positive values are. If it's set to 2 one could get values between -1.5 and 2.5. If i'm right with my assumptions, the "displacement" defines the range of possible values. So, what does "displacement" now actually do? Anyway just make sure they don't overlap. I'm not quite sure but it seems that the generations fails (without errors, maybe some infinite loop?). No idea, but i won't touch that because it works. Why is the upper bound of those ranges at "1.1" instead of "1.0"? To understand how a biome gets chosen we have to look a few lines below (line 951):Ī resulting "biomes.png" with a "frequency" of 0.0040: The following informations are more or less guesses and assumptions but they seem to fit. The second value (displacement) influences the type of biome created around those points. (Don't mind the turquoise biomes for now, i will get to that later) Here are some "biomes.png" for a 4096x4096 map (resized for smaller files) with a frequency of 0.0012, 0.0024 and 0.0040: ![]() A higher frequency results in a smaller distance between those points and thus in smaller biomes. The first (frequency) represents the distance between the control points. This generator uses a Voronoi-Diagram (wikipedia) to build the biomes which basically builds patches from a list of points. It's near the bottom of the file, line 921 and should look like this: Currently the generator used for all map sizes is "vanillaSmall" so this is what we want to change. Change the way the random generator builds biomesĪll changes are done to "rwgmixer.xml". The XML-files used are located in ".\7 Days To Die\Data\Config" and as always make a backup before messing with stuff.ġ. How to change biomes manually is already shown in here and here. I will explain both of those in this post. Define my own biomes and make the random generator use them It is possible that all of that is already common knowledge, in that case just ignore this post.Ģ. I thought maybe some of you could use the info i found out. ![]() ![]() During the weekend i got to mess with biomes and random gen a bit.
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