New Terrain Generator
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- uzurpator
- Transport Empire Moderator
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It should work in similar fashion.
Delta(0-255) / Trunc(0-255) / Patch size(0-255)
ferinstance cht:landgen 10 60 200
I remember chagning the patch wiki to include new values...
Delta(0-255) / Trunc(0-255) / Patch size(0-255)
ferinstance cht:landgen 10 60 200
I remember chagning the patch wiki to include new values...
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Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- minime
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I'm sorry, but what is it you remember changing on the wiki? Because as much as I try, all I can see in the history of the LandGen documentation page is the first version written by DaleStan.uzurpator wrote:I remember chagning the patch wiki to include new values...
Probably, you either failed to click "Save changes", or did so after your session timed out.
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- minime
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Looking at the history, I still can't see any updates. Could you please do that, instead of debating the reasons why your last attempt did not succeed?uzurpator wrote:I _did_ change the wiki.
minime
Re:
That shouldn't be to hard, but I won't touch that code until it agrees with the documentation, except possibly to roll back to the most recent version that did what the docs say it should do.maartenvanheek wrote:Maybe it's possible to add a quantity-of-trees bit to the cheat? When I generate a map most cities are surrouded by dense woods, so I can't terraform followed by planting trees to make the local authority happy again.
If someone else wants to fix the documentation instead, then by all means, do so.
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- George
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Re: New Terrain Generator
As we remember trgir.grf has some landscape templates (sprites 52-88), which were used by default land generator.
New industries, like castles, require specific landscape to be build.
So, I would like to suggest the following idea for the new land generator:
A GRF can provide some landscape templates (in the same format as trgir.grf for example, or in a more complex format that can also specify water, trees, desert) and the map generator reads and applies them on the generated map and than places specified industries on these specially prepared places.
Would it be hard to do?
New industries, like castles, require specific landscape to be build.
So, I would like to suggest the following idea for the new land generator:
A GRF can provide some landscape templates (in the same format as trgir.grf for example, or in a more complex format that can also specify water, trees, desert) and the map generator reads and applies them on the generated map and than places specified industries on these specially prepared places.
Would it be hard to do?
Re: New Terrain Generator
It may be of interest that in OTTD when we created the Terragenesis generator, I also had to add code to prepare ground sites below industries. Otherwise, with rough terrains, almost no industries were placed (or they congregated en mass onto the arctic plateaus etc.)
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- George
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Re: New Terrain Generator
Can grf manage that place? For example, if the industry requires sloped land inside town, would it be prepared inside town?richk67 wrote:It may be of interest that in OTTD when we created the Terragenesis generator, I also had to add code to prepare ground sites below industries. Otherwise, with rough terrains, almost no industries were placed (or they congregated en mass onto the arctic plateaus etc.)
Re: New Terrain Generator
All the ground sites for industries in OTTD were flat land, so it wouldnt work for your rather nice, but exotic terrain requirement for the castle. All the coding for it was done directly... no newgrf was required then.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
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- George
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Re: New Terrain Generator
Would it be possible to improve the code to work with predefined sloped land?richk67 wrote:All the ground sites for industries in OTTD were flat land, so it wouldnt work for your rather nice, but exotic terrain requirement for the castle. All the coding for it was done directly... no newgrf was required then.
Re: New Terrain Generator
I see no reason why you couldnt use something similar to the Prop 23 Placement Mask I developed for use with my NewGRF airports. It allows definition of a required land shape. All that would be needed would be a) TTDP support, b) OTTD to support the format within its main industry placement code.
I would suggest that if the terrain meets all other requirements, and can be terraformed to the required shape, then it should auto-terraform it. But it isnt at all straightforward. (Currently, I have only added land/sea placement difference. I intend to add height requirements to the NewGRF Airports to allow for more irregular shapes, but its a low priority even in the NewGRF_ports branch.)
I would suggest that if the terrain meets all other requirements, and can be terraformed to the required shape, then it should auto-terraform it. But it isnt at all straightforward. (Currently, I have only added land/sea placement difference. I intend to add height requirements to the NewGRF Airports to allow for more irregular shapes, but its a low priority even in the NewGRF_ports branch.)
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
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Re: New Terrain Generator
You're confusing two different things. "Industry placement", and "force generator to make a land shape where the industry can be placed".
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
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Re: New Terrain Generator
Err... nope. No confusion here.
George said earlier:
George said earlier:
So, the template (ie. Placement Mask) is read from the .grf, and used by the landscape generator to prepare places for the industry placement. It sounds exactly the situation - George wants to have a way of auto-terraforming to prepare places for industry placement. Or at least thats how I read what he was after...A GRF can provide some landscape templates (in the same format as trgir.grf for example, or in a more complex format that can also specify water, trees, desert) and the map generator reads and applies them on the generated map and than places specified industries on these specially prepared places.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
- George
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Re: New Terrain Generator
Yes, that is the way I suggested. But it may be not the unique solution.richk67 wrote:So, the template (ie. Placement Mask) is read from the .grf, and used by the landscape generator to prepare places for the industry placement. It sounds exactly the situation - George wants to have a way of auto-terraforming to prepare places for industry placement. Or at least thats how I read what he was after...
It is possible, theoretically, have auto-terraforming that terraforms land when the industry is being build. But how would it found, what terraforming should it use?
Just to clarify things. The AIM I have is to help random map generator to place "exotic" industries. The way to do it is not important for me.
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