

At this point you can dive pretty deep into creating individual settings and variables for determining how far apart your various props mights spawn, do they spawn in clusters, etc. Biome A is lush and has a 'Foliage Density' of 10 and Biome B is a 2.

Set a variable called 'Foliage Density.' This has a range from 1-10. Imagine needing to have a photographer's eye for composition on a small scale but a billion times over on a huge scale.Īs far as the numbers go, I'll give a grossly simplified example. You'd be surprised by how long it can actually take to get that one rock to sit next to that one tree just right. To describe it all makes it sound like a simple process but it can easily become a very, very lengthy process. All of the towns, and likely the surrounding terrain are manually edited using brushes to change height, smooth, erode the terrain as necessary to make it realistic looking. The next step, since computers and science-magic aren't perfect, it's up to the developer to manually clean it up and make changes as necessary. This all pretty much how Shidan describes it. This biome map is used to determine which plants and rocks spawn in which biomes. Next a similar image is made which outlines the biomes.
#KENSHI MAP BLACK AREA SOFTWARE#
This is used by the game engine or 3D software to create a 3D terrain. The process is probably something like this: first, a terrain heightmap is generated, which results in a 2D black and white image with black representing the highest elevations, and white being the lowest (or vice versa). There's likely several steps to the process. I wish one day he'll show us how Kenshi "looks" like, I have no idea if it's lines of code, something like the FCS or what, :-) I understand what you say and can imagine how such softwares might work, but goes waaay beyond my imagination how can numbers do that:-) Thanks Shidan, to my analog mind this all sounds like whizardy indeed, but extremely fascinating. Unsure whether the devs used a special tool to make the map and then exported to this file (that would be my guess), or simply edit the file directly, but modders have successfully edited the file manually to add and change the landmasses. The terrain height and stuff is done through a very hi-res heightmap image file, where the brighter the pixel is the higher the corresponding area is. These objects are then given numbers for how many can spawn in the area, how clustered they are, what alltitudes they can spawn at, etc. is all randomly placed, based on some predefined "areas" that govern what can and cannot spawn in each region. Originally posted by Shidan:The foliage, rocks, etc.
