The generation of industries uses settings analogue to the town generator. The progress bar at the preview map shows the overall progress of generation. The procedural generation can be seen by small clouds of dust appearing at the positions where towns are placed. The generation of towns can be started by clicking on the GENERATE button in the bottom right corner 2. You can use the preview on the right to check the effects of the parameters above. With the same seed and the same settings, the town distribution on this map will be identical each time. As with the map generator, there is a textbox for the seed. If you already placed or distributed some towns on the map and want to use the automated tool again without them getting removed, check the Keep existing towns checkbox. The maximum possible value is dependend on the map size, but it is possible to add further towns manually with another tool. The slider allows you to specify how many towns should be generated. On the left are some properties to configurate the distribution 1. You may select the one you want to use by clicking on the TOWNS or INDUSTRIES tab at the top side of the menu. Press the according button to open it.īoth town and industry generation are used the same way. To automatically distribute towns and industries, another generator tool is available from the tool bar. To start the export process, click the EXPORT button in the bottom right corner of the menu 3. It contains a high resolution 3D mesh of the map surface. When Write STL is checked, a second file with. If you select the 16-bit grayscale checkbox, the exported file will be 16-bit grayscale instead of 8-bit grayscale. If you are going to override an existing file, the game asks for confirmation before doing so.īelow the list are two options 2. See user data locations for more details or have a look at the bottom of the menu ingame to find the right directory with the exported heightmaps on your system. Below the textbox is a list of existing files in the heightmaps folder. png suffix or you do not add a suffix at all. The heightmaps are exported as png files, so you may either call your file with. You can enter a filename of your choice in the text box at the top left corner 1. To export a heightmap into a grayscale image, select the EXPORT tab in the heightmap menu. Press the IMPORT button in the bottom right corner to start the map generation 3. Keep in mind, that Transport Fever 2 has a flat water level all over the map when preparing your heightmap. The Water level sets the height at which the water is. Some landlocked maps are likely to have minimum and maximum values above zero. A map from sea level to high mountains could have -5 to 800 meter for example. The Range is the minimum and maximum existing height of the heightmap and is used to translate the 100% black - 100% white grayscale values from the source image to the map ingame. If you added a new file to that folder and it did not yet show up, press the REFRESH button.īelow the list are some options that you should set to the correct values 2. See user data locations for more details or have a look at the bottom of the menu ingame to find the right directory on your system. The files are taken from the heightmaps folder in the userdata directory. Select the heightmap file you want to import in the list on the left side 1. The optimal resolutions for heightmap files are listed in the map size documentation. In Transport Fever 2, each pixel is has an equivalent of 4×4 meters in game. If you like to import an existing greyscale heightmap into the game, select the IMPORT tab of the heightmap menu. There you can enable or disable mods as well. With the same seed and the same settings, the outcome of the generation process is the same every time.Ĭlick on the START button to start the editor itself 5 or press the BACK button to return to the main menu.Įxisting maps from yourself or from the Steam Workshop can be loaded by using the LOAD MAP button in the top right corner 6. This value is a key for randomization at terrain generation and asset distribution. Please be aware that it is not possible to change climate, map size and format in the editor itself.Īt the bottom of the settings list is a textbox for the seed. Next, you select the preferred map size and format 4. As with a the new game in free game mode, you may select some mods in the advanced game settings available with the CUSTOM checkbox and the SETTINGS… button in the top right corner 3. To start from scratch, select a climate 1 and vehicle set 2 with the big image buttons. You may either start from scratch or load an existing map. The menu is similar to the menu for new games. To create a new map for the map editor, press the MAP EDITOR button in the main menu.
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