Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Start 7 Days to Die > Select Editing Tools > World Editor > Our New World (“BackgroundLife”) > Start
Doing this will create the first version of dtm.raw file for us.
At this point we can fly around and determine if we’ve smoothed our image enough to make it ready for smoothworldall command. If it looks like a porcupine then it is not ready. If it looks like the whole world is the surface of golf balls, iffy (might want to smooth more, might not). If it looks like Minecraft with diamond shaped blocks but nice rolling hills, valleys, plains, mountains; then it is ready.
This all boils down to preference on how you want your terrain.
NOTE: at this point your world will be upside down from your starting dtm.tga – Do not worry.
Example:
https://steamcommunity.com/sharedfiles/filedetails/?id=1612146711
https://steamcommunity.com/sharedfiles/filedetails/?id=1612146628
https://steamcommunity.com/sharedfiles/filedetails/?id=1612145045
If we’re happy with the flow of the world we can issue the SmoothWorldAll command which will generate smooth terrain data for the world to make it less Minecraft-y.
The command is formatted as
swa <NUMPASSES> noregion
smoothworldall <NUMPASSES> noregion
This tells the command to run <NUMPASSES> of smoothing, and write the smoothworldadjustment data to the dtm.raw file because we specified no region (instead of writing all the region files like accompany a save game).
The reason we had to replace the DLL was because the default DLL assumes all worlds are 4096x4096 when writing to dtm.raw at this point.
In the case of BackgroundLife I issued ‘swa 5 noregion’.
https://steamcommunity.com/sharedfiles/filedetails/?id=1612148693
Now we exit out of the game, delete any saves.
At this point we will have 11 files:
main.ttw
map_info.xml
prefabs.xml
spawnpoints.xml
water_info.xml
dtm.tga
radiation.png
biomes.png
splat3.png
dtm.raw
heightinfo.dtm
You might also notice a new file heightinfo.dtm. This is some of the heightmap and smoothing data that was used during the re-write of dtm.raw. The heightinfo.dtm file is no longer necessary and can be deleted (as you’ll see I did before packaging the world). Technically we no longer need the TGA, but for the purposes of editing, changes, etc, best to keep it and supply it with the world.
The world should now have smooth flowing terrain based on the heightmap and the orientation should match the source dtm.TGA file.
https://steamcommunity.com/sharedfiles/filedetails/?id=1612158686
https://steamcommunity.com/sharedfiles/filedetails/?id=1612158725
https://steamcommunity.com/sharedfiles/filedetails/?id=1612160165
https://steamcommunity.com/sharedfiles/filedetails/?id=1612067828
https://steamcommunity.com/sharedfiles/filedetails/?id=1612067759
Now we can paint our roads and biomes as we see fit to match our smoothed world, modify our prefabs.xml and our water_info.xml.
Since this was a demo, I cheated and just moved both Perishton and Diersville onto this map, and put a trader between.
For the water I flew around and found a few dips and then updated my water_info.xml accordingly.
Lastly I moved the single spawnpoint I have given this world to a location that allows a more testable start.
That’s it, a quick and dirty guide on converting an image to a world.
This is how it turned out:
https://steamcommunity.com/sharedfiles/filedetails/?id=1612137347
https://7daystodie.com/forums/showthread.php?101363-Alpha-17-Stable-B240-bug-reporting-thread&p=922785&viewfull=1#post922785
https://i.imgur.com/7PnJBcJ.jpg
Looking through Google i havent found any solution so i want to kindly ask if you could take a look at it. It Will be much apriciated if you do.
Thanks a ton in advance if you decide to accept this request!
You can use https://terrain.party/ to extract a 60x60km heightmap from any place in the world. As for nitrogen I have no clue, I myself use gimp 2.0 to put everything together.
Good luck with your map!