Kenshi
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Kenshi Mapping Resources
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2 DIC 2021 a las 21:22
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Kenshi Mapping Resources

Descripción
WHERE TO ACCESS THIS CONTENT:
steam\steamapps\workshop\content\233860\2671537888\mappingresources

This workshop item isn't a mod but rather a small collection of map data for use in...
  • Map modding
  • Interactive maps
  • GIS
  • And more!

Items included in this resource:
  • roads.csv - A csv with points coordinates for every vertex of every road polyline in the game.
  • locations.csv - A csv with coordinates for every map location, as well as its name, ruling faction, and type.
  • landMask.png - A mask of areas above sea level.
  • zonesMC.png A monochrome version of areasmap.tga for compatability purposes.

Files that include text data like names are provided in English. However, the StringID for that object is also provided, which can be used to find translated text in the relevant Kenshi localization files.

This collection may be updated from time to time. Please notify me of any errors you find in the included files, and feel free to suggest map layers to add (that exist in Kenshi).

Make sure to read the included README.md, it has valuable information on other map layers in the game files as well as instructions for importing layers into QGIS. It can be opened in Notepad or rendered in Markdown Viewer[chrome.google.com].

You're free to use this data however you'd like inside the Kenshi IP. Credit is appreciated but not necessary.
16 comentarios
D.Mentia 6 MAR a las 8:27 
Weight is 1 for every road in the game, it turns out, but good suggestion. The rest of the data on them seems pretty much the same thing that OP already posted, unless you have mods installed or etc and just want it from those
I can add a json export to the tool for that pretty easily, at least, assuming I finish and release it someday. Today is not that day, but maybe soon, IDK, still need to solve a few issues
Neman 5 MAR a las 23:52 
@DMentia This is awesome! It would be great to have the ability to export all this with attribute information preserved (the weights for exmpl.), for example as a .csv file, for example, or a monochrome .tif with roads in grayscale according to the comparison by the selected property against a background of "no data/-9999" pixels. If you continue - this will be awesome!
TeddyChynski  [autor] 5 MAR a las 21:35 
That's awesome, excellent work bro.
D.Mentia 5 MAR a las 19:38 
All good, I uh, actually somehow figured it out by staring at the bytes for long enough. I still don't understand how they came up with that format, or how I randomly guessed my way into it, but I was able to process all .level files and render a png with all the roads on it, which is neat

https://imgur.com/a/x3xQ0Dg

I ended up writing up a decent summary of the file format, in the process of trying to talk myself into understanding it, might as well post it in case anyone's interested:
https://docs.google.com/document/d/1hJL2xCvnHT40zjKlKTJ5jyBQFcw5oxTBr-xcB3gFmT0/edit?usp=sharing
Neman 4 MAR a las 0:06 
An absolute hero, as I said before :steamthumbsup:
TeddyChynski  [autor] 3 MAR a las 22:02 
I unfortunately didn't get the road data from the files themselves. I used the construction set to open the files and wrote an autohotkey script that copied the data from the interface and pasted it elsewhere. It ran for like 8 hours before it finally finished. It really sucked.
D.Mentia 3 MAR a las 9:36 
I've suddenly become rather interested in generating an image/overlay of the roads in Kenshi, because I'm working on a project to basically add tons of new ones to cover the areas that cause pathfinding issues
This data looks great, but are you willing to share the project you used to generate it? Or even any info you might remember about how the .level files are formatted and how to read them?
Any mod can add roads, so I think ideally, users should be able to install tons of mods, run a program, and generate their own personal customized map, with all the roads from all the mods they have loaded
TeddyChynski  [autor] 3 FEB a las 20:27 
You can do whatever you want with the data. I don't think I can be of much help since I haven't touched GIS since this was released and and I've been all too busy with college stuff, but I wish you the best for your project.
Neman 31 ENE a las 17:53 
@TeddyChynski Well, in these 4 days I have significantly expanded your README.md, and making the value in line 4 of worldFile.txt negative allowed me to get in QGIS the coordinates of each point EXACTLY EQUAL IN MODULUS to the coordinates in the game - yes, alas - the positivity of the coordinates will not the same.
I also slightly modified your xxxxxxM.csv files so that they would correspond to the new coordinate dimensions without the need to change the Y→Z axes when importing values ​​- just "select file - confirm - continue". This saved me from the tedious micromanagement of import parameters every time I add a new layer while experimenting.


I will be glad to share them with you, because at the moment I am making a large cartographic manual for my modding team, I need comments from an experienced person like you.
(I also really hope that you do not mind "modifying" your data)
And beg me a pardon for my poor English :steammocking:
TheRestartPrincess 30 ENE a las 22:13 
Yeah got to love that ogre graphics engine. Thats the way some graphics engines work especially in kenshi. There is a Global value and Ususally it is Y instead of Z. There is no good explanation for this honestly Its just become a standard for most graphics engines. with game engine add ons.