Transport Fever

Transport Fever

Map Export
22 Comments
pohvalejbogdan Dec 29, 2023 @ 4:04am 
Hallo Merk,
Ich habe mal von deinem ICE 1 für Transport Fever gehört, finde diesen aber auf Steam Workshop nicht. Könntest du bitte den ICE hier hochladen? Falls nicht dann werde ich es überstehen ( sorry dass es nicht zum >Map Export< Mod passt und falls ich ein bisschen frech war).
EoF Jun 14, 2022 @ 9:31pm 
We need this for tpf2 badly!
SparrowPriest Apr 4, 2022 @ 12:11pm 
just in case anyone is still interested - the maps are located in C:\Program Files (x86)\Steam\steamapps\workshop\content\446800\1445899052\maps
at least for me..
KiddBoston Apr 12, 2021 @ 3:23pm 
Where do these exported heightmaps end up? I cant find them anywhere, and I want to import a map into TPF2
WattX Apr 13, 2019 @ 3:48am 
Ist eine Überarbeitung in Arbeit? ... oder gibt es einen Editor?
Dowie Jan 19, 2019 @ 5:14am 
Thanks! :)
Merk  [author] Jan 19, 2019 @ 3:15am 
It probably won't be much work, to implement that. I first thought they were already in the exported file and only hidden, but it seems they aren't.
Expect it to be part of the next update, but I can't say when this will be available (for such a small change, updating is more work than the change itself). Currently the names an positions of towns are documented in the map.lua, created during heightmap export. Maybe this can already help you.
Dowie Jan 11, 2019 @ 8:05am 
Hello! Thanks for this using it to plan out my passenger routes :). Is there anyway to see the name of the towns/cities in the exported maps? - It would be nice to have a picture with all of the names visible for easy route planning. Thanks!
themeatballhero Nov 6, 2018 @ 6:47pm 
Hey Merk, in the map.lua, I noticed your script seems a tad different from the standard map.lua, is it possible in there to add the city beginning size if you're creating a new map? I used your map export to smooth out terrain and with GIMP to blur out the cities, but want the starting cities a certain size. If I can edit it, where should i add sizeFactor?
themeatballhero Nov 5, 2018 @ 8:29am 
oh okay! So I'll take a look at that, thank you for the quick response!
Merk  [author] Nov 5, 2018 @ 2:11am 
In order to have the best possible height resolution, the values of the heightmap are scaled to the complete range between full black and full white.
The new values for the lowest and heighest point on the map, can be found in the corresponding map.lua.
themeatballhero Nov 4, 2018 @ 11:35pm 
amazing mod, but my generated heightmaps are coming out with the brightness and contrast messed up, therefore different height levels and the water level is too low therefore no water. any advice?
Merk  [author] Aug 7, 2018 @ 7:30am 
No, the coordinates in the map.lua aren't scaled.
SoftwareSimian Aug 6, 2018 @ 10:07am 
I hadn't tried that because I assumed the scalefactor would also scale the exported coordinates, not just the image file. Is that not the case?
Merk  [author] Aug 6, 2018 @ 9:21am 
As a workaround, you could use the "Sacle Factor" 1/4, if you haven't already. This should speed up the heightmap export significantly.
SoftwareSimian Aug 6, 2018 @ 7:34am 
It would be nice if there was an option to export the list of cities/industries (ie map.lua) but not re-create the heightmap. If I'm tweaking my own map, I already have the heightmap and I'm just fine-tuning the industry placement, it can take a really long time (60s) to plot the heightmap TIFF when all I really want is the list of industry locations. Very minor complaint though for an awesome tool, thanks!
Globetrotter Jul 26, 2018 @ 9:42pm 
Thank you Merk for the reply and I was able to find the heightmap. For those who are not so computer savvy, like myself, the path is C Drive - program files (x86) - Steam - Steamapps - workshop - content - 446800 - 1445899052 ; in that last folder you will find a heightmaps folder with your exported heightmap. I used this in conjunction with https://www.transportfevermods.com/en/mapcreator.html , to create my own maps. I really like the way you can create a random map then later adapt it to what you want, adding the towns and industries you wish to have. Well done Merk - good job!
Merk  [author] Jul 26, 2018 @ 5:47am 
In the mod folder itself. There should be two folders "maps" and "heightmaps". If they are empty, the game probably has no right to write in these folders. In that case, you can change the folders in the settings.lua file (rename the _settings.lua and make sure to use / as path seperator).
Globetrotter Jul 26, 2018 @ 5:01am 
I subscribed and found the tabs for this mod. I selected EXPORT HEIGHTMAP and then selected YES to export. The problem is that I don't know where the heightmap has been saved to (?). Please advise! Many thanks!
General Tso Jul 23, 2018 @ 7:55am 
Thank you for the detailed explanation.
Merk  [author] Jul 22, 2018 @ 8:34am 
Well, this mod will give you everthing needed for a heightmap, that can be choosen when starting an new game: a greyscale heigh profile (must be converted to .png) and the position of cities and industries in a map.lua.
However, roads, rails, city layouts, etc. can not be accessed with lua and are always created by the game when starting a new game.
General Tso Jul 21, 2018 @ 12:23pm 
Thank you for the mod. This looks very interesting but I know nothing about making maps so I have a dumb question.

I have a map that was randomly generated by the game. I then removed everything from the map so that there was only ground and water. I then manually added all of the buildings, roads, stations, etc. Can I use this mod to create a custom map from my game?