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I'm very interested in finding out how to increased densityMapHeightTypes to 256.

(4 edits) (+1)

Let's stick to 128 types for this method.

  1. Convert "maps/data/densityMap_height.gdm" to PNG using Giant's GRLE converter, delete the original from the map folder. (Attention: Path may vary)
  2. Edit i3D with a text editor, search for densityMap_height and note the fileId noted at the beginning of the line
  3. If the file is listed as densityMap_height.gdm, then this must be adjusted to densityMap_height.png
  4. Look for terrainDetailHeight, this must have the same ID as the densityMapId attribute as the fileId from step 2

example:

<DetailLayer name="terrainDetailHeight" densityMapId="339" numDensityMapChannels="12" compressionChannels="6" cellSize="8" objectMask="16711935" decalLayer="2" materialId="135" viewDistance="75" 

numDensityMapChannels="12" and compressionChannels="6" means the map currently has 64 heightTypes (basegame+Montana no other mods uses up almost 60 of those. So mods like Additional Filltypes add 10+ and thus we hit the limit which you will see in log after loading a map in game.


5. the following entries are now adjusted within this line:

beforeafter
numDensityMapChannels="12" numDensityMapChannels="14"
compressionChannels="6" compressionChannels="7"
combinedValuesChannels="0 6 0" combinedValuesChannels="0 7 0"
heightFirstChannel="6" heightFirstChannel="7"
heightNumChannels="6" heightNumChannels="7"

Must save the i3d in text editor after changes^

6. Now. Look for the following entry in the file densityMapHeightTypes.xml (preceded by a map_ or the name of the map).

<densityMapHeightTypes firstChannel="0" numChannels="6">

edit to

<densityMapHeightTypes firstChannel="0" numChannels="7">

7. Load map in Giants Editor, check log for errors. If successful (no errors) save again. Then you have a new densityMap_height.gdm and the PNG in “maps/data” can be deleted.

⚠️ Lots of mods include the line above unnecessarily in their own map_densityHeightTypes.xml now that Giants allows you to load that file with any mod via modDesc. Such mods are "Small corn dryer", Grape Production, etc contains its own densityMapHeightTypes.xml, which resets the changes made above! You need to simply go to your mods folder and search "densityHeight" and you will see which mods have that file, every map will have it 99% so ignore those, look for single use mods that have it and check if that line exist, if so change it like so:

<densityMapHeightTypes firstChannel="0" numChannels="6">
to
<densityMapHeightTypes>

No need to define the basegame numChannels of 6. This will override the 7 we set. You only need to check and do this for mods if you are still getting an error of you running out of height Types when using something like Additional FillTypes. Or simply remove mods (that arent maps) that have a map_density file if you are having trouble. Such mods you will see are things like Compost addons, or any new crop/material that adds a filltype that can be dumped on the ground(Lambo's "Metal should have been basegame") for example. Most dry corn mods(Montana has drycorn already but not sure if it's dumpable) and any mods with TP/Mining materials. We can now enjoy all of them, but they dont need to resetting the base game num of channels if we want them all at the same time on any map.

I will release my script eventually that will make all of this easier once i work out a few bugs. for now the script only works when packaged with the map, i want it to be standalone.

Good luck, and enjoy. I am currently on Montana with Terrafarm + additional Filltypes and im digging the shit out of it haha. Best map for sure.


Thanks!  Works great.