thanks!The next patch may alleviate this issue somewhat through the introduction of additional battle terrains. Auto-generated terrains are not something we are currently exploring, but we intend to continue adding a range of custom battle terrains.
I'm guessing you are not generating this on Bannerlord, right? Also, I wouldn't advise generating map from scratch polygon and adding into game.
Since game do have some form of "map" generation based on heightmap ( in game editor ), all we need is that particular code to generate the date and extract it. Then you can basically create an image with whatever the coding language you like ( you can bind your C++ dlls for heightmap generation, or even add some Python OpenCV to ease your pain ) and use that image data to generate a battlefield within the game engine and extract it's data. Still, too abstract since TW didn't share anything and I'm guessing that entire Modding Tools is embedded inside the engine so it's not written in C#, or at least that core functionality
True that
That might be waste of time since decoding bin files can be impossible based on how they made it. Also I examined them today and they are usually 10MB for each terrain bin. So it's really not feasible to `decrypt` that by hand. Even if you are crazy enough and pull that off, converting whatever you have into to that format ( especially the texturing part ) can be super tricky.Right now it's a separate codebase, my thought was that eventually when I get through the terrain generation process I integrate it with bannerlord though. The output of the code I'm envisioning right now would essentially be heightmaps/splatmaps that can be converted into the terrain_ed, terrain, and flora binaries once I figure out how those are packed. I've kind of ignored the scene editor for this purpose (though obviously that would be much more preferable) because it seems like it's separate from the game and looks like there won't be any way to interface with it from the game itself.
That might be waste of time since decoding bin files can be impossible based on how they made it. Also I examined them today and they are usually 10MB for each terrain bin. So it's really not feasible to `decrypt` that by hand. Even if you are crazy enough and pull that off, converting whatever you have into to that format ( especially the texturing part ) can be super tricky.
I would advise checking how they do it for scene editor. If that part is written in C#, you can expose some C++ Interfaces to use it. I don't have Modding Tools installed at the moment so I can't check that. If not, you can reverse engineer the bulk C++ dll - but that might not give you an understandable result.
If their Modding Tools interface is written in C#, then you might have a shot on that. Since C# side have to communicate with C++ exposed interfaces, it should show where to call and what to do. Still, at best you can have a terrain and material map and that's all. I'm guessing all flora related stuff is simply not possible to add via using exposed interfaces. But still, better than nothing. If entire modding tools is inside the C++ core, then we are out of luck anyway.I don't have experience with C++ anyway so it probably wouldn't be super helpful for me.
@Dejan Any chance to check this/ask around? I'm genuinely wondering this.Any plan to have something where we can `read` the contents of the .bin files to create our own tools for scene creation? Since it's out of discussion for TW to have autogenerated maps, perhaps community create something like I mentioned above. But we need to decode those .bin files first.
There are currently no plans on doing something like that. I've brought this up internally though and we'll look into giving modders access to terrain data through the scripting interface in the editor so that you can run your own procedural generation codes and save the scene afterwards. Based on community feedback, we can look into other options further down the line.@Dejan Any chance to check this/ask around? I'm genuinely wondering this.
Although I'm also able to guess the probable answer.
Sounds like a step but I didn't get how this would help anyone at all. At the end, you still need to fire up Editor, create a scene, save it and so on. I guess it would only save you finding a heightmap so that you can procedurally generate the heightmap - but at the end, it's not saving up any time or adding randomness since procedural heightmap generation can be easy with even online tools anyway....we'll look into giving modders access to terrain data through the scripting interface in the editor so that you can run your own procedural generation codes and save the scene afterwards.
I'm wondering what exactly is the technical limitation of procedurally generated maps in the game? Was this decision purely cosmetic or were there major issues with this so that team decided to adopt premade maps?
Procedural battle maps would be a major improvement. Fighting on the same small selection of battlefields is one big thing that makes the game feel so repetitive after awhile. It would be really nice if the battlefields actually related to the geography of the map. Of course, that means programming a good map generator that doesn't make the 90 degree slopes you'd often see in some Warband scenes, so I'm sure its not a small task. Still, I believe this is an area that's worth investing the time and effort into. I'd rather they focus on this than a more complex economy.
At the very least, they ought to reassign most of the sceners who are handcrafting unique scenes for every single village and put them to work cranking out more battle scenes. They should be releasing a few new battlefields with every patch.
Sorry for the late reply, no final decision has been brought about this yet. It's too early to discuss it at this point though, let's see how the proposed solution works out when implemented and take it from there.Sounds like a step but I didn't get how this would help anyone at all. At the end, you still need to fire up Editor, create a scene, save it and so on. I guess it would only save you finding a heightmap so that you can procedurally generate the heightmap - but at the end, it's not saving up any time or adding randomness since procedural heightmap generation can be easy with even online tools anyway.
I see thanks, I will check it out when that happens. Meanwhile, do you have the answer to this? - doesn't matter if the answer is too technicalSorry for the late reply, no final decision has been brought about this yet. It's too early to discuss it at this point though, let's see how the proposed solution works out when implemented and take it from there.
If possible, I'm wondering what exactly is the technical limitation of procedurally generated maps in the game? Was this decision purely cosmetic or were there major issues with this so that team decided to adopt premade maps?
semi-procedural maps like Path of Exile has can be best of both options. you still get a map random enough to not remember last time it occurred and controlled enough to not have bugs/unplayable areas
I have just remembered a public conversation on the discord server where zkh in his very personal opinion when asked about precisely this.
However, as an official statement I also would like to know what technical impediments make it difficult to implement this.