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Found 4 results

  1. Pgark Every time I try to play pgark it won’t load it stops loading at 26.7 percent and I’ve asked and more people on Xbox have had the exact same problem no xbox player can practically load a pgark server please can someone tell me a fix to this or is wildcard just support pc too much that they can only have it
  2. My idea is to choose what Dinos to spawn on your pgmap. The dlc exclusives will be grayed out,unless you got the dlc.there will be icons for creatures and you can select and drag them to a certain part of the map.Also can you fix the pgark on xbox?
  3. Procedurally Generated Maps were introduced in 248.0. This feature allows players to let the game generate a random map, based on parameters or a seed.But After extinction came out it keeps crashing.and I haven't made another sense.
  4. Keep in mind: most (if not all) settings are LIMITS for the generator to use, NOT exact measurements. work in small increments - sometimes a change of 0.01 on some settings will make a MAJOR change in the look of a map. some settings will effect the results of other settings... i recommend starting in solo mode with low settings, then adjust your map one setting at a time until you know how each setting effects your resulting map. This way if you see strange results you can go back and know which setting caused it. Settings covered below so far: 0. Seed WaterLevel & OceanFloorLevel DeepWaterBiomesDepth ShorelineStartOffset & ShorelineThickness MountainsHeight **UPDATE** & Mountains Frequency Mountains Slope Water Frequency JungleBiomeStart & MountainBiomeStart LandscapeRadius ErosionIterations MaxSawnPointHeight I will expand and update this for all the settings as i go. ---------------------------------------------------------------------------------------------- 0. Seed: seed = base number for a random number generator to use (to put it very simply) With the ark PG maps a 'seed' is used in a random number generator, in combination with the other settings, to generate a 'random' or natural looking map. Without randomness you would always have the same straight or perfectly curved shores... all mountains would be the same shape and height... all trees would be the same exact spacing apart... so on and so fourth.. not very natural and pretty boring in my opinion. BUT Computers can not actually do true random numbers... only what looks like a random pattern of numbers. Using a starting 'seed' creates a random-looking sequence of numbers based on that number and it will ALWAYS be the same sequence of numbers with that specific 'seed'. This is why anyone using the same seed and settings will result in the same natural looking generated map. ---------------------------------------------------------------------------------------------- 1. WaterLevel & OceanFloorLevel: Example ** OceanFloorLevel=-1.00 & WaterLevel=-0.98 ** distance between settings = 0.02 ** deepest oceans roughly 2 foundation WIDTHS deep Example ** OceanFloorLevel=-1.00 & WaterLevel=-0.80 ** distance between settings = 0.20 ** deepest oceans roughly 20 foundation WIDTHS deep NOTE ** The deeper the ocean... the less space you have above the water for mountains and such. I recommend keeping OceanFloorLevel at -1.0 and working up from there. ---------------------------------------------------------------------------------------------- 2. DeepWaterBiomesDepth: Deep water biome objects (large rocks and weeds) are pretty tall (0.20 or so). In the above example, those objects stick up out of the water around the shores. (neat effect) Note ** If the biome setting in the above example was -0.01, the biome would start very close to the water surface. (weeds, rocks, oil, mosas, etc.. close to shore) Note ** If the biome setting in the above example was -0.20, the biome would start at the OceanFloorLevel, in turn there would be no biome, no oil, and so on... ---------------------------------------------------------------------------------------------- 3. ShorelineStartOffset & ShorelineThickness: These settings determine your SHORE Biome EXAMPLE ** ShorelineStartOffset=0.04 and ShorelineThickness=0.001 will make beaches wide & flat EXAMPLE ** ShorelineStartOffset=0.04 and ShorelineThickness=0.04 will make 45 degree sloped shores EXAMPLE ** ShorelineStartOffset=0.001 and ShorelineThickness=0.04 will make high cliff shores Note ** ShorelineStartOffset is measured from water line, so larger offset = larger beach but smaller inland area Note ** If ShorelineThickness is very small you will hear water splashing on a lot of the beach. ---------------------------------------------------------------------------------------------- 4. MountainsHeight & Mountains Frequency: **UPDATE** **UPDATE** MountainsHeight is the elevation limit to the highest mountain tops Range = WaterLevel to 1.0 Mountains Frequency is roughly the number of peaks or high spots spread across the map Note ** (TURBULENCE setting will vary and randomize Height and Frequency across the map - ill detail that setting later) ---------------------------------------------------------------------------------------------- 5. Mountains Slope This effects the transition from land to mountain slope (also shape of mountain peaks) 0.0 = vertical mountain slopes, cliffs + flat tops 2.0 = smooth slopes, rolling hills NOTE ** The image above shows the exact same map, seed, and settings EXCEPT for the Mountain Slope as shown in the image ---------------------------------------------------------------------------------------------- 6. Water Frequency Roughly the number of dips or low spots spread across the map NOTE ** The image above shows the exact same map, seed, and settings EXCEPT for the water frequency as shown in the image ---------------------------------------------------------------------------------------------- 7. JungleBiomeStart & MountainBiomeStart: (in the example image i had turned jungle tree density down, also the peak in the distance was the only place high enough to extend into the mountain biome. Example ** if JungleBiomeStart in the above example were set to -0.50 (same as water level), all the grassland biome (on the right in image) would change to jungle Example ** if MountainBiomeStart in the above example were set to -0.50 (same as water level), metal nodes and mountain spawns would extend all the way down to the shore Note ** if MountainBiomeStart is set too high you will not find metal. MountainBiomeStart also effects start elevation of Metal nodes in redwood biome and Obsidian nodes in snow biome. ---------------------------------------------------------------------------------------------- 8. LandscapeRadius: *** Both the maps above use the EXACT same settings except for LandscapeRadius *** NOTE ** With LandscapeRadius near and above 1.0 you may start seeing the edges of the land being cut by the map boundary. (see the image above) THIS SETTING DOES NOT INCREASE THE MAP SIZE... ONLY THE LAND MASS UP TO THE MAP BOUNDARY With LandscapeRadius above 1.0 you start to see an overlapping effect NOT an increase in land or map size. again, THIS SETTING DOES NOT INCREASE THE MAP SIZE... ONLY THE LAND MASS UP TO THE MAP BOUNDARY ---------------------------------------------------------------------------------------------- 9. ErosionIterations: Controls overall smoothness of all land 0 = no erosion, very smooth land, mountains, etc... 1,000,000 = a lot of erosion, VERY bumpy land, mountains, etc... ---------------------------------------------------------------------------------------------- 10. MaxSawnPointHeight: Maximum height of land for characters to spawn into zones. Range: WaterLevel to 1.0 Always make this greater than WaterLevel setting. Example ** if MaxSawnPointHeight=1.0, characters will spawn in at any elevation from water to top of mountains Example ** if MaxSawnPointHeight is only 0.01 greater than WaterLevel, characters will spawn close to shores, unless your maps land is extremely flat ---------------------------------------------------------------------------------------------- MORE TO COME SOON... STAY TUNED!
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