Ark Survival Evolved Zufällig generierte Welten

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ARK: Survival Evolved ist der neue Survival Open-World Shooter mit Dinosauriern von Studio Wildcard.

Hier in diesem Tutorial erklären wir Ihnen kurz wie Sie Procedurally Generated ARKs bei uns benutzen können.



öffnen der Basis Einstellungen im Webinterface

Wir klicken auf Meine Server und auf den jeweiligen Server. Dort dann den Reiter Basis Einstellungen.


Unter map muss Procedurally Generated ARK ausgewählt sein

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weiter unten suchen wir nach Procedurally Generated ARK

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Werte und Erklärungen

PGMapName ist der name unter der Ihre Map gespeichert werden soll. Dieser darf nur verändert werden wenn Sie eine neue Map generieren wollen!


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survivetheark.com Tabelle

VARIABLE PURPOSE VISIBLE ON UI AS...
ErosionIterations Number of droplets which are used to simulate erosion Erosion Iterations
GrassDensity Density of foliage in the grasslands biome Grasslands Grass Density
IslandBorderCurveExp The exponent used in the curve to smoothly interpolate between island and water floor Island Border Curve
JungleBiomeStart The height value at which the jungle biome start Jungle Biome Start
JungleGrassDensity Foliage density in the Jungle biome Jungle Grass Density
JungleTreeDensity Trees & rocks density in the jungle biome Jungle Tree Density
LandscapeRadius The radius of the landscape, outside of this radius it is water (to avoid cutting the landscape by the terrain border) Landscape Radius
MapSeed The seed used in the noise & random functions Map Seed
MaxSawnPointHeight The maximum height of land for a spawn point to be created Max Sawn Point Height
Mountain Height A multiplier for mountain height Mountain Height
MountainBiomeStart The height value at which the mountain biome starts Mountain Biome Start
MountainGrassDensity Foliage density in the mountain biome Mountain Grass Density
Mountains Frequency The frequency of the noise used to generate mountains Mountain Frequency
Mountains Slope How hard the transition is from land to mountain, the higher the value the smoother the transition (from 0 to 2) Mountain Slope
MountainsTreeDensity Density of trees and rocks in the mountain biome Mountain Tree Density
North/South/East/West
Regions 1, 2, 3
OceanFloorLevel The height value for the ocean floor (from -1 to WaterLevel) Ocean Flool Level
RedWoodGrassDensity Foliage density in the Redwood biome Redwood Grass Density
RedWoodTreeDensity Density of trees and rocks in the redwood biome Redwood Tree Density
RWBiomeSize The radius of the Redwood biome (from 0 to 1) Redwood Biome Size
RWForestBiomeLocation The location of the redwood biome (X,Y from 0 to 1) Redwood Biome Location
Shore Slope How hard the transition is from water floor to shore, the higher the value the smoother the transition (from 0 to 2) Shore Slope
ShoreTreeDensity Foliage density in the shore biome Shore Tree Density
SnowBiomeLocation The location of the snow biome (X,Y from 0 to 1) Snow Biome Location
SnowBiomeSize The radius of the snow biome (from 0 to 1) Snow Biome Size
SnowGrassDensity Foliage density in the snow biome Snow Grass Density
SnowMountainGrassDensity Foliage density in the snow mountain biome Snow Mountain Grass Density
SnowMountainsTreeDensity Density of trees and rocks in the snow mountain biome Snow Mountains Tree Density
SnowShoreTreeDensity Density of trees and rocks in the snow shore biome Snow Shore Tree Density
SnowTreeDensity Density of trees and rocks in the snow biome Snow Tree Density
TerrainScaleMultiplier X,Y,Z to scale the whole terrain Terrain Scale Multiplier
TreeDensity Density of trees and rocks in the grasslands biome Grasslands Tree Density
Turbulence Power The power of the turbulence function used to randomly perturb the coordinates input to the noise function, to add some realism to the noise Tubulence Power
UnderwaterObjectsDensity Object density in the underwater biome Underwater Objects Density
Water Frequency The frequency of the noise function used to generate land/water Water Frequency
WaterLevel The height value for the water surface, from (Ocean Floor level to 1) Water Level
ShorelineStartOffset The distance from the water that the shoreline begins. Raise this for a shore that goes farther up to the land.
ShorelineThickness The overall width of the shore. Raise this along with ShorelineStartOffset to get a thicker, larger shore.


Quelle: https://survivetheark.com/index.php?/forums/topic/99062-quickie-procedurally-generated-arks-how-to-guide/


Beispiel

PropertiesString im Singlplayer generieren lassen

Ebenfalls könnt ihr euch im Singlplayer einen Seed generieren und euch diesen kopieren. Geht dazu In euer Spiel und klickt auf Host / Local

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Anschließend klicken wir auf CREATE NEW PROCEDURALLY GENERATED ARK

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Hier kann man nun alle Einstellungen vornehmen und unten auf Favorites UNUSED auswählen.

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Als letztes vergeben wir noch einen ARK NAME und klicken auf SAVE FAVORITE

Nun ist der Favorieten code in unserem Localen Steam/ARKVERZEICHNIS abgespeichert.


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Wir gehen nun in unser locales Steam ARKVERZEICHNIS STEAMVERZEICHNIS\ARK\ShooterGame\Saved\Config\WindowsNoEditor

und öffnen die GAME.ini und kopieren dort den auf dem Bild makierten inhalt


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Wir öffnen nun die Game.ini bei G-Portal.com im Webinterface und ersetzen das kopierte wie im Bild

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