Kenshi
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Kenshi Mapping Resources
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3.968 MB
2 Dec, 2021 @ 9:22pm
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Kenshi Mapping Resources

Description
WHERE TO ACCESS THIS CONTENT:
steam\steamapps\workshop\content\233860\2671537888\mappingresources

This workshop item isn't a mod but rather a small collection of map data for use in...
  • Map modding
  • Interactive maps
  • GIS
  • And more!

Items included in this resource:
  • roads.csv - A csv with points coordinates for every vertex of every road polyline in the game.
  • locations.csv - A csv with coordinates for every map location, as well as its name, ruling faction, and type.
  • landMask.png - A mask of areas above sea level.
  • zonesMC.png A monochrome version of areasmap.tga for compatability purposes.

Files that include text data like names are provided in English. However, the StringID for that object is also provided, which can be used to find translated text in the relevant Kenshi localization files.

This collection may be updated from time to time. Please notify me of any errors you find in the included files, and feel free to suggest map layers to add (that exist in Kenshi).

Make sure to read the included README.md, it has valuable information on other map layers in the game files as well as instructions for importing layers into QGIS. It can be opened in Notepad or rendered in Markdown Viewer[chrome.google.com].

You're free to use this data however you'd like inside the Kenshi IP. Credit is appreciated but not necessary.
20 Comments
TeddyChynski  [author] 24 Jun @ 11:45pm 
I probably made it just because it involved less setup to work with in QGIS
Neman 24 Jun @ 10:56pm 
You did it manually?! Respectable persistence. :steamthumbsup:
As a test, I've now switched to using the original 256x256 .tga converted to indexed color PNG - and it seems to produce very accurate polygons.
But you didn't use this method because of some problem with it that I'm missing?
(well, other than having to adjust a bit the origin coordinates in the .pgw due to the size difference)
What exactly prompted you to create a huge layer of zones in heightmap's size?
TeddyChynski  [author] 22 Jun @ 11:17am 
I'm pretty sure all I did was use the paint bucket tool in Photoshop while changing the color each time and the order was an arbitrary decision to go from left to right, top to bottom.
Neman 22 Jun @ 7:39am 
Sorry to bother you again, but do you happen to remember what method you used to sort the unique colors when creating your zone map? I have an indexed PNG and would like to replicate your method for it so that the pixel indices end up being more consistent with their hue.
(I hope my terrible English doesn't confuse you)
Thanks in advance! :steamhappy:
D.Mentia 6 Mar @ 8:27am 
Weight is 1 for every road in the game, it turns out, but good suggestion. The rest of the data on them seems pretty much the same thing that OP already posted, unless you have mods installed or etc and just want it from those
I can add a json export to the tool for that pretty easily, at least, assuming I finish and release it someday. Today is not that day, but maybe soon, IDK, still need to solve a few issues
Neman 5 Mar @ 11:52pm 
@DMentia This is awesome! It would be great to have the ability to export all this with attribute information preserved (the weights for exmpl.), for example as a .csv file, for example, or a monochrome .tif with roads in grayscale according to the comparison by the selected property against a background of "no data/-9999" pixels. If you continue - this will be awesome!
TeddyChynski  [author] 5 Mar @ 9:35pm 
That's awesome, excellent work bro.
D.Mentia 5 Mar @ 7:38pm 
All good, I uh, actually somehow figured it out by staring at the bytes for long enough. I still don't understand how they came up with that format, or how I randomly guessed my way into it, but I was able to process all .level files and render a png with all the roads on it, which is neat

https://imgur.com/a/x3xQ0Dg

I ended up writing up a decent summary of the file format, in the process of trying to talk myself into understanding it, might as well post it in case anyone's interested:
https://docs.google.com/document/d/1hJL2xCvnHT40zjKlKTJ5jyBQFcw5oxTBr-xcB3gFmT0/edit?usp=sharing
Neman 4 Mar @ 12:06am 
An absolute hero, as I said before :steamthumbsup:
TeddyChynski  [author] 3 Mar @ 10:02pm 
I unfortunately didn't get the road data from the files themselves. I used the construction set to open the files and wrote an autohotkey script that copied the data from the interface and pasted it elsewhere. It ran for like 8 hours before it finally finished. It really sucked.