Kenshi
Kenshi Mapping Resources
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.
D.Mentia 3 Mar @ 9:36am 
I've suddenly become rather interested in generating an image/overlay of the roads in Kenshi, because I'm working on a project to basically add tons of new ones to cover the areas that cause pathfinding issues
This data looks great, but are you willing to share the project you used to generate it? Or even any info you might remember about how the .level files are formatted and how to read them?
Any mod can add roads, so I think ideally, users should be able to install tons of mods, run a program, and generate their own personal customized map, with all the roads from all the mods they have loaded
TeddyChynski  [author] 3 Feb @ 8:27pm 
You can do whatever you want with the data. I don't think I can be of much help since I haven't touched GIS since this was released and and I've been all too busy with college stuff, but I wish you the best for your project.
Neman 31 Jan @ 5:53pm 
@TeddyChynski Well, in these 4 days I have significantly expanded your README.md, and making the value in line 4 of worldFile.txt negative allowed me to get in QGIS the coordinates of each point EXACTLY EQUAL IN MODULUS to the coordinates in the game - yes, alas - the positivity of the coordinates will not the same.
I also slightly modified your xxxxxxM.csv files so that they would correspond to the new coordinate dimensions without the need to change the Y→Z axes when importing values ​​- just "select file - confirm - continue". This saved me from the tedious micromanagement of import parameters every time I add a new layer while experimenting.


I will be glad to share them with you, because at the moment I am making a large cartographic manual for my modding team, I need comments from an experienced person like you.
(I also really hope that you do not mind "modifying" your data)
And beg me a pardon for my poor English :steammocking:
TheRestartPrincess 30 Jan @ 10:13pm 
Yeah got to love that ogre graphics engine. Thats the way some graphics engines work especially in kenshi. There is a Global value and Ususally it is Y instead of Z. There is no good explanation for this honestly Its just become a standard for most graphics engines. with game engine add ons.
TeddyChynski  [author] 30 Jan @ 12:39pm 
I won't lie, learning QGIS is like pulling teeth, which is probably why GIS is a whole college program. It's been a long time but I think the reason for the inverted coordinates is simply because the web mercator projection treats positive-y as up whereas the Kenshi engine does not.
Neman 27 Jan @ 9:49pm 
Unfortunately, all I've learned so far from trying to create a truly accurate map for myself is a complete, utter hatred for QGIS and everyone responsible for its UX design. No matter how hard I try to import and align the heightmap, map texture and sea level clipping mask from your package (yes, I created worldfiles, yes I put raster resolutions in them, yes I named them correctly) - QGIS does everything except align the damn layers. How do I get the damn layers to be on top of each other? Why no?... Why do the relief lines /after an hour of rendering/ appear somewhere north of the height map and refuse to fall into place.... the road map is MUCH larger than the vanilla height map - despite the fact that both layers use the same pseudo-mercator... and I have a question - if the upper left corner of the map in Kenshi has coordinates (-147456, -147456) - why is the Y value positive in your template? (-14745.6, 14745.6) Thanks in advance :steamfacepalm:
TheRestartPrincess 21 Sep, 2023 @ 10:11pm 
After two years of failure, i might actually get to implement my custom ground textures, which according to the lofi readme and filepath change addon file, we were supposed to already have been able to do this.
Mega Man 13 Jan, 2023 @ 4:04am 
Ive been tryin to get it to work and having trouble
Mr. Unidentified 5 Dec, 2021 @ 1:16pm 
Wow! The first big Mapping resource mod everyone wanted!
You are a godsend, good sir!
SnugSnug 3 Dec, 2021 @ 12:59pm 
Thank you for the effort and sharing it.