4aiman wrote:But what if I can't change the dependencies? What if the licence won't let me do it?
Is there a way to clear default biomes by setting some option to false in minetest.conf?
FM now has the 'layers' feature which enabled a modder to define multiple layers thus creating different biomes at different heights.
Is there a chance smth like that would be done for MT?
minetest.clear_registered_biomes()
minetest.clear_registered_decorations()
minetest.clear_registered_ores()
minetest.get_perlin(seeddiff, octaves, persistence, scale)
np_terrain = {
offset = 0,
scale = 1,
spread = {x=384, y=384, z=384},
seed = 5349,
octaves = 5,
persist = 0.63,
lacunarity = 2.0,
flags = "eased"
}
<hmmmm> leave flags blank for noise just like you're used to, eased/non-eased is determined by the type of noise it's being used for
<hmmmm> 2d noise uses eased by default
<hmmmm> 3d noise uses non-eased by default
<hmmmm> this is needed for backwards compatibility
<hmmmm> if you want to do something a little different though... you need to specify the flags field
<hmmmm> 2d noise with the "eased" flag does nothing really because it's already eased by default
<paramat> 2d noise has always been eased then?
<hmmmm> yup
<hmmmm> if you specify "noeased" though, or just have the flags field present without "eased" present, it'll disable easing on 2d noise
<hmmmm> if you specify "eased" on 3d noise, it'll ease your 3d noise
<hmmmm> if you specify "noeased" on 3d noise or leave nothing at all, it'll be regular 3d noise
<hmmmm> let's say you want absolute noise but you don't want to specify eased or not eased
<hmmmm> you'd specify defaults instead
<hmmmm> flags = "defaults, absvalue" would make the noise eased or not eased based on if it's being used for 2d or 3d noise
<hmmmm> by the way, you understand the flags specifier format, right?
<hmmmm> there's the comma-delimited string format, and then there's the table format
<hmmmm> "flag1, flag2" sets flag 1 and flag 2
<hmmmm> "noflag1, flag2" specifically unsets flag1 in case it's set by default, and sets flag2
<hmmmm> flags = { flag1 = true, flag2 = true } in table format
<hmmmm> or...
<hmmmm> flags = { flag1 = false, flag2 = true } which is equivalent to flags = { noflag1 = true, flag2 = true }
<paramat> and luaperlinnoise [in the C++ code] is the lua wrapper around the new noise stuff?
<hmmmm> LuaPerlinNoise has been around since forever... I just updated it so that it can take advantage of the new parameters
<hmmmm> also you weren't able to specify coordinate-specific spread factors
<hmmmm> the (250.0, 250.0, 250.0) thing
<hmmmm> how much the noise is spread out by :)
<hmmmm> celeron seems to have previously called that "scale", but i use the word scale for what the end result is multiplied by
<hmmmm> which is usually what scaling represents...
<paramat> yeah scale is the old wordage for spread
<hmmmm> i didn't realize my terminology was conflicting until i read LuaPerlinNoise's ctor
<paramat> so now for getting perlin noise at point in lua we can use the same noiseparam format that's used for getting lua perlinmaps?
<hmmmm> yea
<paramat> great i have been wanting that
The mgv5/v7 biome API already has layers: use 'height min' and 'height max' to stack them up, you can have up to 256 biomes registered so plenty for each layer. For each mapchunk the biome API sees which biomes are active for that altitude and will calculate biomes accordingly.
4aiman wrote:I believe that's not doable with the current mgv5/7.
Or is it? Do you have any examples that don't use LVM? :)
minetest.clear_registered_biomes()
4aiman wrote:Complain or not - if someone has chosen to release his/her work under CC with the ND attribution, then I won't be able to change dependencies.
4aiman wrote:Pardon me insisting even more, but can you add a setting that automatically unregister any biomes before loading the very first mod? What do you have against it?
4aiman wrote:There's still no sign of documentation on biomes api.
Moreover, min and max height are disregarded by the game (0.4.11-55-gcd4d213) and biomes get placed at any altitude of the surface.
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