paramat wrote:This will help the mapgen devs find mapgen questions.
This is placed in 'modding discussion' because other similar question threads are, and because it will probably be mostly used for modding questions, however engine questions are welcome too because i work on that.
burli wrote:I agree with lakes and plain areas, but I'm not sure if a flat mapgen is the right base.
Maybe more like a normal mapgen with very flat hills
chunksize = 5
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 50
persistence = 0.5
scale = 50
seed = 5349
spread = (750,750,750)
}
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
octaves = 2
offset = 0
persistence = 1
scale = 1.5
seed = 13
spread = (8,8,8)
}
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 50
persistence = 0.5
scale = 50
seed = 842
spread = (750,750,750)
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
octaves = 2
offset = 0
persistence = 1
scale = 1.5
seed = 90003
spread = (8,8,8)
}
mg_flags = trees, nocaves, nodungeons, noflat, light, nodecorations
mg_name = flat
mgflat_cave_width = 0.3
mgflat_ground_level = 24
mgflat_hill_steepness = 120
mgflat_hill_threshold = 0.45
mgflat_lake_steepness = 48
mgflat_lake_threshold = -0.25
mgflat_large_cave_depth = -33
mgflat_np_cave1 = {
flags = defaults
lacunarity = 2
octaves = 4
offset = 0
persistence = 0.5
scale = 12
seed = 52534
spread = (96,96,96)
}
mgflat_np_cave2 = {
flags = defaults
lacunarity = 2
octaves = 4
offset = 0
persistence = 0.5
scale = 12
seed = 10325
spread = (96,96,96)
}
mgflat_np_filler_depth = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 0
persistence = 0.7
scale = 1.2
seed = 261
spread = (150,150,150)
}
mgflat_np_terrain = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 0
persistence = 0.6
scale = 1
seed = 7244
spread = (600,600,600)
}
mgflat_spflags = lakes, hills
seed = 11303812373526807364
water_level = 1
[end_of_params]
burli wrote:But flat is flat. Everything is on one height
Another question: What kind of cave "biomes" are possible?
I think about ice, hot, mossy, wet, flooded, crystal (rare). Valley_c has also lichen and some fungi
What else? Could be realistic, fantasy, whatever
noise_params = {
offset=0,
scale=.45,
spread={x=100, y=100, z=100},
seed=354,
octaves=3,
persist=0.7
},
minetest.set_gen_notify("dungeon")
minetest.register_on_generated(function(minp, maxp, seed)
local array = minetest.get_mapgen_object("gennotify")
minetest.chat_send_all(dump(array))
end)
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 24
persistence = 0.6
scale = 0
seed = 82341
spread = (600,600,600)
}
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 2
octaves = 5
offset = -23
persistence = 0.6
scale = 11
seed = 5934
spread = (600,600,600)
}
mgv7_np_persist = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 0.6
persistence = 0.6
scale = 0
seed = 539
spread = (2000,2000,2000)
}
mgv7_np_height_select = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 1
persistence = 0.6
scale = 4
seed = 7244
spread = (600,600,600)
}
paramat wrote:it works for decorations, so if a decoration only occurs in a particular biome ..
paramat wrote:TumeniNodes
Try this, it works well. I have matched it as close as possible to your mgflat parameters.
I haven't edited mountain noises, i'll leave that to you.Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 24
persistence = 0.6
scale = 0
seed = 82341
spread = (600,600,600)
}
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 2
octaves = 5
offset = -23
persistence = 0.6
scale = 11
seed = 5934
spread = (600,600,600)
}
mgv7_np_persist = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 0.6
persistence = 0.6
scale = 0
seed = 539
spread = (2000,2000,2000)
}
mgv7_np_height_select = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 1
persistence = 0.6
scale = 4
seed = 7244
spread = (600,600,600)
}
mgv7_np_mountain = {
flags = eased
lacunarity = 2
octaves = 5
offset = -0.6
persistence = 0.63
scale = 1
seed = 5333
spread = (250,350,250)
}
paramat wrote:TumeniNodes
Try this, it works well. I have matched it as close as possible to your mgflat parameters.
I haven't edited mountain noises, i'll leave that to you.Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 24
persistence = 0.6
scale = 0
seed = 82341
spread = (600,600,600)
}
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 2
octaves = 5
offset = -23
persistence = 0.6
scale = 11
seed = 5934
spread = (600,600,600)
}
mgv7_np_persist = {
flags = defaults
lacunarity = 2
octaves = 3
offset = 0.6
persistence = 0.6
scale = 0
seed = 539
spread = (2000,2000,2000)
}
mgv7_np_height_select = {
flags = defaults
lacunarity = 2
octaves = 5
offset = 1
persistence = 0.6
scale = 4
seed = 7244
spread = (600,600,600)
}
^ Nice natural bridge over the river
burli wrote:thx paramat, but v7 mapgen is a bitch ;-)
Now most mountains have a gentle smoothed side an a totally insane side
What I miss are "normal" mountains like the Alps. Based on your parameters I was able to generate a relative flat terrain. But now the oceans are also flat :-(
I have to learn a lot about noises
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