That's still not what I expected… I'll work on it this today again.paramat wrote:I got this:
That's still not what I expected… I'll work on it this today again.paramat wrote:I got this:
burli wrote:Lua Valleys is sometimes a little bit messy. Don't know what that mean.
?
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
burli wrote:Lua Valleys is sometimes a little bit messy. Don't know what that mean.
I didn't found a real desert or savanne, just small spots of desert sand or dry grass. And I found a small spot of snow which is also a little bit odd
How can I change this?
vmg_noise_7 = 5, 1, (256,256,256), 1605, 3, 0.5, 2
I wrote:A random factor is added to the dirt thickness value for every node (in mapgen.lua line 394) I'll add a way to tweak that.
Tomas Brod wrote:I did experiments with real-flowing rivers but unfortunately my algorithm is not chunk-local thus did not get far.
TumeniNodes wrote: Is it not rue that as long as liquids carry a "cube-like" definition, they will remain difficult to control in regards to "flowing"? in the manner which is discussed here?
My question is this, is it even possible to set up liquids as a default_mod (the same as doors, and others are), on their own..., and somehow try to work in some of the liquids aspects from, say, Blender using meshes? In order to give liquids more "liquid-like" properties? Which then may make liquids easier to work with?
So, once you're done laughing :D this is just something I have been wondering about...
duane wrote:TumeniNodes wrote: Is it not rue that as long as liquids carry a "cube-like" definition, they will remain difficult to control in regards to "flowing"? in the manner which is discussed here?
My question is this, is it even possible to set up liquids as a default_mod (the same as doors, and others are), on their own..., and somehow try to work in some of the liquids aspects from, say, Blender using meshes? In order to give liquids more "liquid-like" properties? Which then may make liquids easier to work with?
So, once you're done laughing :D this is just something I have been wondering about...
The mapgens and mapgen mods actually add liquids after the river channels have been created, so the behavior of the liquids is unrelated. The trick is designing river channels that follow gravity. Valleys doesn't do that because it's a devilish problem when you have to be able to generate any given 80m cube of terrain from scratch without necessarily being able to generate all the mountains and valleys around it.
If I tell you to generate any random volume of terrain from Earth, complete with rivers that might be flowing through it, how do you do it? Of course, you don't. You fake it so that it looks more or less right.
I don't know how MillersMan is doing it. I'm hopeful, but skeptical that his mapgen will be able to make more realistic terrain without an overwhelming resource cost or complications in the rest of the game.
vmg_noise_2 = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2
vmg_river_size = 3
mgvalleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mgvalleys_river_size = 3
So you're using the core version. This should work. It will modify the landscape smoothness too (because less valleys).amadin wrote:Did you mean:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.?
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mgvalleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mgvalleys_river_size = 3
amadin wrote:How change value of min\max lava height (in mapgen_valleys.cpp)? What default maximum lava height is? Now i don't see lava underground. I mean compiled version.
I may try it the coming weeks, if I have the time.paramat wrote:Gael-de-Sailly, next release is around 21st Dec, feature freeze 2 weeks or so before. If you are inspired to improve mgvalleys noise params that would be great.
My only request is that the pattern of the rivers tends to be a little too small-scaled because the 'spread' is small.
It's possible to increase the spread but keep the same amount of 'twistyness' by adding an octave each time you double spread.
mgvalleys_river_size = 6
mgvalleys_river_depth = 4
mg_valleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mg_valleys_np_inter_valley_fill = 0, 1, (512, 1024, 512), 1993, 6, 0.8, 2.0
mgvalleys_np_valley_depth = 5, 4, (1012, 1012, 1012), -1914, 1, 1.0, 2.0
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