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Some semi-random thoughts on terrain generation - Printable Version

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RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2013

It looks awesome Wink


RE: Some semi-random thoughts on terrain generation - xoft - 11-30-2013

Ha! Finally something usable. I like this coloring style. I even tried increasing the heightmap amplitude and frequency and it worked out quite nicely, I'm tempted to leave this in as the Mesa Bryce biome.
[Image: mesa3.jpg]


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2013

Wooooooow That's looks amazingBig Grin


RE: Some semi-random thoughts on terrain generation - tonibm19 - 11-30-2013

Now I like what I saw Smile


RE: Some semi-random thoughts on terrain generation - xoft - 11-30-2013

Still, it has a bit too much color, I don't feel it's good enough. But how to fix it? Any ideas?
[Image: mesa4.jpg]


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2013

Maybe generate a bit less white stained clay? That realy stands out.


RE: Some semi-random thoughts on terrain generation - xoft - 11-30-2013

This is from Vanilla, it feels much "cleaner".
[Image: mesa_vanilla1.jpg]


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2013

Propably because MCServer has more mountains.


RE: Some semi-random thoughts on terrain generation - tonibm19 - 11-30-2013

You mix colors allot, and vanilla doesn't. Brown sand should be the must used.


RE: Some semi-random thoughts on terrain generation - xoft - 11-30-2013

Even if you disregard the height and only look at the colors, Vanilla is much better.
I think it might be best to change the coloring algorithm altogether. Now it just mixes random colors in layers of one or two stained clay per one layer of hardened clay, but completely random choice. Might be better to just give it a list of good-looking combinations of layers and let it choose combinations from that list.

There, I've pushed it to Git master, go play Smile
You need to set the composition generator to DistortedHeightMap in order to have the new biomes properly composed.
Also, don't forget that the MultiStepMap biome generator won't generate the 1.7 biomes, either use TwoLevel, or one of the geometric ones - constant or checkerboard, where you can specify the biomes to use.