Some semi-random thoughts on terrain generation - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Cuberite (https://forum.cuberite.org/forum-4.html) +--- Forum: Development (https://forum.cuberite.org/forum-13.html) +--- Thread: Some semi-random thoughts on terrain generation (/thread-409.html) |
RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2013 It looks awesome 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. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2013 Wooooooow That's looks amazing RE: Some semi-random thoughts on terrain generation - tonibm19 - 11-30-2013 Now I like what I saw 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? 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". 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 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. |