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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 - xoft - 12-07-2013

(12-07-2013, 06:11 PM)Taugeshtu Wrote: I think it might benefit from some low-freq low-amp waveform for "shifting" lines up and down.

Already there. The lines have a 30-block frequency 2-block amplitude noise added to them. It just cannot be seen in this image because of the viewport, and the overall jaggedness of the terrain height.

(12-07-2013, 06:18 PM)bearbin Wrote: Also xoft, eset makes branded square paper???
Eset doesn't make it, they just buy it for their employees for note-taking Smile


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-15-2013

I always love it when something like this generates:
[Image: 5Nigj.jpg]

Also maybe we should change the
Code:
DistortedHeightmapFrequencyX DistortedHeightmapFrequencyY DistortedHeightmapFrequencyZ
defaults from 10 to 15. The terrain doesn't change allot but we have a big performance increase.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-16-2013

Oh common just look at thisBig Grin
2 pictures:

[Image: 5NqeX.jpg]
[Image: 5Nqia.jpg]




RE: Some semi-random thoughts on terrain generation - SamJBarney - 12-16-2013

Oooh! I like it!


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-23-2013

Does the "TwoLevel" biome generator also generate rivers? I haven't found any yet or should I look better?


RE: Some semi-random thoughts on terrain generation - xoft - 12-24-2013

It doesn't, yet, it's only experimental at this stage. I'll be tweaking it some more later on (hopefully when I finish the Gallery plugin). It might also get renamed to "ThreeLevel" Smile


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-28-2013

I was just exploring the world when I suddenly saw a huge shadow:
http://puu.sh/61aCT.jpg
http://puu.sh/61aF3.jpg


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-29-2013

I think the ConstantBiome generator is broken. It keeps generating an ocean for me. It doesn't matter if I change it to Forest or Hell.


RE: Some semi-random thoughts on terrain generation - xoft - 12-29-2013

Weird, there's nothing in that generator that could breakTongue


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-29-2013

Yea. Or I'm doing something wrong. This is my world.ini:
Code:
[Storage] Schema=Default [Plants] IsSugarcaneBonemealable=0 MaxSugarcaneHeight=3 MaxCactusHeight=4 IsCarrotsBonemealable=1 IsCropsBonemealable=1 IsGrassBonemealable=1 IsSaplingBonemealable=1 IsMelonStemBonemealable=1 IsMelonBonemealable=0 IsPotatoesBonemealable=1 IsPumpkinStemBonemealable=1 IsPumpkinBonemealable=0 IsCactusBonemealable=0 [PVP] Enabled=1 [Physics] WaterSimulator=Vaporize LavaSimulator=Floody DeepSnow=1 SandInstantFall=0 ShouldLavaSpawnFire=1 [GameMode] GameMode=1 [Generator] BiomeGen=Constant ConstantBiome=Nether HeightGen=Flat CompositionGen=Nether FlatHeight=128 Structures=Ravines,WormNestCaves Finishers=LavaSprings,BottomLava,PreSimulator BottomLavaLevel=30 Generator=Composable LavaLakesProbability=10 WaterLakesProbability=25 BiomalSeaLevel=62 BiomeGenCacheSize=0 HeightGenCacheSize=64 NetherThreshold=0 CompositionGenCacheSize=64 [LavaSimulator] Falloff=1 MaxHeight=6 TickDelay=30 NumNeighborsForSource=-1 [LavaSprings] HeightDistribution=0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0 Chance=9 HeightDistribution=0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0 Chance=9 [General] Dimension=-1 [FireSimulator] BurnStepTimeFuel=500 BurnStepTimeNonfuel=100 Flammability=50 ReplaceFuelChance=50000 [LavaSprings] HeightDistribution=0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0 Chance=24 [SpawnProtect] ProtectRadius=10 Enable=1 [WorldLimit] LimitRadius=0 [Difficulty] WorldDifficulty=2 [Monsters] Types=zombiepigman, Ghast, magmacube AnimalsOn=0