Swampland:
Code:
Noise3DHeightAmplification=0.250000
Noise3DMidPoint=59.000000
Some semi-random thoughts on terrain generation
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Swampland:
Code: Noise3DHeightAmplification=0.250000
SwamplandM:
Code: Noise3DHeightAmplification=0.110000
11-11-2014, 02:02 AM
Alright, I've created the new generator, BiomalNoise3D, and added those three biomes to it, along with guessed plains and desert values. All the other biomes will generate wild terrain, so that they stand out as "needs completion". When I get new values, I'll add them (or you can, it's in the source )
11-11-2014, 02:09 AM
The generator crashes on me when I try it with the Grown biome generator. Maybe it generates a biome that makes it go above 255?
11-11-2014, 03:31 AM
It should work with any biomes, all the biomes that it doesn't know receive bogus values, but other than that nothing should happen.
Got a stacktrace? Is it reproducible?
No I don't have a stacktrace. It happens everytime I try it with a biome that hasn't got any values (for example Taiga).
I'm using a Win64 build, so maybe that helps. Yea I think it's trying to go over 255:
11-11-2014, 04:31 AM
I've tried with a 32-bit build and I can't get it to crash at all. So run it in the debugger and get me a stacktrace.
Oh, btw, I have had a fault, but it wasn't cause by the generator itself, but the WE plugin instead - if you compass-click through a terrain that's up to Y=255, the WE plugin will try reading a block at Y=256, thus hitting an ASSERT.
11-11-2014, 04:36 AM
If you have an x64 machine I can give you the executable, because when I try to debug I get this message:
11-11-2014, 04:45 AM
Try to start vs as admin
11-11-2014, 05:09 AM
Then I get the same error.
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