03-01-2015, 07:31 AM
I created a vines finisher:
Some semi-random thoughts on terrain generation
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03-01-2015, 07:31 AM
I created a vines finisher:
Thanks given by: Seadragon91 , xoft
03-28-2015, 07:31 AM
I noticed a serious lack of grass in plains.
Maybe add a simple mechanism which, basically, adds grass on every topsoil block in plains?
03-28-2015, 07:41 AM
Try putting the "TallGrass" finisher in the world's world.ini[Generator]->Finishers.
I started playing with the NetherThreshold, and you can get some pretty nice results with it:
Set to -10000:
It might be cool to set it dynamicly from a noise. It would allow for some dense and some open parts in the nether. EDIT: Something like: int Threshold = m_Noise.CubicNoise2D(ChunkX / 100, ChunkZ / 100) * 10000 Thanks given by: Seadragon91
04-22-2015, 07:12 PM
I think this is happening because cChunkDesc::SetHeightFromShape() doesn't check if the height is lower then the waterlevel.
04-22-2015, 08:18 PM
Well, it shouldn't, because it has no idea if anyone's gonna fill the water or not. The villages are asking the wrong guy, then.
I tried making the caves more rough. I my first attempt was a bit too much:
Sadly it doesn't look as good as I hoped, so I'll drop it
05-04-2015, 06:46 PM
Wow, somebody had some really bad luck
05-04-2015, 08:42 PM
))))
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