Some semi-random thoughts on terrain generation
That should work. Try with the debugger, step through the cComposableGenerator::Initialize() function and see whether the right generator is setting up.
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It seems to initialize normaly. Now trying to see if the StringToBiome function works normaly.

That also seems to work normaly.
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Doesn't the nether look a lot better with a little bit of soul sand? [Image: 6e0N5.jpg]
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How do you generate nether/end in MCServer?
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Nether:
Code:
[Generator]
BiomeGen=Constant
ConstantBiome=Nether
HeightGen=Flat
CompositionGen=Nether
FlatHeight=128
Structures=Ravines,WormNestCaves
Finishers=LavaSprings,BottomLava,PreSimulator
BottomLavaLevel=30

[General]
Dimension=-1

End:
Code:
[Generator]
BiomeGen=Constant
ConstantBiome=Sky
HeightGen=End
CompositionGen=End
Structures=
Finishers=

[General]
Dimension=1
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I love working on the nether:
[Image: 6eQIA.jpg]
Sadly I did this with a plugin Wink

I'm now also trying to create a cFinishGenNetherSprinkleFoliage finisher.
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I think the NetherSprinkleFoliage is ready:
[Image: 6f7pq.jpg]
We do need glowstone and nether fortresses but I think those are structures. (at least the nether fortress)
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Looks nice, but if it uses the same generating principle as SprinkleFoliage, then it's not so good. We'd need something that generates "clumps" of the same thing - a group of 16 fires, a group of 8 mushrooms, etc.
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No it doesn't generate clumps. In 3 for loops (x, y, z) it checks if the block is air, if the block bellow is solid and then it uses CubicNoise1D to decide if there should be a mushroom/fire.

I uploaded it to a new branch: https://github.com/mc-server/MCServer/tree/NetherFinish
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I have the feeling that there is something wrong with the Noise3D generator:
[Image: 7ESlS.jpg]

It is incredibly slow and generates a flat land.
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