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Re: [Solved] making orbs with voxel fails?

Probably needs integers when calculating the index.
by paramat
Mon Jan 23, 2017 03:09
 
Forum: Modding Discussion
Topic: [Solved] making orbs with voxel fails?
Replies: 4
Views: 951

Re: Is it possible to blend biome Y borders?

On trying this it doesn't work so well, it needs to work for biomes which are vertically stacked and have the same heat /humidity points. The reason i gave up on the idea is because it would add blend where you don't want it, for example at sea level where you want grass on the water's edge and dirt...
by paramat
Thu Jan 19, 2017 05:21
 
Forum: Modding Discussion
Topic: Is it possible to blend biome Y borders?
Replies: 6
Views: 1103

Re: Is it possible to blend biome Y borders?

Wow i had no idea of that method, i did try to code this type of blending into the engine but ran into some problems and gave up on the idea.
by paramat
Thu Jan 19, 2017 05:03
 
Forum: Modding Discussion
Topic: Is it possible to blend biome Y borders?
Replies: 6
Views: 1103

Re: Post your mapgen questions here (modding or engine)

The code that gets the biome from the biome points is actually quite simple and fast, it just finds the closest biome point to the heat / humidity point, for all biomes active at that particular y. A voronoi diagram is just a set of 'cells' that each contain points closer to the point than other poi...
by paramat
Tue Jan 17, 2017 11:13
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639

Re: [Mod] Footprints and paths [0.3.0] [trail]

Updated first post with mod information.
by paramat
Mon Jan 16, 2017 11:58
 
Forum: Mod Releases
Topic: [Mod] Footprints and paths [0.3.0] [trail]
Replies: 35
Views: 12089

Re: [Mod] Footprints and paths [0.3.0] [trail]

v0.3.0

Mod rewritten for Minetest 0.4.15,
Works with all default biomes.
Now uses default textures plus overlays for compatibility with texture packs (texture pack must contain default_footprint.png).
by paramat
Mon Jan 16, 2017 07:06
 
Forum: Mod Releases
Topic: [Mod] Footprints and paths [0.3.0] [trail]
Replies: 35
Views: 12089

Re: How to use heat perlin map in mapgenv7

My mod code might help https://github.com/paramat/snowdrift/blob/master/init.lua#L66 I think you need to round the position values before using with noise. Don't use perlinmaps, they are for mapgen use. Remember the value returned has an average value of 50 and varies roughly 75 either side of 50, i...
by paramat
Mon Jan 16, 2017 01:09
 
Forum: Modding Discussion
Topic: How to use heat perlin map in mapgenv7
Replies: 5
Views: 1351

Re: Post your screenshots!

cd2, very nice textures.
by paramat
Mon Jan 16, 2017 00:59
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1360831

Re: [Mod] Footprints, trails, bubbles [0.2.1] [trail]

I will remove the swim sounds soon, the mod surface nodes are out of date anyway.
by paramat
Mon Jan 16, 2017 00:58
 
Forum: Mod Releases
Topic: [Mod] Footprints and paths [0.3.0] [trail]
Replies: 35
Views: 12089

Re: Post your mapgen questions here (modding or engine)

You could 'get' currently in-effect noiseparams in Lua using https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2236
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.get_mapgen_setting_noiseparams(name)
by paramat
Mon Jan 16, 2017 00:49
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639

Re: testing ore generation - make em glow

The ideal node to use is default:meselamp because it is 'glasslike' and glows, try it and see.
by paramat
Sat Jan 14, 2017 21:14
 
Forum: Modding Discussion
Topic: testing ore generation - make em glow
Replies: 7
Views: 1437

Re: Post your mapgen questions here (modding or engine)

Yes but you need to calculate it from the heat and humidity noise parameters found here https://github.com/minetest/minetest/blob/master/src/mg_biome.h#L138
by paramat
Sat Jan 14, 2017 21:12
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639

Re: making orbs with voxel?

See https://github.com/paramat/catacomb/blob/master/init.lua#L212
Your line
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local vox = VoxelManip()

looks wrong.
by paramat
Sat Jan 14, 2017 21:05
 
Forum: Modding Discussion
Topic: [Solved] making orbs with voxel fails?
Replies: 4
Views: 951

Re: Minetest 0.4.15

Well, water is not updated by Lua ABM, and the update range around the player is possibly larger than 3 blocks (the setting for Lua ABMs).
by paramat
Sat Jan 14, 2017 20:56
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52537

Re: Making mgv7 the default mapgen for 0.4.15 (now done)

Yes in all mapgens except mgv6, in shallow water in red stone desert, savanna or rainforest, it's quite rare.
by paramat
Sat Jan 14, 2017 20:53
 
Forum: Minetest Features
Topic: Making mgv7 the default mapgen for 0.4.15 (now done)
Replies: 24
Views: 5119

Re: How to use heat perlin map in mapgenv7

Don't use biome_lib mod, use the biome heat noise parameters here (and ignore the heat blend noise)
https://github.com/minetest/minetest/blob/master/src/mg_biome.h#L138
by paramat
Sat Jan 14, 2017 20:49
 
Forum: Modding Discussion
Topic: How to use heat perlin map in mapgenv7
Replies: 5
Views: 1351

Re: Post your mapgen questions here (modding or engine)

I designed and coded mgfractal and mgflat. I coded mgv5 as a new version of the original mgv5 from 5 years ago that was designed by celeron55. I have worked on mgv6 but that was designed by celeron55. I worked on and improved mgv7 but 'hmmmm / kwolekr' originally designed that. Mgvalleys was designe...
by paramat
Fri Jan 13, 2017 19:52
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639

Re: Minetest 0.4.15

Bushes were added to provide wood for a tool if you spawn far from a forest, so they have to provide a wood plank. The bush leaves don't decay because the nodes are intended to also be usable for hedges, ornamental hedges or hedge mazes. It also reduces load on the already intensive leafdecay ABM. T...
by paramat
Fri Jan 13, 2017 19:38
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 52537

Re: Post your mapgen questions here (modding or engine)

That's part of a dungeon, you'll find lots of those underground.
by paramat
Fri Jan 13, 2017 19:22
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639

Re: Post your mapgen questions here (modding or engine)

> One makes flat desert with no trees nearby (boring) You have to travel to see the other biomes. > third -- puts me in the middle of the jungle that are near snowy hills(!) We try to separate hot and cold biomes, but due to the nature of noise sometimes hot and cold biomes can be fairly close, if w...
by paramat
Fri Jan 13, 2017 00:17
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639

Re: Different soils for forests

I would like a different top texture in coniferous forest that has dried needles, maybe we will.
I would also prefer a darker, richer soil colour, the light brown is ugly.
by paramat
Fri Jan 13, 2017 00:10
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10256

Re: Mgv7 is now the default mapgen

The square-wave-like cliff terrain was created in May 2015.
by paramat
Fri Jan 13, 2017 00:06
 
Forum: Minetest News
Topic: Mgv7 is now the default mapgen
Replies: 9
Views: 4196

Re: Post your screenshots!

?
If there are mapgen bugs please report them in the bugs subforum or on Github.
by paramat
Fri Jan 13, 2017 00:02
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1360831

Re: Trumpland minetest server

Make Mojang pay for it.
by paramat
Wed Jan 11, 2017 23:38
 
Forum: Minetest Servers
Topic: Trumpland minetest server
Replies: 36
Views: 6532

Re: Mgv7 is now the default mapgen

The last change to mgv7 surface terrain was in March 2016, slightly less steep cliffs. Before that, the most recent significant changes to mgv7 surface terrain were in July 2015. Mountain noise persistence was actually reduced in July 2015 to make mountains less crazy and reduce the amount of floati...
by paramat
Wed Jan 11, 2017 23:28
 
Forum: Minetest News
Topic: Mgv7 is now the default mapgen
Replies: 9
Views: 4196

Re: [Modsearch/Bug]Gravity disabled

Sounds like your .conf file is setting gravity in singleplayer, look for 'movement_gravity = ???' and delete that line. Or find that in advanced settings menu and change it to 9.81.
by paramat
Tue Jan 10, 2017 22:22
 
Forum: Minetest Problems
Topic: [Modsearch/Bug]Gravity disabled
Replies: 2
Views: 885

Re: Post your mapgen questions here (modding or engine)

That's fine by me, quote anything you want.
by paramat
Tue Jan 10, 2017 22:19
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639

Re: Post your screenshots!

Image
by paramat
Mon Jan 09, 2017 21:23
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1360831

Re: Post your mapgen questions here (modding or engine)

I guess if a biome is not found a decoration will then be placed in all biomes, so also delete any unwanted decorations. Don't touch 'persist'. You want to adjust 'offset' and 'scale'. 'offset' is the average density, 'scale' is the density variation either side of 'offset'. So for patches set 'offs...
by paramat
Mon Jan 09, 2017 21:12
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 76639
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