[Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]

paramat
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by paramat » Tue May 27, 2014 19:05

I have been intending to work on generative architecture, so perhaps i will try to spawn some simple apartment blocks in this city grid, by using schematics for stacked flats and access stairways beside them. I'm also considering adding the curving roads from path mod into this, as roads from city to city.
 

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by philipbenr » Tue May 27, 2014 23:05

Sounds good paramat. Get some really nice worlds going. This could be nice for Blockmen's wasteland. have the rest be dirt and have a couple abandoned buildings that are falling into disrepair... Sounds like a potential idea.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by paramat » Thu May 29, 2014 19:20

0.3.2
The curving intercity roads are now integrated into and pass through the city grids.
Flower areas with varying density.
Grid elements are not chopped by city biomes, elements are enabled per chunk not per node.

The structure of this mapgen is flat coastal areas around hills. Long curving roads run along the coast linking cities which by default cover 1/3 of the coastal area.
Last edited by paramat on Sun Jun 01, 2014 03:54, edited 1 time in total.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by HeroOfTheWinds » Thu May 29, 2014 19:39

*stares*
*stares*
*closes mouth*
Except for saying "I am speechless", I am speechless.
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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by Evergreen » Thu May 29, 2014 20:42

/me picks up his jaw
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by philipbenr » Thu May 29, 2014 23:21

Ouch. ;)

Looks good paramat.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.5] [noisegrid]

by paramat » Sat May 31, 2014 06:39

0.3.5
X and z overgeneration for paths and roads that are continuous over chunk borders.
Second curving road system that passes through lit tunnels.
Sandy pavement and concrete colour.
Last edited by paramat on Fri Jun 06, 2014 01:22, edited 1 time in total.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.5] [noisegrid]

by Krock » Sat May 31, 2014 08:10

How about diffrent map seeds per world?
Until now, they all equal.
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Re: [Mod] City grid, roads, paths mapgen [0.3.5] [noisegrid]

by paramat » Sun Jun 01, 2014 04:01

Krock, not sure i understand, the world seed is set by the player at world creation, so it usually is different per world?
Last edited by paramat on Sun Feb 15, 2015 23:20, edited 1 time in total.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.6] [noisegrid]

by paramat » Mon Jun 02, 2014 23:19

0.3.6
There was a mistake in the grid element indexes, creating a more fragmented grid.
There are now 2 dirt paths that intersect, junctions are magickal ...

I'm still trying to resist adding all default resources, how much need is there for clay, junglegrass, dry shrub, cactus, junglewood, papyrus etc.? All the default ores are there though ... but i must add lava.
Last edited by paramat on Sun Feb 15, 2015 23:21, edited 2 times in total.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.6] [noisegrid]

by DeepGaze » Tue Jun 03, 2014 13:26

Would it be possible to add automatically generated towns? and if so The grid?
plus this is an awesome mod, it adds to the sense of a vast world
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Re: [Mod] City grid, roads, paths mapgen [0.3.6] [noisegrid]

by aldobr » Wed Jun 04, 2014 14:32

@Paramat : you should try a voronoi diagram algorithm (http://en.wikipedia.org/wiki/Voronoi_diagram)

The points making the frontier between areas should be roads, this would generate quite "organic" roads for cities...
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by paramat » Fri Jun 06, 2014 01:27

0.3.7
Paths now become noise-generated wooden bridges over fissures, how nice =)
aldobr, good idea, voronoi cells make nice city networks and junctions.
Last edited by paramat on Sun Feb 15, 2015 23:22, edited 2 times in total.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by TG-MyinaWD » Fri Jun 06, 2014 12:12

Will all this work on Flatland?
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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by Sokomine » Sun Jun 08, 2014 14:14

It would be great if the paths could be walked upon without having to jump - i.e. using slabs or stairs. Slabs might be easier to use, but I'm not sure if they'll work in all situations. Perhaps slabs of diffrent height like in moreblocks could help.

I personally don't like the deep canyons the mapgen creates. I'd prefer to have rivers - kind of as a third type of road/path :-)

The road nodes could use a slightly diffrent texture. Usually that from obsidian or coalblock works fine.

Trees like those found on the map look a bit odd if there are more of them in one place. Normal trees look slightly better. But that's minor - they can be added as needed.

Overall: Excellent job! I really like the mapgen. The roads, paths, tunnels and bridges are impressive. The landscape - with its flat land with roads plus the hilly region - is IMHO optimal for building in.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by paramat » Sun Jun 08, 2014 19:54

Alt. Tester, this mod will override any mapgen chosen at world creation, and any mapgen flag you set such as the 'flat' one, and will use 'singlenode' (empty) mapgen instead.

Sokomine, thanks, good ideas. I'll attempt stair-like paths. Heh the lack of road textures is just laziness / obsession with getting the rest working. The appletrees perhaps need a little height variation and i'm considering adding some larger trees too. I've considered rivers but this may be difficult, if i can work out how to do these i'll add them since rivers really add so much to a mapgen.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by Sokomine » Mon Jun 09, 2014 00:24

paramat wrote:The appletrees perhaps need a little height variation and i'm considering adding some larger trees too.

There are good vegetation mods out there (moretrees, undergrowth, ethereal, that new forrest mod, ..). I don't think it's necessary to invent new trees here. They can just be added by mods.

paramat wrote:I've considered rivers but this may be difficult, if i can work out how to do these i'll add them since rivers really add so much to a mapgen.

How about those deep canyons you're adding to the map? If those where less deep, they could be rivers. Water might have to be at least one deeper than the sorrounding ground in order to avoid flooding. At least it might be worth a try. Other than that, rivers could follow the same general pattern as the paths. The wooden bridges would be a nice addition above rivers.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by Wayward_One » Sat Jun 14, 2014 17:54

Hi, I just tried this, but every time I try to play a new world nothing is generated and I keep falling like in the normal singlenode mapgen, until the game exits with a blank error box. I am using Minetest 0.4.9. Am I doing something wrong?

Screenshot of blank error box:
Image

Here's what I got in the debug.txt:
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
13:28:27: ACTION[main]: Server for gameid="minetest" listening on port 53428.
[noisegrid] searching for spawn 1
[noisegrid] spawn player (-1072 34 528)
13:28:28: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game. List of players: singleplayer
Font size: 8 15
[noisegrid] chunk minp (-1168 -48 512)
13:28:30: ERROR[main]: ServerError: /usr/share/games/minetest/mods/noisegrid/init.lua:231: bad argument #1 to 'abs' (number expected, got nil)
13:28:30: ERROR[main]: stack traceback:
13:28:30: ERROR[main]:    [C]: in function 'abs'
13:28:30: ERROR[main]:    /usr/share/games/minetest/mods/noisegrid/init.lua:231: in function </usr/share/games/minetest/mods/noisegrid/init.lua:141>
13:28:30: ERROR[main]:    /usr/share/games/minetest/builtin/misc_register.lua:330: in function </usr/share/games/minetest/builtin/misc_register.lua:318>
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by paramat » Sat Jun 14, 2014 22:38

No idea, it's mysterious, it works for me in latest 0.4.9dev and 0.4.8 stable. Perhaps there's something broken in 0.4.9 stable, i assume you're using that, it was apparently a slightly broken release. Thanks for the bug report.
 

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by spootonium » Sun Jun 15, 2014 09:51

paramat wrote:I have been intending to work on generative architecture. ...


I'd been thinking about generative urban architecture using modules. If you generated a coarse, roughly Gaussian height map, centred upon the pre-defined epicentre (or geometric centroid) of a city grid, you could quickly fill organic-looking city-blocks with sky-scrapers, composed of stacks of "storey modules" (which might be WorldEdit definitions).
I also suspect using L-system could be practical, for generating more interesting, geometric architecture. But I haven't quite wrapped my head around Minetest's L-system, yet.
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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by jin_xi » Sun Jun 15, 2014 10:45

Minetests Lsystem is very tree specific. I have done some work to generate skyscrapers and other decorative structures using turtle graphics and luavoxelmanipulator, and made a translation of a general lsystem to lua.

turtle structures:
generated city block
Image

decorations
Image
Image

lsystem test:
penrose, hilbert and sierpinski
Image
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by Krock » Sun Jun 15, 2014 12:07

^ very nice, I love those tetris blocks :)

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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by paramat » Mon Jun 16, 2014 00:45

spootonium, i do intend to use apartment module schematics and stack those, schematics can also 'replace' nodes for each apartment placed, for differing colours, curtains, carpets :) Also considering using perlin noise for more organic shapes.

My aim is massive unlimited architecture, so modules will subdivide a chunk. Module height is 5n, floors will be 2 nodes deep so you can have deep pile wool carpeting independant of the ceilling of the module below. Walls will be double thick. Horizontally i think 8x8 nodes will be the minimum unit, so chunks subdivide into 16 vertically and 10 horizontally.

Using schematic modules means it's easy for players to design and use their own modules, worldedit allows you to save a volume as a Minetest schematic.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.8] [noisegrid]

by paramat » Wed Jun 18, 2014 04:50

Version 0.3.8
Added tunnel network from 'intersecting' mod, now 2 tunnel systems plus the existing fissures.
Since this is my cute and pretty mapgen i added a little lux ore in the fissures and tunnels, this can be crafted with glass to make the lights found in road tunnel ceilings.
Tree height varies and the apples are well hung.
 

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Re: [Mod] City grid, roads, paths mapgen [0.3.10] [noisegrid

by paramat » Thu Apr 09, 2015 04:09

Version 0.3.10.
Big update for Minetest 0.4.12 with speed increase and new licence.

flags="nolight" instead of set_lighting()
paramtype="light" to spread light source light
add vm:update_liquids
remove light spread ABMs and dummy light source nodes
2D perlinmap Z-size = 1
create noise objects only once
new LGPL/CC BY-SA licences

Not compatible with existing noisegrid worlds but can be made compatible by adding this node definition:

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.register_node("noisegrid:lighton", {
   description = "Light",
   tiles = {"noisegrid_light.png"},
   paramtype = "light",
   light_source = 14,
   groups = {cracky=3,oddly_breakable_by_hand=3},
   sounds = default.node_sound_glass_defaults(),
})
 

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Re: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]

by paramat » Tue Aug 25, 2015 22:06

I broke lighting above y = 288 in version 0.3.10.

Version 0.4.0
Fix no light above 288. Spawnplayer function: optimise noise and move to init.lua. Make slabs not buildable-to. Add 'is ground content' lines. Add missing spaces. Shorten lines. Add info to readme
 

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