Posted: Mon Nov 18, 2013 01:59
HA! I knew there had to be some way to do it - well, if i'm going to set the meta after the build, why not just put them in normally after the build? - i will think about it
i'm putting up the shupa christmas mod with the shupagen and map - it is a 1000 * 1000 test-size previously-generated noise terrain, overhead-view mapped, then map-gen in the game to be the same as the original noise! - unfortunately you can't just use the same noise params and mapgen for real in-game because of the world seed being different, so i used a pgm file- the full-size varsion would have to use tiled pgm's - muhwahhahaha cough cough but it works so pffffft
the noisegen and overhead mapper is simply:
i got my walkable ridgelines! and some serious parcour terrain that i needed for the christmas mod
and here is the noise:
and le map:
experience so far: the mapgen in the game is really fast since you don't really generate terrain, biomes, etc - generating from the noise was done before hand and in-game you just mapgen from the noise image - world is limited by the size of the image, but those could easily be tiled, as would be the overhead map, and you get to tweak the noise image before - all in all it is a lot more trouble, but i love the overhead map so much!
i'm putting up the shupa christmas mod with the shupagen and map - it is a 1000 * 1000 test-size previously-generated noise terrain, overhead-view mapped, then map-gen in the game to be the same as the original noise! - unfortunately you can't just use the same noise params and mapgen for real in-game because of the world seed being different, so i used a pgm file- the full-size varsion would have to use tiled pgm's - muhwahhahaha cough cough but it works so pffffft
the noisegen and overhead mapper is simply:
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- Code: Select all
local noise = minetest.get_perlin(zseed, zoctaves, zpersistance*.10, zscale)
for x=1,1000,1 do
for z=1,1000,1 do
local n = noise:get2d({x=x-500,y=z-500})
local q = math.abs(math.floor(n*zmh))
local c=q+zgh
--c is the terrain
local d = c
if c <= zwater then
--water area
d = 50
elseif c <= zjungle then
--jungle area
d = 100
elseif c <= zgrassland then
--grassland area
d = 120
elseif c <= zgrass then
--grassy area
d = 180
elseif c >=zsnow then
--snow area
d = 210
end --if s
--biomes is d
i got my walkable ridgelines! and some serious parcour terrain that i needed for the christmas mod
and here is the noise:
and le map:
experience so far: the mapgen in the game is really fast since you don't really generate terrain, biomes, etc - generating from the noise was done before hand and in-game you just mapgen from the noise image - world is limited by the size of the image, but those could easily be tiled, as would be the overhead map, and you get to tweak the noise image before - all in all it is a lot more trouble, but i love the overhead map so much!