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[Mod] Cityscape [cityscape]

PostPosted: Mon Feb 29, 2016 10:51
by duane
This mod makes rudimentary roads and buildings. It's more of an experiment than anything, but might be fun for someone to play with. It could be terrain for zombie attack games or just blowing things up.

Roads and city terrain are located by perlin noise. Natural terrain is left alone everywhere else. Cityscape only works with the new "valleys" mapgen at the moment, because the road noise has to match the terrain. It may be possible to accomodate other mapgens in the future.

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The source is available on github.

Note that the original code is still available in the "original" branch on github.

Code: CC0 and others, textures: CC0 and others

Mod dependencies: default, stairs, doors

Download: https://github.com/duane-r/cityscape/archive/master.zip

Recipes:
+ Spoiler

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Mon Feb 29, 2016 11:05
by duane
Among the problems I'm already aware of are:

- No rails
- No roadmarks
- No sewers
- No cars
- Roads fall into rivers
- Rivers slop over onto the roads.
- Highways frequently dive under buildings.
- Highways frequently form two levels.
- Buildings get overwritten partly or completely by different buildings.
- Highway road marks don't always show up.
- Roads tend to interfere with highways.
- Roads often go up a mountain, even if there's an easy way around.
- Problems at y chunk boundaries.
- Trees grow in the air over roads.
- Roads are uneven.
- Lighting issues
- Excessive memory use

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Mon Feb 29, 2016 17:16
by cd2
looks cool :D

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Mon Feb 29, 2016 19:13
by Minetestforfun
A city mapgen like that should be very interesting for shooter like subgame :)

Keep up the good work

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Mon Feb 29, 2016 23:28
by MineYoshi
Yes something for a shooter FPS style server!

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Wed Mar 02, 2016 03:12
by paramat
Interesting.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Wed Mar 02, 2016 12:08
by duane
I've put in ramps connecting every block with the next, except at the corners. (A four-level connection is beyond me.) You can get some serious air time shooting down these in fast mode.

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I also added sidewalks to avoid doors opening onto drop-offs. Next I'm thinking of making the buildings modular, with several basic types. I may put in stairs first. They all need stairs.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Wed Mar 02, 2016 12:11
by Don
Nice! I can see this turning into a great mod.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Fri Mar 04, 2016 06:32
by duane
Started a new building type with "Gotham" in mind, but now I think it looks more like "General Hospital". I'm not sure if the gargoyles are appropriate.

+ Spoiler

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Fri Mar 04, 2016 19:40
by duane
I had to put some lights in. Darkness withers the heart.

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Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sat Mar 05, 2016 12:03
by cd2
duane wrote:I had to put some lights in. Darkness withers the heart.

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nice :D

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sat Mar 05, 2016 13:14
by Nathan.S
This is pretty cool. Can't wait to see where this goes.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sat Mar 05, 2016 19:09
by duane
I added streetlights and road markings. I've also put in a vacancies setting to control how many lots are left empty (for players to fill). You could conceivably have nothing but empty lots.

The terrain profiling is less picky now, so more city blocks should show up, especially near the sea. So far, I haven't seen any problems.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sat Mar 05, 2016 19:55
by Don
No screenshots? You're the screenshot king.
Keep up the great work.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sat Mar 05, 2016 19:58
by duane
Don wrote:No screenshots? You're the screenshot king.
Keep up the great work.


Oh well, IF you INSIST. I added two new building types as well. I think that's about all I can do with blocky types. All of the doors need work...

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Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sat Mar 05, 2016 21:56
by paramat
Very interesting.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sun Mar 06, 2016 07:09
by duane
You can now adjust the size/number of buildings by setting the number of divisions in each block from one to four (three is the default). I think three looks best, but it doesn't give you a lot of interior space. (Four is downright cramped.) You can set the divisions of the X- and Z-axes separately, to make rectangular buildings.

Sadly, I still see no way to get around the ramp issue for single-building blocks, so that's not likely to improve. Likewise, changing the number of divisions between blocks would give you mismatched ramps.

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Don! How'd you get into my HQ?! Oh, wait...

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Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sun Mar 06, 2016 12:57
by Don
Looking good!

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Sun Mar 06, 2016 23:34
by D00Med
This is very cool!

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Mon Mar 07, 2016 12:23
by Napiophelios
This is an excellent mod Duane!

But its would look way better if you could make your own textures for the concrete and plaster and light panels,
so there could be options with texture packs.

The ones I made for the screen shot below are too dark for most
but it looks much more modern;Default stone just looks like ass.

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screenshot_20160307_070800.png
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Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Mon Mar 07, 2016 16:21
by duane
Napiophelios wrote:But its would look way better if you could make your own textures for the concrete and plaster and light panels,
so there could be options with texture packs.


Great minds think alike. I've already worked out some different looks. The changes I've made are still based on the same texture, but I added bricks. It does need separate texture names.

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I'll probably do some more work on it, but right now I'm trying to get the issue of schematics bleeding over from the original landscape solved. I'm making progress, but there may not be a perfect solution. At least I've removed the overly-complicated abm.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Mon Mar 07, 2016 16:23
by Don
Wow Duane! That looks awesome.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Tue Mar 08, 2016 10:09
by duane
I've changed most of the textures to cityscape_ prefixes to make them easy to modify. I added floors, ceilings, roofs and sidewalks with placeholder textures.

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Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Tue Mar 08, 2016 10:15
by rubenwardy
There's no need to duplicate default textures - it'll make it look odd in a say 32 or 62 texture pack which doesn't support cityscape. Texture packs can override the texture of a node like this:

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
mod:name all texture_name.png


In overrides.txt
See doc/texture_overrides.txt
For more info (same folder as lua_api.txt)

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Tue Mar 08, 2016 15:08
by maikerumine
This looks like a remarkable mod, thanks for posting this!

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Tue Mar 08, 2016 22:35
by Napiophelios
its so much fun messing with textures.
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screenshot_20160308_172041.png
screenshot_20160308_172041.png (16.99 KiB) Viewed 2962 times

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Wed Mar 09, 2016 04:16
by duane
rubenwardy wrote:Texture packs can override the texture of a node like this:


Yet another thing I didn't know about minetest. Thanks.

And thanks to everyone for the feedback.

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Wed Mar 09, 2016 04:17
by duane
Napiophelios wrote:its so much fun messing with textures.


Nice!

Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Wed Mar 09, 2016 05:29
by duane
I've added gargoyles, roof boxes, and sewers. The latter can, and frequently do, intersect with caves. They always occur at the bottom of the chunk (to make the connections straight-forward), so the manholes may go down quite a way. Goblins will get in and steal your torches.

(Torches not included.)

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Put your sewer worker on danger money baby.

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Re: [Mod] <Cityscape> [<cityscape>]

PostPosted: Wed Mar 09, 2016 09:58
by duane
I don't know which is more terrifying -- giant sewer spiders or flying sewer sharks.

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