Basically make a tile of the pelin noise "image?"ArguablySane wrote:I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.Hybrid Dog wrote:<snip>
[Mod] worldedge [worldedge]
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Re: [Mod]worldedge
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Re: [Mod]worldedge
Can someone post a link to info on mapgen? The dev doesn't seem to have much and I wouldn't mind understanding a little bit of what you are talking about.
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Re: [Mod]worldedge
For mgv6 this would need a change in the core mapgen, l think.ArguablySane wrote:I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.Hybrid Dog wrote:<snip>
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Re: [Mod]worldedge
Essentially yes. The goal is to make the terrain periodic in x and z with period equal to the size of your walkable area. The walkable area of the map should tessellate without discontinuities.ExeterDad wrote:Basically make a tile of the pelin noise "image?"ArguablySane wrote:I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.Hybrid Dog wrote:<snip>
I've made a quick diagram that might explain what I mean a bit better:
I might try and write up my own mapgen tutorial over the holidays, but for now I suggest looking at the example code on this wiki page: http://dev.minetest.net/minetest.get_perlin_mapDon wrote:Can someone post a link to info on mapgen? The dev doesn't seem to have much and I wouldn't mind understanding a little bit of what you are talking about.
It shows how to do basic terrain generation. Anything more complex is usually just a matter of adding more perlin noise functions and combining them in interesting ways.
No, you can do it entirely in Lua. You do have to use the get_perlin_map function twice to get the perlin noise corresponding to opposite sides of the map, but the rest is just an averaging function weighted by your coordinates.Hybrid Dog wrote:For mgv6 this would need a change in the core mapgen, l think.
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Re: [Mod]worldedge
Thanks. That helps. If you do a tutorial might I suggest that you talk to rubenwardy. He is writing a book.
viewtopic.php?f=14&t=10729
viewtopic.php?f=14&t=10729
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Re: [Mod]worldedge
Yes blending noises is what i had in mind for a lua version.
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Re: [Mod]worldedge
I solved the terrain height using the VoxelManip.
https://github.com/DonBatman/worldedge/pull/2
It also will teleport the player with a 99% chance because they can not move while they're attached to something.
https://github.com/DonBatman/worldedge/pull/2
It also will teleport the player with a 99% chance because they can not move while they're attached to something.
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Re: [Mod]worldedge
cross border minecart rails?Krock wrote:... because they can not move while they're attached to something...
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or UFO, monorail or mesecar
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Re: [Mod]worldedge
bah not as mind boggling as a self repeating minecart system - infinity here we come!Hybrid Dog wrote:or UFO, monorail or mesecartwoelk wrote:cross border minecart rails?Krock wrote:... because they can not move while they're attached to something...
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Re: [Mod]worldedge
No sorry, that doesn't work yet. The cart gets detached from the player when the other entity gets attached.twoelk wrote:cross border minecart rails?Krock wrote:... because they can not move while they're attached to something...
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Re: [Mod]worldedge
I merged it but I haven't tested it. Thanks again.Krock wrote:I solved the terrain height using the VoxelManip.
https://github.com/DonBatman/worldedge/pull/2
It also will teleport the player with a 99% chance because they can not move while they're attached to something.
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Re: [Mod]worldedge
Nice work Krock. I just tested it and besides the slight delay it works great. I am going to update the first post now.
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Re: [Mod]worldedge
Is there a way to know if you are at ground level or underground? When you are mining and cross the 30000 mark you are teleported to the surface. That is fine when you are exploring the land but when mining it would be nice to keep going.
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Re: [Mod]worldedge
The chance for having a cave (or any other hole) in on the other word edge, is low.Don wrote:Is there a way to know if you are at ground level or underground? When you are mining and cross the 30000 mark you are teleported to the surface. That is fine when you are exploring the land but when mining it would be nice to keep going.
It could be a soulation to dig a corridor, so the player could return to its previous place.
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Re: [Mod]worldedge
I understand the chances are low. I was just curious. If the code could do it so if you are above 0 then it works like you made it but below 0 you stay at same height.
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Re: [Mod]worldedge
f5 will show your coordinatesDon wrote:Is there a way to know if you are at ground level or underground? When you are mining and cross the 30000 mark you are teleported to the surface. That is fine when you are exploring the land but when mining it would be nice to keep going.
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