[Mod] Moon mapgen [0.17] [moon]

arpruss
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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 13, 2015 14:02

I fixed a bunch of /goto and /where bugs.

And I switched the projection from orthographic to equaldistance by default, which makes things look much less squashed near the edges.

Here's the south pole, nearside disc:

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Dorje
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Re: [WIP][MOD] Moon mapgen

by Dorje » Tue Oct 13, 2015 14:52

y r there edges?

Shouldn't the moon be round?
Or is it hard to make?
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 13, 2015 14:55

Dorje wrote:y r there edges?

Shouldn't the moon be round?
Or is it hard to make?


Minetest/Minecraft worlds are flat. :-) So as I said in the initial post, the two hemispheres are flattened out.

That said, I am working on a round mode. But I think that without changing the engine code, it won't be possible to have gravity work right. I guess if you just want to fly, that's OK.
 

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Re: [WIP][MOD] Moon mapgen

by Dorje » Tue Oct 13, 2015 15:05

Gravity is possible :D
I have seen some ppl do it! :D :D :D
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 13, 2015 15:44

Dorje wrote:Gravity is possible :D
I have seen some ppl do it! :D :D :D


You don't happen to have a link?
 

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Re: [WIP][MOD] Moon mapgen

by Dorje » Tue Oct 13, 2015 15:49

I have seen UjEdwin do it on a server...
idk how...
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

Dorje
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Re: [WIP][MOD] Moon mapgen

by Dorje » Tue Oct 13, 2015 15:50

oh wait...
He didnt do gravity...

He did a flying with no priv thing :/
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

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Re: [WIP][MOD] Moon mapgen

by T3kW4ffl3 » Tue Oct 13, 2015 16:00

Couldn't you just say
Code: Select all
set_physics_override({
         gravity = 0 -- or 0.1/0.01
})

EDIT: This would only work with flat not round
Last edited by T3kW4ffl3 on Tue Oct 13, 2015 16:03, edited 1 time in total.
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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 13, 2015 16:03

T3kW4ffl3 wrote:Couldn't you just say
Code: Select all
set_physics_override({
         gravity = 0 -- or 0.1/0.01
})


Yeah, but what one would really like for a round moon would be gravity pulling one to the center of it, no matter where one is.
 

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Re: [WIP][MOD] Moon mapgen

by T3kW4ffl3 » Tue Oct 13, 2015 16:04

Yah I just edited my post
Stay Toast
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Re: [WIP][MOD] Moon mapgen

by Hybrid Dog » Tue Oct 13, 2015 16:05

arpruss wrote:Yeah, but what one would really like for a round moon would be gravity pulling one to the center of it, no matter where one is.

you could attach the player to an object, but you would need to wait for the server to move if it's lagging

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Dorje
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Re: [WIP][MOD] Moon mapgen

by Dorje » Tue Oct 13, 2015 16:07

.
Last edited by Dorje on Tue Oct 13, 2015 16:09, edited 1 time in total.
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

Dorje
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Re: [WIP][MOD] Moon mapgen

by Dorje » Tue Oct 13, 2015 16:07

u could make a command called moon mode?
And it changes gravity?


There r 100x better ways than mine xD
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 13, 2015 16:34

I just posted a new version (0.09). It turns out that I had done land scaling wrong, which was why I had to put in the vertical exaggeration. The new version has as the default scale 150 meters per node, and the default vertical exaggeration factor of 1 (so no vertical exaggeration). If you load the new version over old worlds, you'll probably get weird stuff.

In other words, the new version is a lot more realistic.
 

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Re: [WIP][MOD] Moon mapgen

by arpruss » Wed Oct 14, 2015 00:51

And I added a sphere mode, which makes a round moon. Just set projection = sphere in the config file. Remember, it's a really big sphere. If you set land_node_meters to 150, the moon is about 23000 nodes in diameter.

I tried reversing gravity when on the underside, but jumping doesn't work unless you've got the ground under your feet, so it really didn't accomplish much. I do turn on the flying privilege, though, automatically.

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Re: [WIP][MOD] Moon mapgen

by Dorje » Wed Oct 14, 2015 09:30

wow the moon looks great but maybe u could add something called moon rock and use that instead of stone?
It would be cooler i think
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

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Re: [WIP][MOD] Moon mapgen

by Ferk » Wed Oct 14, 2015 09:58

arpruss wrote:I tried reversing gravity when on the underside, but jumping doesn't work unless you've got the ground under your feet, so it really didn't accomplish much. I do turn on the flying privilege, though, automatically.


It might be too crazy of a workaround, but a way that this could be accomplished is having 2 separate moons that are reversed, in totally far apart coordinates.

Then you would teleport the player to the corresponding position on the upside-down copy of the moon as soon as he goes to the other side (or when he inputs a command to turn around).

You could even make 6 moons for each of the faces of a cube and then you would have all the rotations in increments of 90 degrees in every direction for each axis

Not an optimal solution, though. Since I guess teleporting would be disorienting and all the new chunks would have to be generated unless you force load them. You might have to rotate the skybox as well.

Probably not worth it. It should be enough to just let the flat-mode projection generation wrap-around by generating the other side at the limits of the terrain projection data. Then the flat moon will be generated indefinitely with repeating terrain, without strange cuts in the poles.

But it would be awesome if the Minetest engine had an API for the player character and camera to rotate properly in all directions. This is not the only mod that could benefit from that. Having better camera control has been a feature request for a while now.
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Re: [WIP][MOD] Moon mapgen

by Don » Wed Oct 14, 2015 12:49

If you want the player to teleport to the other side to make it look like the moon is round then here is a mod that does it.
https://github.com/DonBatman/worldedge
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

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Re: [WIP][MOD] Moon mapgen

by GJH105775 » Sat Oct 17, 2015 01:28

Don wrote:If you want the player to teleport to the other side to make it look like the moon is round then here is a mod that does it.
https://github.com/DonBatman/worldedge


Probably the best option.
 

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Re: [WIP][MOD] Moon mapgen

by arpruss » Sat Oct 17, 2015 14:25

0.11 released:
- major bug fix: in previous versions the moon was rotated by 180 degrees so /goto worked wrong
- /goto now supports many features other than craters; e.g., /goto apollo 11 or /goto mare tranquillitatis or /goto mons bradley
- apparently seamless teleport-joining of near and farside in equaldistance and orthographic projection modes (note: currently, your geographic heading is liable to get turned around on teleport)
 

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Re: [WIP][MOD] Moon mapgen

by Ferk » Mon Oct 19, 2015 21:16

I noticed you also finally decided to add lunar rock for dark and bright sides. Cool.
Though at this moment doing /goto 0 180 seems to crash
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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 20, 2015 00:21

I just released a new version that uses NASA moon reflectance data to vary the terrain stone from dark (e.g., /goto mare tranq) to very bright (e.g., /goto aristarchus).

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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 20, 2015 00:22

Ferk wrote:I noticed you also finally decided to add lunar rock for dark and bright sides. Cool.
Though at this moment doing /goto 0 180 seems to crash


Yeah, you caught the one point on the surface of the moon that was affected by that bug. Thanks for the catch. Fixed in 0.12.
 

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Re: [WIP][MOD] Moon mapgen

by arpruss » Tue Oct 20, 2015 00:46

I also added the albedo variation to projection=sphere mode.

Image

For the screenshot, I did land_node_meters = 15000 and projection = sphere in settings.conf.
 

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Re: [WIP][MOD] Moon mapgen

by Dorje » Tue Oct 20, 2015 05:52

arpruss wrote:
Image



WOW! that is really cool looking! :-)
Last edited by Dorje on Tue Oct 20, 2015 09:09, edited 1 time in total.
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
 

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