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Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 14:02
by arpruss
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:

Image

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 14:52
by Dorje
y r there edges?

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

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 14:55
by arpruss
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.

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 15:05
by Dorje
Gravity is possible :D
I have seen some ppl do it! :D :D :D

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 15:44
by arpruss
Dorje wrote:Gravity is possible :D
I have seen some ppl do it! :D :D :D
You don't happen to have a link?

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 15:49
by Dorje
I have seen UjEdwin do it on a server...
idk how...

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 15:50
by Dorje
oh wait...
He didnt do gravity...

He did a flying with no priv thing :/

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 16:00
by T3kW4ffl3
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

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 16:03
by arpruss
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.

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 16:04
by T3kW4ffl3
Yah I just edited my post

Re: [WIP][MOD] Moon mapgen

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

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 16:07
by Dorje
.

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 16:07
by Dorje
u could make a command called moon mode?
And it changes gravity?


There r 100x better ways than mine xD

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 13, 2015 16:34
by arpruss
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.

Re: [WIP][MOD] Moon mapgen

Posted: Wed Oct 14, 2015 00:51
by arpruss
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.

Image

Re: [WIP][MOD] Moon mapgen

Posted: Wed Oct 14, 2015 09:30
by Dorje
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

Re: [WIP][MOD] Moon mapgen

Posted: Wed Oct 14, 2015 09:58
by Ferk
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.

Re: [WIP][MOD] Moon mapgen

Posted: Wed Oct 14, 2015 12:49
by Don
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

Re: [WIP][MOD] Moon mapgen

Posted: Sat Oct 17, 2015 01:28
by GJH105775
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.

Re: [WIP][MOD] Moon mapgen

Posted: Sat Oct 17, 2015 14:25
by arpruss
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)

Re: [WIP][MOD] Moon mapgen

Posted: Mon Oct 19, 2015 21:16
by Ferk
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

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 20, 2015 00:21
by arpruss
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).

Image

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 20, 2015 00:22
by arpruss
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.

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 20, 2015 00:46
by arpruss
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.

Re: [WIP][MOD] Moon mapgen

Posted: Tue Oct 20, 2015 05:52
by Dorje
arpruss wrote:
Image
WOW! that is really cool looking! :-)