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Casimir
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by Casimir » Sun Mar 17, 2013 12:28

PilzAdam wrote:The mountains get higher the farther you are away from the center of the map:

That is stupid. The (horizontal) mapgen should be independent from where you are. Otherwise the first thing people would do after starting a new map is "/teleport 20000,0,0" just to have the mapgen they want.
There should be a very very large scale perlin noise to do this.

Despite of this;
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Last edited by Casimir on Sun Mar 17, 2013 12:30, edited 1 time in total.
 

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by Topywo » Sun Mar 17, 2013 12:31

PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):


I don't see a difference.
 

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by BlockMen » Sun Mar 17, 2013 12:39

PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
Image


Awesome. With Antialiasing it looks much better!

And a question i have after seen the screenshot: Would it be possible to make the selection box outline a bit more descreet? Or reduce the thickness? Or change the color to grey?
 

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by PilzAdam » Sun Mar 17, 2013 12:46

BlockMen wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
Image


Awesome. With Antialiasing it looks much better!

And a question i have after seen the screenshot: Would it be possible to make the selection box outline a bit more descreet? Or reduce the thickness? Or change the color to grey?

You can change the color of it in minetest.conf with selectionbox_color = (R,G,B), but you cant change the alpha channel or the thickness.
 

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by PilzAdam » Sun Mar 17, 2013 12:47

Topywo wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):


I don't see a difference.

The difference is pretty small, but there is one and you notice it when playing the game. You can zoom in to see it better.
 

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by PilzAdam » Sun Mar 17, 2013 12:52

Casimir wrote:
PilzAdam wrote:The mountains get higher the farther you are away from the center of the map:

That is stupid. The (horizontal) mapgen should be independent from where you are. Otherwise the first thing people would do after starting a new map is "/teleport 20000,0,0" just to have the mapgen they want.
There should be a very very large scale perlin noise to do this.

I thought the same when I heard this the first time, but when looking at the landscape I think its a pretty nice idea.
The terrain at the middle of the map looks normal, but when you walk farther away the terrain gets very extreme. You cant really walk or build there. When we would have this extreme terrain in the whole map, nobody could build anything there, when we dont have it then the map is boring.
So generating larger mountains at the edge of the map is a nice compromise.
 

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by jojoa1997 » Sun Mar 17, 2013 13:19

PilzAdam wrote:
Casimir wrote:
PilzAdam wrote:The mountains get higher the farther you are away from the center of the map:

That is stupid. The (horizontal) mapgen should be independent from where you are. Otherwise the first thing people would do after starting a new map is "/teleport 20000,0,0" just to have the mapgen they want.
There should be a very very large scale perlin noise to do this.

I thought the same when I heard this the first time, but when looking at the landscape I think its a pretty nice idea.
The terrain at the middle of the map looks normal, but when you walk farther away the terrain gets very extreme. You cant really walk or build there. When we would have this extreme terrain in the whole map, nobody could build anything there, when we dont have it then the map is boring.
So generating larger mountains at the edge of the map is a nice compromise.
i am on 0gb's server and am travelling past 10000,0,10000 and i cant find papyurus or clay cause it is all up and down with the mountains.
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by BorisGrishenko » Sun Mar 17, 2013 13:26

Ahh mountains, Now I can live like an outdoors man!
PilzAdam wrote:Here is a screenshot with the latest indev map generator. The mountains get higher the farther you are away from the center of the map:
Image
This screenshot was taken nearly at the edge of the map. Im already standing at a mountain that is 60 nodes high and the mountain I am watching at is higher than 200 nodes. (I have set the cloud height to 500).
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by Topywo » Sun Mar 17, 2013 13:44

PilzAdam wrote:
Topywo wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):


I don't see a difference.

The difference is pretty small, but there is one and you notice it when playing the game. You can zoom in to see it better.


Thanks, after zooming in I saw the difference.
 

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by Topywo » Sun Mar 17, 2013 13:54

jojoa1997 wrote:i am on 0gb's server and am travelling past 10000,0,10000 and i cant find papyurus or clay cause it is all up and down with the mountains.


Good that you tested it. After some thoughts I also like the higher mountains at the edge.

Maybe everything that grows should have sapplings (seeds) like the trees, to make them renewable. Clay is something different. I don't know how to 'realistic' regenerate it.
 

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by Calinou » Sun Mar 17, 2013 17:41

Note that anti-aliasing causes edges to appear between blocks.
 

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by PilzAdam » Sun Mar 17, 2013 17:44

Calinou wrote:Note that anti-aliasing causes edges to appear between blocks.

I havent seen any yet.
 

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by Inocudom » Sun Mar 17, 2013 18:00

I saw something on Github about large caves. What do these look like and where are they/how often are they found? There could be flat valleys and canyons in the mountainous regions, and the jungles could be set to grow only at a certain height (with them in the valleys and canyons and on the lower mountains.) Deserts, I suppose, could appear at any height, though with cactuses being at the same altitudes that jungles would appear in. Sand, hopefully, will be allowed to appear at any altitude, though sandstone could take its place at high altitudes.
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by Menche » Sun Mar 17, 2013 20:03

Topywo wrote:Clay is something different. I don't know how to 'realistic' regenerate it.

What if a dirt node + a bucket of water → clay + an empty bucket?
Last edited by Menche on Sun Mar 17, 2013 20:06, edited 1 time in total.
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by rarkenin » Sun Mar 17, 2013 20:08

Menche wrote:
Topywo wrote:Clay is something different. I don't know how to 'realistic' regenerate it.

What if a dirt node + a bucket of water → clay + an empty bucket?


That would devalue clay.
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by VanessaE » Sun Mar 17, 2013 20:50

fwiw, clay + bucket of water + dirt = lump of raw terracotta + empty bucket, in homedecor.
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by 0gb.us » Sun Mar 17, 2013 21:45

Topywo wrote:
jojoa1997 wrote:i am on 0gb's server and am travelling past 10000,0,10000 and i cant find papyurus or clay cause it is all up and down with the mountains.


Good that you tested it. After some thoughts I also like the higher mountains at the edge.

Maybe everything that grows should have sapplings (seeds) like the trees, to make them renewable. Clay is something different. I don't know how to 'realistic' regenerate it.


Yes, great idea. I was trying to find a way to make jungle grass and dry shrub regrowth an a non-hacky way, and seeds might be just what we need.

Renewabillity is an important thing for old maps and maps that plan to live long enough to become old maps.
 

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by prestidigitator » Mon Mar 18, 2013 02:22

Don't know how realistic, but how about dirt + gravel + water -> sludge; cook sludge -> clay
 

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by Traxie21 » Mon Mar 18, 2013 08:27

Is that an actual modded biome? Or did you simply build that?
 

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by jin_xi » Mon Mar 18, 2013 09:01

i'm working on something that can generate those and other structures (somewhat similar to and inspired from l-system treegen). i hope to make it into a mod (and patch) that creates varied themed biomes.
 

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by nextmissinglink » Mon Mar 18, 2013 17:39

please post a worldedit of star trek spaceships
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by Jordach » Wed Mar 20, 2013 07:44

nextmissinglink wrote:please post a worldedit of star trek spaceships
Mauvebic does not use WorldEdit moron.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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