Post your Screenshots of Terrain!

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voxelproof
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[Gallery]11

by voxelproof » Post

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[Gallery]12

by voxelproof » Post

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[Gallery] The End

by voxelproof » Post

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This is the end of the "Norse Saga" Gallery :)

For those who might be interested in further exploration here's the map_meta.txt file:

Code: Select all

mgv7_np_cave2 = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 12
	spread = (67,67,67)
	seed = 10325
	octaves = 3
	persistence = 0.5
}
mgv7_np_cave1 = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 12
	spread = (61,61,61)
	seed = 52534
	octaves = 3
	persistence = 0.5
}
mgv7_np_cavern = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1
	spread = (384,128,384)
	seed = 723
	octaves = 5
	persistence = 0.63
}
mgv7_cave_width = 0.09
mg_biome_np_heat = {
	flags = defaults
	lacunarity = 2
	offset = 50
	scale = 50
	spread = (1000,1000,1000)
	seed = 5349
	octaves = 3
	persistence = 0.5
}
mgv7_lava_depth = -256
mgv7_np_mount_height = {
	flags = defaults
	lacunarity = 2
	offset = 256
	scale = 112
	spread = (1000,1000,1000)
	seed = 72449
	octaves = 3
	persistence = 0.6
}
mg_biome_np_humidity_blend = {
	flags = defaults
	lacunarity = 3
	offset = 0
	scale = 3
	spread = (8,8,8)
	seed = 4366
	octaves = 2
	persistence = 2
}
mgv7_np_ridge = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 2
	spread = (200,200,200)
	seed = 6467
	octaves = 4
	persistence = 0.95
}
mgv7_large_cave_depth = -33
mg_biome_np_humidity = {
	flags = defaults
	lacunarity = 2
	offset = 500
	scale = 150
	spread = (1000,1000,1000)
	seed = 493
	octaves = 3
	persistence = 0.7
}
mg_biome_np_heat_blend = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1.8
	spread = (8,8,8)
	seed = 13
	octaves = 2
	persistence = 1.3
}
mgv7_floatland_level = 1280
mgv7_np_terrain_base = {
	flags = defaults
	lacunarity = 2
	offset = 4
	scale = 70
	spread = (600,600,600)
	seed = 82341
	octaves = 5
	persistence = 0.6
}
mgv7_np_float_base_height = {
	flags = defaults
	lacunarity = 2
	offset = 48
	scale = 24
	spread = (300,300,300)
	seed = 907
	octaves = 4
	persistence = 0.7
}
seed = 9092660427883210903
water_level = 1
mapgen_limit = 31000
mg_name = v7
mgv7_cavern_threshold = 0.7
mgv7_dungeon_ymin = -31000
chunksize = 5
mg_flags = caves, dungeons, light, decorations, biomes
mgv7_np_height_select = {
	flags = defaults
	lacunarity = 2
	offset = -8
	scale = 16
	spread = (500,500,500)
	seed = 4213
	octaves = 6
	persistence = 0.7
}
mgv7_np_mountain = {
	flags = defaults
	lacunarity = 2
	offset = -0.6
	scale = 5
	spread = (2500,3500,2500)
	seed = 5333
	octaves = 5
	persistence = 0.63
}
mgv7_shadow_limit = 1024
mgv7_float_mount_height = 128
mgv7_float_mount_exponent = 0.75
mgv7_np_terrain_persist = {
	flags = defaults
	lacunarity = 2
	offset = 0.6
	scale = 0.1
	spread = (2000,2000,2000)
	seed = 539
	octaves = 3
	persistence = 0.6
}
mgv7_cavern_limit = -256
mgv7_cavern_taper = 256
mgv7_dungeon_ymax = 31000
mgv7_float_mount_density = 0.6
mgv7_np_terrain_alt = {
	flags = defaults
	lacunarity = 3
	offset = 4
	scale = 50
	spread = (1600,1600,1600)
	seed = 5934
	octaves = 5
	persistence = 0.6
}
mgv7_spflags = mountains, ridges, nofloatlands, caverns
mgv7_np_filler_depth = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1.2
	spread = (150,150,150)
	seed = 261
	octaves = 3
	persistence = 0.7
}
mgv7_mount_zero_level = 0
mgv7_np_ridge_uwater = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1
	spread = (1000,1000,1000)
	seed = 85039
	octaves = 5
	persistence = 0.6
}
mgv7_np_floatland_base = {
	flags = defaults
	lacunarity = 2
	offset = -0.6
	scale = 1.5
	spread = (600,600,600)
	seed = 114
	octaves = 5
	persistence = 0.6
}
[end_of_params]
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Re: Post your Screenshots of Terrain!

by Hume2 » Post

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Re: Post your Screenshots of Terrain!

by StarNinjas » Post

While you guys are awesome at this! Is it possible to add canyons etc to specific biomes?
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Re: Post your Screenshots of Terrain!

by ShadMOrdre » Post

StarNinjas,

If you use some test within an on_gen call, to test for biome, then yes, you can carve canyons, per biome. The trick, is to carve something that looks natural.

As for myself, tiring of the noise based mapgens, I've learned a few things in the last few weeks. As such, I've created a mod that includes several lua mapgens. A single noise 2d mapgen, based on burli's work, a single noise 3d mapgen, based on paramat's work, a version of Termos' Islands mapgen, and a mapgen the plays with voronoi diagrams, generated at game start, not on_gen, allowing much faster lua mapgen. All if these also include support for the biomes, ecosystems, ores, and decorations defined in my lib_materials / lib_ecology mods.

Here are some pics of some of what I've been working on.
Image
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Re: Post your Screenshots of Terrain!

by StarNinjas » Post

Army, If you go to mintest/games/minetest_game/mods/default/mapgen from there if you scroll down you can delete as many as you like. NOTE: This effects all worlds on minetest_game.

Cool Shad! If I ever need help with biomes I know who to ask!
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Re: Post your Screenshots of Terrain!

by ShadMOrdre » Post

Army,

You can download Termos' Islands mod, and simpy change the nodes used by that mod to the jungle nodes you wish to use for your mod.

StaNinjas, Thanks for the compliment!

Here are some more pics, showcasing a Voronoi based mapgen, that alters the aforementioned Islands mod. I'm still applying some tweaks before I release this.

Image
Image
Image

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Re: Post your Screenshots of Terrain!

by voxelproof » Post

Army_bloodcore wrote: About my problem:
My problem could be solved by a jungle hills biome and I should level up water to 10~20 blocks to get a nessecary effect. And... How to make a world that contain ONLY one jungle hills biome?
paramat wrote:Best ask in this thread viewtopic.php?f=47&t=15272
And yes it can be done, but the alteration of mapgen and noise parameters is not easy, we can help with that.
viewtopic.php?f=47&t=15272
Last edited by voxelproof on Tue Dec 03, 2019 19:38, edited 1 time in total.
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Re: Post your Screenshots of Terrain!

by voxelproof » Post

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Re: Post your Screenshots of Terrain!

by Skamiz Kazzarch » Post

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Re: Post your Screenshots of Terrain!

by Skamiz Kazzarch » Post

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Re: Post your Screenshots of Terrain!

by StarNinjas » Post

Woah!
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Re: Post your Screenshots of Terrain!

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Re: Post your Screenshots of Terrain!

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Re: Post your Screenshots of Terrain!

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Re: Post your Screenshots of Terrain!

by SB66 » Post

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Re: Post your Screenshots of Terrain!

by texmex » Post

Skamiz Kazzarch wrote:Image
How do you do these?!

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Re: Post your Screenshots of Terrain!

by Hume2 » Post

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Re: Post your Screenshots of Terrain!

by Skamiz Kazzarch » Post

Image
for each mapchunk choose two random points and connect them with a line
for each of the six touching mapchunks
generate their random points and connect the closest points, from the current chunk and the touching chunk with a line
make sure that the random points generate the same regardless if they are in the current chunk or a touching one, otherwise the lines will no line up over chunk boundaries
I did this by using the minp position as a seed for randomness, then for each touching chunk I copy the minp vector and offset it by 80 nodes so it is equivalent to the minp it receives in its own on_generated() callback

for the lines themselves
the input are two points, and max_distance
make a list containing those two points
as long as the distance between two points is greater then max_distance get the point which lies directly between them and randomly offset it's location and insert it between the two origin points
do this until the complete distance has been subdivided so that the distance between no two consecutive points is greater then max_distance

now you have a list of points which draw a random path between two predetermined points, how exactly you use it to draw to the map is up to you, in my latest screenshots I place a schematic for each point which in in the boundaries of the current chunk to make the line thicker, but you could well do fancier stuff with it

of note: when you have created the point which lies directly between two others you must not offset it's location too far, otherwise the line will infinitely grow in length and the algorithm won't finish

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Re: Post your Screenshots of Terrain!

by Skamiz Kazzarch » Post

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Re: Post your Screenshots of Terrain!

by texmex » Post

Hey Skamiz! Thank you for the thorough walkthrough of how you make it. Unfortunately I’m not yet quite there with the VoxelManip skills. Would you be willing to share code?

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Re: Post your Screenshots of Terrain!

by Skamiz Kazzarch » Post

Image
texmex wrote:Hey Skamiz! Thank you for the thorough walkthrough of how you make it. Unfortunately I’m not yet quite there with the VoxelManip skills. Would you be willing to share code?
Sorry, but sharing code would force me to deal with licenses. And I frankly don't care for dealing with licenses if I can at all avoid it.

The part about connecting two predetermined points with a random path is loossely based on this:
https://www.redblobgames.com/maps/noisy-edges/
article, if that helps.
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Re: Post your Screenshots of Terrain!

by Skamiz Kazzarch » Post

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Re: Post your Screenshots of Terrain!

by Skamiz Kazzarch » Post

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