Post your mapgen questions here (modding or engine)
Re: Post your mapgen questions here (modding or engine)
Another question that related to the previous one.
Can part one map (world) be tranfered to another map (world)? Blocks (describing part of map) in one database transfered to another database? I want to transfer all my buildings to another world.
Can part one map (world) be tranfered to another map (world)? Blocks (describing part of map) in one database transfered to another database? I want to transfer all my buildings to another world.
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Re: Post your mapgen questions here (modding or engine)
Are we able to set more than one material for mapgen nodes? Or is there a magical way to use a string of nodes?
In other words I have this
which only reads default_stone_1.
I have tried numerous ways including e.g:
or something like that (I've tried so many methods I cant recall now :P )
But that last method created a funny event.... using a dummy DB, it cycles through the stones 1 thru 4 each time I start MT... So, one time it will use default_stone_1..., close out, restart and it uses Default_stone_3, and so on... : /
I am not sure if anyone has followed or had interest in my experiment here
But what I am trying to figure out, is "if" I can use the multiple versions of default_stone to load during map generation, so they are randomly generated, giving a less tiled visual.
I even tried using
but this just .... : / actually, I forget what that did... :D
Anyway... any help is greatly appreciated. Because I have NO idea what the heck I'm doing here :P
And if it is, that there can be only one alias, and a string is undoable.... well, then that's okey dokey too
In other words I have this
Code: Select all
minetest.register_alias("mapgen_stone", "default:stone_"..1,4)
I have tried numerous ways including e.g:
Code: Select all
minetest.register_alias("mapgen_stone", "default:stone_".. math.random1,4))
But that last method created a funny event.... using a dummy DB, it cycles through the stones 1 thru 4 each time I start MT... So, one time it will use default_stone_1..., close out, restart and it uses Default_stone_3, and so on... : /
I am not sure if anyone has followed or had interest in my experiment here
But what I am trying to figure out, is "if" I can use the multiple versions of default_stone to load during map generation, so they are randomly generated, giving a less tiled visual.
I even tried using
Code: Select all
minetest.register_alias("mapgen_stone", "default:stone_".. i)
Anyway... any help is greatly appreciated. Because I have NO idea what the heck I'm doing here :P
And if it is, that there can be only one alias, and a string is undoable.... well, then that's okey dokey too
A Wonderful World
Re: Post your mapgen questions here (modding or engine)
There is a discussion to use animated stripes. Correctly there is no way to use multiple nodes or textures, AFAIK
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Re: Post your mapgen questions here (modding or engine)
Hmm..., using animated strips might require using layers and calling mapgen to randomly choose between frame numbers...burli wrote:There is a discussion to use animated stripes. Correctly there is no way to use multiple nodes or textures, AFAIK
Sounds... interesting but, I'm not sure I understand how that might be more logical, practical, or even different than just using additional textures?
Is there a link to such conversation I can review?
I just really wish I were able to figure this out though but, I simply am not that fluent or functional with coding.
I keep going back and trying to read more about applying Lua but, I'm just not "wired" right for coding languages :(
I honestly feel though, that there must be some way to achieve this... and will keep plugging away... even though most I try will probably be waaaaay completely incorrect :P
And I get distracted and bored, extremely easil........ (oooohhh what's that?...)
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Re: Post your mapgen questions here (modding or engine)
Here is something on Github https://github.com/minetest/minetest/issues/2746
And this issue was closed https://github.com/minetest/minetest/issues/2747
And this issue was closed https://github.com/minetest/minetest/issues/2747
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Re: Post your mapgen questions here (modding or engine)
Thank you.burli wrote:Here is something on Github https://github.com/minetest/minetest/issues/2746
And this issue was closed https://github.com/minetest/minetest/issues/2747
Im gonna keep all related talk of this over at my other thread rather than here. Even though it's mapgen related, I don't want to clutter this area up any more than I have with this.
would it be possible for a mod to remove these posts from here going back to when I asked regarding using multiple textures on mapgen. I have copied them over to my other thread and it clutters this one. Thank you
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Re: Post your mapgen questions here (modding or engine)
Sergey
> I don't understand what blocks need to be regenerated.
The areas with grey desert, sandstone desert, coral reefs or bushes, are the new biomes.
> I don't understand what blocks need to be regenerated.
The areas with grey desert, sandstone desert, coral reefs or bushes, are the new biomes.
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Re: Post your mapgen questions here (modding or engine)
TumeniNodes
> Are we able to set more than one material for mapgen nodes? Or is there a magical way to use a string of nodes?
Nope. As you found out those aliases only setup the node used per-session.
This would need an engine mapgen change to select a random node for every stone node placed.
> Are we able to set more than one material for mapgen nodes? Or is there a magical way to use a string of nodes?
Nope. As you found out those aliases only setup the node used per-session.
This would need an engine mapgen change to select a random node for every stone node placed.
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Re: Post your mapgen questions here (modding or engine)
That's cool : )paramat wrote:TumeniNodes
> Are we able to set more than one material for mapgen nodes? Or is there a magical way to use a string of nodes?
Nope. As you found out those aliases only setup the node used per-session.
This would need an engine mapgen change to select a random node for every stone node placed.
Well, it works great for different uses anyway, so I'm happy enough with that.
A Wonderful World
Re: Post your mapgen questions here (modding or engine)
Is it possible to tune lava don't appears in air ?
It's making caves disfunctionality for exploring.
It's making caves disfunctionality for exploring.
Spoiler
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )
Re: Post your mapgen questions here (modding or engine)
What is needed that dungeons are generated with cobble stone? I made a minimal subgame and I don't get any errors, but dungeons are generated with stone.
The same issue exists in the minimal development game. Cobble node is registered, but not used for dungeons
The same issue exists in the minimal development game. Cobble node is registered, but not used for dungeons
Re: Post your mapgen questions here (modding or engine)
How can I make ridges in mgv7 less deep? And the underground and the shores a bit more rough. Ridges look so polished
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Re: Post your mapgen questions here (modding or engine)
I'm pretty sure paramat went over such topics with us very early on in this section?burli wrote:How can I make ridges in mgv7 less deep? And the underground and the shores a bit more rough. Ridges look so polished
viewtopic.php?p=227726#p227726
"persistence' is the 'roughness' of the noise pattern, the strength of small-scale variation relative to large-scale variation." this should be the answer to your roughness question?
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Re: Post your mapgen questions here (modding or engine)
I already played with this values, but I don't get what I want
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Re: Post your mapgen questions here (modding or engine)
you also tried adjusting offset and scale in the ridges code?burli wrote:I already played with this values, but I don't get what I want
I do know, even with the ability to make adjustments, there some limitations...
I have been able to get somewhat close to what I actually want. And after a while I just gave in and compromised... :P
Do you think you might have better luck managing what you are looking for, more with a lua mapgen? (just asking, you may have already tried that too)
A Wonderful World
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Re: Post your mapgen questions here (modding or engine)
I just remembered this...
When I was looking for, close to what you may be trying to achieve?
It sounds like you are looking for more of a "rocky" sort of coastline? (meaning bumpy-best I can explain what I mean :D )
something like this?
http://www.americansouthwest.net/califo ... stline.jpg
Hope it helps...
viewtopic.php?p=228627#p228627
When I was looking for, close to what you may be trying to achieve?
It sounds like you are looking for more of a "rocky" sort of coastline? (meaning bumpy-best I can explain what I mean :D )
something like this?
http://www.americansouthwest.net/califo ... stline.jpg
Hope it helps...
viewtopic.php?p=228627#p228627
A Wonderful World
Re: Post your mapgen questions here (modding or engine)
I don't mean "rocky". I mean "less smoothed" and curvy. They look always like this
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Re: Post your mapgen questions here (modding or engine)
Then I believe this is where you want to make adjustments...
(and change the eased setting, you don;t want that)
(and change the eased setting, you don;t want that)
Code: Select all
mgv7_np_terrain_alt = {
flags = eased
lacunarity = 1
octaves = 4
offset = -20
persistence = 0.3
scale = 6
seed = 5934
spread = (600,600,600)
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Re: Post your mapgen questions here (modding or engine)
What does the “mudflow” flag of v6 do?
Second question: How can I disable mapgen flags at subgame level safely?
Second question: How can I disable mapgen flags at subgame level safely?
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Re: Post your mapgen questions here (modding or engine)
Some dungeons use desert stone or sandstonebrick for the walls, the mapgen aliases used are these https://github.com/minetest/minetest_ga ... en.lua#L32 pus desert stone of course. There are also fallbacks if a mapgen alias is not found https://github.com/minetest/minetest/bl ... n.cpp#L598 note that desert stone falls back to stone.burli wrote:What is needed that dungeons are generated with cobble stone? I made a minimal subgame and I don't get any errors, but dungeons are generated with stone.
The same issue exists in the minimal development game. Cobble node is registered, but not used for dungeons
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Re: Post your mapgen questions here (modding or engine)
Mgv7 rivers are fixed depth.burli wrote:How can I make ridges in mgv7 less deep? And the underground and the shores a bit more rough. Ridges look so polished
The riverbed will always be a smooth curve, but you can make the river course more twisty by increasing octaves and/or persistence of mgv7_np_ridge_uwater
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Re: Post your mapgen questions here (modding or engine)
Wuzzy,
"mudflow" moves dirt that sits on the edge of vertical drops and moves it to the base of the drop, like soil erosion, it's done twice in a loop.
Use 'minetest.set_mapgen_setting()' https://github.com/minetest/minetest/bl ... .txt#L2296 in a mod to set any of the mapgen flag settings.
"mudflow" moves dirt that sits on the edge of vertical drops and moves it to the base of the drop, like soil erosion, it's done twice in a loop.
Use 'minetest.set_mapgen_setting()' https://github.com/minetest/minetest/bl ... .txt#L2296 in a mod to set any of the mapgen flag settings.
Re: Post your mapgen questions here (modding or engine)
Is it possible to use biomes to generate different stone underground? I tried it, but it didn't work. Maybe I did something wrong?
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Re: Post your mapgen questions here (modding or engine)
I made a slight modification, so that trees use the "default_tree" texture completely (it just looks better to me)
But, I still want logs (fallen logs in the map) to use the "default_tree_top" texture.
I was just taking a look and, while I knew how to reduce the amount of logs in the map, I am not sure how to keep the fallen logs using the original textures?
Is there anywhere in this code I need to change to do this?
I'm thinking it's someplace in here
hope the pic explains better
But, I still want logs (fallen logs in the map) to use the "default_tree_top" texture.
I was just taking a look and, while I knew how to reduce the amount of logs in the map, I am not sure how to keep the fallen logs using the original textures?
Is there anywhere in this code I need to change to do this?
Code: Select all
-- Aspen tree and log
minetest.register_decoration({
deco_type = "schematic",
place_on = {"default:dirt_with_grass"},
sidelen = 16,
noise_params = {
offset = 0.0,
scale = -0.009,
spread = {x = 150, y = 150, z = 150},
seed = 2,
octaves = 3,
persist = 0.66
},
biomes = {"coniferous_forest"},
y_min = 1,
y_max = 31000,
schematic = minetest.get_modpath("default").."/schematics/aspen_tree.mts",
flags = "place_center_x, place_center_z",
})
minetest.register_decoration({
deco_type = "schematic",
place_on = {"default:dirt_with_grass"},
sidelen = 16,
noise_params = {
offset = 0.0,
scale = -0.001,
spread = {x = 150, y = 150, z = 150},
seed = 1,
octaves = 3,
persist = 0.66
},
biomes = {"coniferous_forest"},
y_min = 1,
y_max = 31000,
schematic = {
size = {x = 3, y = 3, z = 1},
data = {
{name = "air", prob = 0},
{name = "air", prob = 0},
{name = "air", prob = 0},
{name = "default:aspen_tree", param2 = 12},
{name = "default:aspen_tree", param2 = 12},
{name = "default:aspen_tree", param2 = 12, prob = 127},
{name = "flowers:mushroom_red", prob = 63},
{name = "flowers:mushroom_brown", prob = 63},
{name = "air", prob = 0},
},
},
flags = "place_center_x",
rotation = "random",
})
Code: Select all
data = {
{name = "air", prob = 0},
{name = "air", prob = 0},
{name = "air", prob = 0},
--- {name = "default:aspen_tree", param2 = 12},
one of these?--- {name = "default:aspen_tree", param2 = 12},
--- {name = "default:aspen_tree", param2 = 12, prob = 127},
{name = "flowers:mushroom_red", prob = 63},
{name = "flowers:mushroom_brown", prob = 63},
{name = "air", prob = 0},
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A Wonderful World
Re: Post your mapgen questions here (modding or engine)
If you want a different texture you need to make a new node and use this in the schematic
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