[Mod] Generative road, path network [0.3.2] [path]
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
[Mod] Generative road, path network [0.3.2] [path]
Download, rename to 'path' https://github.com/paramat/path/archive/master.zip
Code https://github.com/paramat/path
path 0.3.2 by paramat
For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL
The intersecting road systems and paths climb hills and use halfslabs to create a walkable (no jumping) and drivable slope.
Away from the roads are lakes with beaches, and high hills. This is a single biome mapgen with grassland and variable density forests.
Chunk generation time roughly 1s.
Start a new world with this mod enabled, the mod will automatically set singlenode mapgen.
You will probably spawn underground so disable damage before starting a new world, enable freemove and fly up to find the surface.
After spawning in a new world you may need to travel up to 1kn to find a road.
Last edited by paramat on Sun Feb 15, 2015 23:23, edited 25 times in total.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.2] [path]
0.1.2
Now using x overgeneration to fix most chunk border bugs.
Desert sand is easier on the eye, added stereotype cacti.
Lane width parameter.
Tuned diagonal road width for a better match.
Now using x overgeneration to fix most chunk border bugs.
Desert sand is easier on the eye, added stereotype cacti.
Lane width parameter.
Tuned diagonal road width for a better match.
- philipbenr
- Member
- Posts: 1897
- Joined: Fri Jun 14, 2013 01:56
- GitHub: philipbenr
- IRC: philipbenr
- In-game: robinspi
- Location: United States
Re: [Mod] Generative road/path experiment [0.1.2] [path]
Cool... It would be amazing to have--
Great idea:
If you've ever played the game, it is fun, is it not? Anyhow, I was wondering if this could be possible? I know that there are multiple cars mods... Webdesigner97's would be nice because it doesn't run up slopes. Anyhow, you would just have a looping race track with the track in a depression. Then you would have a couple cacti and some other decorative items (cliffs, train tracks, old broken locomotive... maybe more). You would have Mario Kart 64 Kalimari Desert. Just a cool thought... I dunno if you want to though (I think it would be amazing... :)
Edit: Another nice lookin' mod Paramat
Great idea:
If you've ever played the game, it is fun, is it not? Anyhow, I was wondering if this could be possible? I know that there are multiple cars mods... Webdesigner97's would be nice because it doesn't run up slopes. Anyhow, you would just have a looping race track with the track in a depression. Then you would have a couple cacti and some other decorative items (cliffs, train tracks, old broken locomotive... maybe more). You would have Mario Kart 64 Kalimari Desert. Just a cool thought... I dunno if you want to though (I think it would be amazing... :)
Edit: Another nice lookin' mod Paramat
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.2] [path]
The road is 'drawn' by a 3D node brush that is a 7x7 node disc with a white centre. White has priority over black which has priority over sand. The brush is triggered by the curves where 2D noise is zero.
Last edited by paramat on Sun Feb 15, 2015 23:25, edited 4 times in total.
Re: [Mod] Generative road/path experiment [0.1.2] [path]
Wow!
Is there any way I can be sure that there will be only ONE road on a map?
Why? Because of Roger Zelazny's legacy: http://wiki.roadtoamber.com/black-road
Is there any way I can be sure that there will be only ONE road on a map?
Why? Because of Roger Zelazny's legacy: http://wiki.roadtoamber.com/black-road
- Hybrid Dog
- Member
- Posts: 2836
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Mod] Generative road/path experiment [0.1.2] [path]
You could use pelin3d for the height.
Re: [Mod] Generative road/path experiment [0.1.3] [path]
Thanks!
PS: WHY CAN'T I "LIKE" SOMEONE'S POST USING NEW FORUM SOFTWARE AS WELL AS THE OLD ONE???
PS: WHY CAN'T I "LIKE" SOMEONE'S POST USING NEW FORUM SOFTWARE AS WELL AS THE OLD ONE???
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.3] [path]
One road is impossible, but you can move towards vast isolated roads by increasing the 'spread' of the 'np_base' noise, double it perhaps 2-3 times, adding an 'octave' each time you do, until the spread is larger than the area you expect to explore. Then also reduce 'persistence' to 0.4 or 0.33. When you spawn yo umay need to travel the spread distance to find the first road.
- Hybrid Dog
- Member
- Posts: 2836
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Mod] Generative road/path experiment [0.1.3] [path]
with the code you useparamat wrote:One road is impossible, [...]
It's possible if the position of the street would be found out with using the map's seed and pseudorandom.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.3] [path]
^ Yep.
Last edited by paramat on Mon May 26, 2014 05:21, edited 1 time in total.
- philipbenr
- Member
- Posts: 1897
- Joined: Fri Jun 14, 2013 01:56
- GitHub: philipbenr
- IRC: philipbenr
- In-game: robinspi
- Location: United States
Re: [Mod] Generative road/path experiment [0.1.3] [path]
Amazing...
Edit: @paramat: Could you make a version with a finish line? I would like to generate a racetrack off the bat... If not, then I'll make a map of Kalimari Desert and post it later...
Edit: @paramat: Could you make a version with a finish line? I would like to generate a racetrack off the bat... If not, then I'll make a map of Kalimari Desert and post it later...
Re: [Mod] Generative road/path experiment [0.1.3] [path]
Well, that's enough for me, 'cause the black road is not continuous.paramat wrote:One road is impossible, but you can move towards vast isolated roads
Maybe It'll be good to create some "power fields" that'll slow players who are to cross the road instead of moving along it :)
Great work, paramat!
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.4] [path]
0.1.4
Two intersecting road systems, one passes under hills in tunnels, the white line is luminous.
Two intersecting road systems, one passes under hills in tunnels, the white line is luminous.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.5] [path]
0.1.5
Added yellow tunnel ceiling lights, finally found a good way to spread the light in tunnels by ABM.
Added yellow tunnel ceiling lights, finally found a good way to spread the light in tunnels by ABM.
Code: Select all
minetest.register_abm({
nodenames = {"path:lightoff"},
interval = 7,
chance = 8,
action = function(pos, node)
minetest.add_node(pos, {name="path:lighton"})
pos.y = pos.y - 1
minetest.add_node(pos, {name="path:roadblack"})
minetest.dig_node(pos)
end,
})
- Hybrid Dog
- Member
- Posts: 2836
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Mod] Generative road/path experiment [0.1.5] [path]
1. you could use update_map() to light a lot of lights at onceparamat wrote:0.1.5
Added yellow tunnel ceiling lights, finally found a good way to spread the light in tunnels by ABM.
Code: Select all
minetest.register_abm({ nodenames = {"path:lightoff"}, interval = 7, chance = 8, action = function(pos, node) minetest.add_node(pos, {name="path:lighton"}) pos.y = pos.y - 1 minetest.add_node(pos, {name="path:roadblack"}) minetest.dig_node(pos) end, })
2. there's a function called "nodeupdate(pos)"
3. you could also use on_punch and enable/disable the connecting lights at once
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.5] [path]
Thanks, however it seems 'update_map()' is not for the on-generated version of voxelmanip.
I seemed to remember there was a 'nodeupdate' function but could not find it when searching through the lua-api.txt, i was wondering if i has imagined it. How is it used? 'minetest.node_update(pos)'?
I seemed to remember there was a 'nodeupdate' function but could not find it when searching through the lua-api.txt, i was wondering if i has imagined it. How is it used? 'minetest.node_update(pos)'?
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Generative road/path experiment [0.1.5] [path]
paramat wrote:Thanks, however it seems 'update_map()' is not for the on-generated version of voxelmanip.
I seemed to remember there was a 'nodeupdate' function but could not find it when searching through the lua-api.txt, i was wondering if i has imagined it. How is it used? 'minetest.node_update(pos)'?
Code: Select all
nodeupdate(pos)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.1.5] [path]
Thanks i will try it.
EDIT
It works :}
EDIT
It works :}
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.2.0] [path]
Version 0.2.0
Now tunnels have been moved to noisegrid, this mod is currently an experiment (also an example and a mapgen framework) in roads that climb hills and place halfslabs to create walkable and drivable slopes (gradient is limited though). Map in first post.
Now tunnels have been moved to noisegrid, this mod is currently an experiment (also an example and a mapgen framework) in roads that climb hills and place halfslabs to create walkable and drivable slopes (gradient is limited though). Map in first post.
Last edited by paramat on Sun Jun 22, 2014 08:00, edited 1 time in total.
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Generative road/path experiment [0.2.0] [path]
Error at startup:
The indexes seem to be correct in the codes
EDIT: Found the bug... the hardcoded sidelen of "81" was the problem.
Code: Select all
09:21:21: ERROR[main]: ServerError: E:\Programme\minetest\bin\..\mods\path\init.
lua:168: bad argument #1 to 'abs' (number expected, got nil)
09:21:21: ERROR[main]: stack traceback:
09:21:21: ERROR[main]: [C]: in function 'abs'
09:21:21: ERROR[main]: E:\Programme\minetest\bin\..\mods\path\init.lua:168: in
function <E:\Programme\minetest\bin\..\mods\path\init.lua:121>
EDIT: Found the bug... the hardcoded sidelen of "81" was the problem.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative road/path experiment [0.2.0] [path]
Interesting, you use a chunk size other than 5? I usually assume no-one does but i might use sidelen in future now. It's 81 instead of 80 because of overgeneration, so use sidelen + 1.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative path experiments [0.3.0] [path]
Version 0.3.0
Grass, dirt, trees, lakes, mountains, beaches. 2 road systems along ridges and valleys.
Grass, dirt, trees, lakes, mountains, beaches. 2 road systems along ridges and valleys.
- paramat
- Developer
- Posts: 3700
- Joined: Sun Oct 28, 2012 00:05
- GitHub: paramat
- IRC: paramat
- Location: UK
Re: [Mod] Generative path experiments [0.3.1] [path]
Version 0.3.2
Dirt paths with walkable (no jumping) halfslab slopes.
Dirt paths with walkable (no jumping) halfslab slopes.
Who is online
Users browsing this forum: Bing [Bot], Walker and 32 guests