[Abandoned Mod] Cityscape [cityscape]

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duane
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[Abandoned Mod] Cityscape [cityscape]

by duane » Post

Edit: This mod is abandoned now that I've switched to Squaresville C.

This mod makes rudimentary roads and buildings. It's more of an experiment than anything, but might be fun for someone to play with. It could be terrain for zombie attack games or just blowing things up.

Roads and city terrain are located by perlin noise. Natural terrain is left alone everywhere else. Cityscape only works with the new "valleys" mapgen at the moment, because the road noise has to match the terrain. It may be possible to accomodate other mapgens in the future.

Image

The source is available on github.

Note that the original code is still available in the "original" branch on github.

Code: CC0 and others, textures: CC0 and others

Mod dependencies: default, stairs, doors

Download: https://github.com/duane-r/cityscape/archive/master.zip

Recipes:
Spoiler
Combine cotton (c), gasoline (g), and glass bottles (b) to make several molotov cocktails. Left click to hurl long distances. The fire will spread farther if it hits at just the right time.
[b,c,b]
[b,g,b]
[b,b,b]

Gasoline and other goodies are available from mining various objects and from chopping up crates you find in the buildings.
I no longer maintain this mod. Those who are interested might want to check out Squaresville.
Attachments
cityscape-14.jpg
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Last edited by duane on Tue Sep 26, 2017 03:18, edited 15 times in total.
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duane
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

Among the problems I'm already aware of are:

- No rails
- No roadmarks
- No sewers
- No cars
- Roads fall into rivers
- Rivers slop over onto the roads.
- Highways frequently dive under buildings.
- Highways frequently form two levels.
- Buildings get overwritten partly or completely by different buildings.
- Highway road marks don't always show up.
- Roads tend to interfere with highways.
- Roads often go up a mountain, even if there's an easy way around.
- Problems at y chunk boundaries.
- Trees grow in the air over roads.
- Roads are uneven.
- Lighting issues
- Excessive memory use
Last edited by duane on Tue Mar 29, 2016 02:02, edited 23 times in total.
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Re: [Mod] <Cityscape> [<cityscape>]

by cd2 » Post

looks cool :D

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Re: [Mod] <Cityscape> [<cityscape>]

by Minetestforfun » Post

A city mapgen like that should be very interesting for shooter like subgame :)

Keep up the good work

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Re: [Mod] <Cityscape> [<cityscape>]

by MineYoshi » Post

Yes something for a shooter FPS style server!
Have a nice day! :D

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Re: [Mod] <Cityscape> [<cityscape>]

by paramat » Post

Interesting.

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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

I've put in ramps connecting every block with the next, except at the corners. (A four-level connection is beyond me.) You can get some serious air time shooting down these in fast mode.

Image

I also added sidewalks to avoid doors opening onto drop-offs. Next I'm thinking of making the buildings modular, with several basic types. I may put in stairs first. They all need stairs.
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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Post

Nice! I can see this turning into a great mod.
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

Started a new building type with "Gotham" in mind, but now I think it looks more like "General Hospital". I'm not sure if the gargoyles are appropriate.
Spoiler
Image
Image
Image
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cityscape-03.jpg
cityscape-03.jpg (171.64 KiB) Viewed 1790 times
cityscape-02.jpg
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cityscape-01.jpg
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

I had to put some lights in. Darkness withers the heart.

Image

Image
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cityscape-04.jpg
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Re: [Mod] <Cityscape> [<cityscape>]

by cd2 » Post

duane wrote:I had to put some lights in. Darkness withers the heart.

Image

Image
nice :D

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Re: [Mod] <Cityscape> [<cityscape>]

by Nathan.S » Post

This is pretty cool. Can't wait to see where this goes.
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

I added streetlights and road markings. I've also put in a vacancies setting to control how many lots are left empty (for players to fill). You could conceivably have nothing but empty lots.

The terrain profiling is less picky now, so more city blocks should show up, especially near the sea. So far, I haven't seen any problems.
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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Post

No screenshots? You're the screenshot king.
Keep up the great work.
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

Don wrote:No screenshots? You're the screenshot king.
Keep up the great work.
Oh well, IF you INSIST. I added two new building types as well. I think that's about all I can do with blocky types. All of the doors need work...

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Re: [Mod] <Cityscape> [<cityscape>]

by paramat » Post

Very interesting.

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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

You can now adjust the size/number of buildings by setting the number of divisions in each block from one to four (three is the default). I think three looks best, but it doesn't give you a lot of interior space. (Four is downright cramped.) You can set the divisions of the X- and Z-axes separately, to make rectangular buildings.

Sadly, I still see no way to get around the ramp issue for single-building blocks, so that's not likely to improve. Likewise, changing the number of divisions between blocks would give you mismatched ramps.

Image

Don! How'd you get into my HQ?! Oh, wait...

Image
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cityscape-09.jpg
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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Post

Looking good!
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Re: [Mod] <Cityscape> [<cityscape>]

by D00Med » Post

This is very cool!
Look! I have a signature :]
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Re: [Mod] <Cityscape> [<cityscape>]

by Napiophelios » Post

This is an excellent mod Duane!

But its would look way better if you could make your own textures for the concrete and plaster and light panels,
so there could be options with texture packs.

The ones I made for the screen shot below are too dark for most
but it looks much more modern;Default stone just looks like ass.

Image
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

Napiophelios wrote:But its would look way better if you could make your own textures for the concrete and plaster and light panels,
so there could be options with texture packs.
Great minds think alike. I've already worked out some different looks. The changes I've made are still based on the same texture, but I added bricks. It does need separate texture names.

Image

I'll probably do some more work on it, but right now I'm trying to get the issue of schematics bleeding over from the original landscape solved. I'm making progress, but there may not be a perfect solution. At least I've removed the overly-complicated abm.
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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Post

Wow Duane! That looks awesome.
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Post

I've changed most of the textures to cityscape_ prefixes to make them easy to modify. I added floors, ceilings, roofs and sidewalks with placeholder textures.

Image
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Re: [Mod] <Cityscape> [<cityscape>]

by rubenwardy » Post

There's no need to duplicate default textures - it'll make it look odd in a say 32 or 62 texture pack which doesn't support cityscape. Texture packs can override the texture of a node like this:

Code: Select all

mod:name all texture_name.png
In overrides.txt
See doc/texture_overrides.txt
For more info (same folder as lua_api.txt)
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Re: [Mod] <Cityscape> [<cityscape>]

by maikerumine » Post

This looks like a remarkable mod, thanks for posting this!
Talamh Survival Minetest-->viewtopic.php?f=10&t=12959

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