[Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
- paramat
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[Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
For Minetest 0.4.13 and later
Depends default
Licenses: Code LGPLv2.1, textures CC BY-SA 3.0
Download ZIP, extract and rename to 'pathv7' https://github.com/paramat/pathv7/archive/master.zip
Browse code https://github.com/paramat/pathv7
Use with mapgen v7 only. This is the mgv7 version of my mod 'pathv6alt' but also simplified and improved.
Creates a worldwide network of walkable / drivable wooden roads, bridges and lighted tunnels.
There are 4 2D noise networks, each with a different scale, crossroads are found at network intersections.
All slopes are half-node steps so no jumping required, most car mods can cope with the slopes.
Mgv7 terrain noises are used to make the road height roughly follow the terrain, it does the best it can considering it needs to rise at cliff terrain, inevitably it will sometimes rise or sink for seemingly no good reason.
Currently limited to a maximum height of y = 42 due to unsolved mapchunk border issues.
Last edited by paramat on Sun Dec 18, 2016 02:41, edited 5 times in total.
- TheReaperKing
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.3] [pat
Sooooo awesomeeee Seems like this needs to be comboed with cityscape :)
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.3] [pat
awesome!
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.3] [pat
+1 awesome mod!
- paramat
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.3] [pat
Here's something new for use in mgv7 https://github.com/paramat/roadv7
- paramat
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pat
Version 1.5 has all 3 memory use optimisations i detailed elsewhere, so should hopefully be suitable for those using LuaJIT and not cause OOM errors (out of memory).
- FreeLikeGNU
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pat
these look really cool. Theres a kind of post apocalyptic vibe when seeing structures like this through the overgrowth. Like some advanced bronze age civilization had vanished from here.
- ManElevation
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pat
that's pretty cool
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
I Have an updated version that replaced some old calls: https://content.minetest.net/packages/E ... st/pathv7/
Have a look at my mod >> https://content.minetest.net/users/Emojiminetest <<
Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
I tried it and see no effect, except for 'bridge wood' in the inventory. I was using MG7 in a newly created world.Emojiminetest wrote: ↑Sat Jul 17, 2021 04:27I Have an updated version that replaced some old calls:
Could we get a fly-through video of what we should be seeing?
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Actually, you will see no difference between the two pathv7 versions. My version replaces some depresated engine calls, that is having no difference visually.Merak wrote: ↑Sat Jul 17, 2021 11:28I tried it and see no effect, except for 'bridge wood' in the inventory. I was using MG7 in a newly created world.Emojiminetest wrote: ↑Sat Jul 17, 2021 04:27I Have an updated version that replaced some old calls:
Could we get a fly-through video of what we should be seeing?
Have a look at my mod >> https://content.minetest.net/users/Emojiminetest <<
Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Could someone please show how to use this at a different height? I;ve been tinkering and I can't seem to generate anywhere other than 0 ground level. For example, I want to use this on another layer like AiTechEye's Dimensions
- Blockhead
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Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Well this got me in way over my head. After expanding the y range check and preventing multidimensions from overriding pathv7 with air nodes, the generation is still very patchy and seems to cut off at random. It's very tightly tied to the surface level of mapgen v7 and possibly nearby areas, but doesn't seem to work way up high (y around 10500, the sandstone dimension by default in multidimensions).
The Lua code comments seem to claim only 2D noises are used but they have y spread parameters, they just have a really high magnitude of 600. I can only hazard a guess that above that height they start to mess up. A transform from local (dimensional) space to earth-coordinate-space (i.e. by subtracting from the y value) might help?
I explored up from y=0 up to y=10500 and found that as I went up there was an expanding area that was missing nodes as each path generated on top of each other. There's got to be some issue with the mapgen code which means it doesn't work at high y-levels, despite theoretically being height-agnostic. The chunks also took longer the generate. Also, it's kind of boring that it's the same set of paths for the same x & z coordinates in each dimension. pathv7 definitely needs some big changes to support that though.
Good test seed: 4627737571162856324 (bonus points to anyone who can tell me what that seed is from), has a path right near the 0,0 point.
Video demo: https://youtu.be/1tB45H4wxa8
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: [Mod] Mgv7 road / bridge / tunnel generator [0.1.5] [pathv7]
Well you got further than I did. I have a world where I moved ground level up to 30500. I tried the following changes but nothing generates that high
Maybe there's an issue with the offset since it isn't a chunk border?
Code: Select all
+local y_offset = 30500
-- Mapgen v7 noises
-- 2D noise for base terrain
local np_base = {
- offset = 4,
+ offset = y_offset + 4,
scale = 70,
spread = {x = 600, y = 600, z = 600},
seed = 82341,
----------------------------------------------
-- On generated function
minetest.register_on_generated(function(minp, maxp, seed)
- if minp.y > 0 or maxp.y < 0 then
+ if minp.y > y_offset or maxp.y < y_offset then
return
end
----------------------------------------------
local tblend = 0.5 + HSAMP * (select - 0.5)
tblend = math.min(math.max(tblend, 0), 1)
local tlevel = math.floor(base * tblend + alt * (1 - tblend))
- local pathy = math.min(math.max(tlevel, 7), 42)
+ local pathy = math.min(math.max(tlevel, y_offset + 7), y_offset + 42)
----------------------------------------------
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