TumeniNodes wrote: Is it not rue that as long as liquids carry a "cube-like" definition, they will remain difficult to control in regards to "flowing"? in the manner which is discussed here?
My question is this, is it even possible to set up liquids as a default_mod (the same as doors, and others are), on their own..., and somehow try to work in some of the liquids aspects from, say, Blender using meshes? In order to give liquids more "liquid-like" properties? Which then may make liquids easier to work with?
So, once you're done laughing :D this is just something I have been wondering about...
duane wrote:TumeniNodes wrote: Is it not rue that as long as liquids carry a "cube-like" definition, they will remain difficult to control in regards to "flowing"? in the manner which is discussed here?
My question is this, is it even possible to set up liquids as a default_mod (the same as doors, and others are), on their own..., and somehow try to work in some of the liquids aspects from, say, Blender using meshes? In order to give liquids more "liquid-like" properties? Which then may make liquids easier to work with?
So, once you're done laughing :D this is just something I have been wondering about...
The mapgens and mapgen mods actually add liquids after the river channels have been created, so the behavior of the liquids is unrelated. The trick is designing river channels that follow gravity. Valleys doesn't do that because it's a devilish problem when you have to be able to generate any given 80m cube of terrain from scratch without necessarily being able to generate all the mountains and valleys around it.
If I tell you to generate any random volume of terrain from Earth, complete with rivers that might be flowing through it, how do you do it? Of course, you don't. You fake it so that it looks more or less right.
I don't know how MillersMan is doing it. I'm hopeful, but skeptical that his mapgen will be able to make more realistic terrain without an overwhelming resource cost or complications in the rest of the game.
vmg_noise_2 = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2
vmg_river_size = 3
mgvalleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mgvalleys_river_size = 3
So you're using the core version. This should work. It will modify the landscape smoothness too (because less valleys).amadin wrote:Did you mean:?
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mgvalleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mgvalleys_river_size = 3
amadin wrote:How change value of min\max lava height (in mapgen_valleys.cpp)? What default maximum lava height is? Now i don't see lava underground. I mean compiled version.
I may try it the coming weeks, if I have the time.paramat wrote:Gael-de-Sailly, next release is around 21st Dec, feature freeze 2 weeks or so before. If you are inspired to improve mgvalleys noise params that would be great.
My only request is that the pattern of the rivers tends to be a little too small-scaled because the 'spread' is small.
It's possible to increase the spread but keep the same amount of 'twistyness' by adding an octave each time you double spread.
mgvalleys_river_size = 6
mgvalleys_river_depth = 4
mg_valleys_np_rivers = 0, 1, (512, 512, 512), -6050, 5, 0.6, 2.0
mg_valleys_np_inter_valley_fill = 0, 1, (512, 1024, 512), 1993, 6, 0.8, 2.0
mgvalleys_np_valley_depth = 5, 4, (1012, 1012, 1012), -1914, 1, 1.0, 2.0
Gael de Sailly wrote:New, experimental version of Valleys Mapgen today, using 3D noise instead of 2D for rivers, which results in a totally different shape (more irregular and "epic") for the deepest valleys.
duane wrote:Gael de Sailly wrote:New, experimental version of Valleys Mapgen today, using 3D noise instead of 2D for rivers, which results in a totally different shape (more irregular and "epic") for the deepest valleys.
Ok, I'm using the 3d_rivers branch and the same seed as in your screenshots, and I get completely ordinary valleys. Are you using default settings?
Gael de Sailly wrote:Are you sure you are using the branch, and the singlenode mapgen?
I use all default settings, and this 3D river feature is not a setting, it is enabled anyway (because I had to change the structure of the algorithm a bit, it seems difficult to me to keep this as a setting without duplicating the code).
Gael de Sailly wrote:3D noise rivers are now available in my fork of the core --> vmg_canyon
voxelproof wrote:I suppose the rivers generation now isn't bundled with the basic terrain generation (except the canyons)?
voxelproof wrote:When I was tweaking Valleys I was surprised how much rivers parameters affected general appearance of terrain.
Gael de Sailly wrote:voxelproof wrote:I suppose the rivers generation now isn't bundled with the basic terrain generation (except the canyons)?
Not sure that it's what you mean, but the 3D river and basic mapgen features are working well, my branch is almost ready for a PR.
Canyons is the name I've chosen for this 3D river noise feature, because of the appearance of the deepest valleys, that look like realistic canyons, with cliffs and overhangs, instead of the same boring smooth 60-70° slopes.
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