Up!
- Gael de Sailly
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Re: Up!
These ponds have never been made on purpose, it's a glitch, but since I find it beautiful too, I don't consider removing them. However I don't see a way to prevent the slopes in the lake. Anyway, excessive slopes are caused by too big values for valleys_depth noise, very sensitive parameter. If you want bigger mountains without this, you should increase the horizontal scales of valleys_depth and rivers noises.
Just realize how bored we would be if the world was perfect.
- voxelproof
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Re: Up!
And I like them very much too. I'll surely try out your advice. And foremost I hope you've not abandoned mg valleys :)Gael de Sailly wrote:These ponds have never been made on purpose, it's a glitch, but since I find it beautiful too, I don't consider removing them. However I don't see a way to prevent the slopes in the lake. Anyway, excessive slopes are caused by too big values for valleys_depth noise, very sensitive parameter. If you want bigger mountains without this, you should increase the horizontal scales of valleys_depth and rivers noises.
To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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Re: Up!
Water looks even better in your paradise :))SB66 wrote::)
made a mistake with the "yaw"...
To miss the joy is to miss all. Robert Louis Stevenson
- Gael de Sailly
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Re: Up!
I would like to code on this again, but it's hard to gather time and motivation to get into the code. And since it was ported in MT's core, it's no more in Lua like my original code but in C++, language that I find quite obscure. I can still tune mapgen parameters like I started to do monthes ago.voxelproof wrote:And foremost I hope you've not abandoned mg valleys :)
Just realize how bored we would be if the world was perfect.
- voxelproof
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Bullet Peaks
Bullet Peaks in Eden. Although this kind of sharply shaped rocks is predictable in this tuning of valleys mg parameters, it still catches attention of a devoted climber.
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To miss the joy is to miss all. Robert Louis Stevenson
Re: Bullet Peaks
That's a really cool mapgen to be honest.voxelproof wrote:Bullet Peaks in Eden. Although this kind of sharply shaped rocks is predictable in this tuning of valleys mg parameters, it still catches attention of a devoted climber.
Have a nice day! :D
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Re: Up!
The craziness doesn't stop underwater.
Could be called ''Down!'' too! x)
Could be called ''Down!'' too! x)
- Gael de Sailly
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Re: Up!
Climbing underwater in Minetest is a bit weird btwDragonsVolcanoDance wrote:The craziness doesn't stop underwater.
Could be called ''Down!'' too! x)
Just realize how bored we would be if the world was perfect.
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Re: Up!
Perfectly understandable! Unless you go down head first. Imagine crawling down a staircase head first. Better yet, imagine crawling up a staircase on your belly backwards.Gael de Sailly wrote: Climbing underwater in Minetest is a bit weird btw
Wait.. this is minetest.
I understand your point, but I just wanted to say that being under the water can feel almost as interesting as being on top of a 1,000 block tall mountain. I have never been in an ocean that's -200, and looking back at the surface makes me think of how deep the oceans IRL really are. It kinda gave me a sense of their depth..
-200 isn't actually that deep for an ocean, either...but in minetest...that's awesome.
- voxelproof
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Re: Up!
I don't know how deep the oceans might be in this version of valleys, never planned underwater exploration afraid of the abyss that is probably just full of darkness and nothing more ;)DragonsVolcanoDance wrote:...Gael de Sailly wrote: Climbing underwater in Minetest is a bit weird btw
I understand your point, but I just wanted to say that being under the water can feel almost as interesting as being on top of a 1,000 block tall mountain. I have never been in an ocean that's -200, and looking back at the surface makes me think of how deep the oceans IRL really are. It kinda gave me a sense of their depth..
-200 isn't actually that deep for an ocean, either...but in minetest...that's awesome.
To miss the joy is to miss all. Robert Louis Stevenson
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Re: Up!
Although most seashores are steep, there're also many areas which resemble more "regular" generators with relatively flat lowlands (but finding them requires some determination and patience). And for me the highest parts of mountains have shapes which induce strangely positive psychological effect. Of course they aren't very realistic, you can easily determine their fantastic nature, but no good games, movies, novels and so on are fully realistic, they always must offer some sort of escape, a reality change. Maybe this is sometimes a controlled craziness, I'd rather call it simply a pleasant distraction.DragonsVolcanoDance wrote:The craziness doesn't stop underwater.
...
Could be called ''Down!'' too! x)
Both were taken in Eden (the second one with Ethereal mod enabled). And screenies don't reflect in the least the real feeling of peculiar immersion a player experiences while roaming across these landscapes.
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- Eden_lowlands.jpg (64.61 KiB) Viewed 617 times
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- voxelproof
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Mount Voxelest
The highest point in Eden is now called Mount Voxelest (do not ask me why) and it's 1618 nodes high.However I'm aware that such intrepid explorers as me are extremely rare please let me know in case anyone found anything higher within this world .
Moreover, on its slopes I discovered never previously reported curious phenomenon of sliding stream -- a very short creek stepping node by node down until it stopped a few tens of nodes below its first position. (Series of screenies in the next post).
Moreover, on its slopes I discovered never previously reported curious phenomenon of sliding stream -- a very short creek stepping node by node down until it stopped a few tens of nodes below its first position. (Series of screenies in the next post).
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Sliding Stream
Never before seen behaviour of a mapgen, a little creek moving downhill.
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- voxelproof
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Re: Up!
Southern foundation of Mount Voxelest.
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Re: Up!
And here is a truly astounding view of the nearby massif (however, as I figured out it does not belong to the main formation of Voxelest).
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- Eden_mountains.jpg (64.37 KiB) Viewed 617 times
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- voxelproof
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Mount Neverest, Mount Minetest
Here are two other super-tall mountains exceeding y=1500 in Eden. Sadly Mount Minetest isn't as beautiful as it should be ;) but nevertheless it's the highest of the three.
Mt Neverest, height 1620
Mt Minetest, height 1687
Mt Neverest, height 1620
Mt Minetest, height 1687
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- Mt_Minetest.jpg (64.94 KiB) Viewed 617 times
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- Mt_Neverest.jpg (63.43 KiB) Viewed 617 times
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- voxelproof
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Valleys Extreme
The aim of this tweaking of Valleys mg is to make mountains look more realistic and give it truly 'alpine' appearance. Caves, though also abundand, are very narrow and hardly if at all explorable and serve only to simulate patterns of erosion, creeks are also thinner and usually tend to follow the decent rules of sir Izaak Newton (with many exceptions of course ;)) Some deserts have well formed sand dunes... Coming soon:)
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- voxelproof
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Re: Up!
Another example from "Extreme". This shows the same massif seen from another side.
The top parts of these Alpine-type mountains are nicely outlined by the boundary between rocks emerging from underneath the earth's surface and naturalistically shaped eroded slopes.
The top parts of these Alpine-type mountains are nicely outlined by the boundary between rocks emerging from underneath the earth's surface and naturalistically shaped eroded slopes.
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Valleys "Extreme"
I guess that some players might be interested in exploration of the worlds full of high rocky mountain ranges with shapes much more resembling real terrain than in the "Heaven" tweaking of Gael de Sailly's Valleys map generator.
Here I post the tweaking of the map_meta.txt file:
Extremely high mountains are rarer than in Eden, but still you can find huge massifs more than 1500 in height. Caves are basically very difficult to explore (just like most of the real ones) and their function is to provide surface features resembling erosion and narrow deep crevices. This makes walking much more risky because there's much higher probability of falling into an unnoticed hole (many of such pits have openings just one node wide). Peaks are sharper, there're also more distinct mountain ranges. In deserts dunes emerge in more natural shapes. Creeks are very narrow and as usual form nice circular patterns ;) , mountain lakes if there are any are tiny and scarce.
I think that this mod is perfect for flying in "Hanggliders" mod by Piezo (however I strongly advise to use my tweaking of this mod and set the player's walking speed to 8 to obtain really great, immersive experience)..
Another great, well done mod which makes climbing high mountains truly rewarding is "Bike for Minetest" by Hume2. However due to more difficult terrain in Extreme I'd suggest using it in "Heaven" worlds where long, continuous slopes are more frequent.
Enjoy!
Here I post the tweaking of the map_meta.txt file:
Code: Select all
mgvalleys_np_terrain_height = {
flags = defaults
lacunarity = 1
offset = -10
scale = 1000
spread = (2048,2048,4096)
seed = 4541
octaves = 6
persistence = 0.45
}
mgvalleys_np_inter_valley_slope = {
flags = defaults
lacunarity = 2
offset = 0.5
scale = 0.5
spread = (128,128,1024)
seed = 746
octaves = 1
persistence = 1
}
mgvalleys_np_inter_valley_fill = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (256,512,256)
seed = 1993
octaves = 6
persistence = 0.8
}
mgvalleys_np_filler_depth = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.2
spread = (256,256,256)
seed = 1605
octaves = 3
persistence = 0.5
}
mgvalleys_np_massive_caves = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (512,256,256)
seed = 59033
octaves = 6
persistence = 0.63
}
mgvalleys_np_cave2 = {
flags = defaults
lacunarity = 5
offset = 0
scale = 13
spread = (67,67,67)
seed = 10325
octaves = 3
persistence = 0.5
}
mgvalleys_np_cave1 = {
flags = defaults
lacunarity = 5
offset = 0
scale = 13
spread = (61,61,61)
seed = 52534
octaves = 3
persistence = 0.3
}
mgvalleys_cave_width = 0.01
mgvalleys_river_size = 2
mg_flags = caves, dungeons, light, decorations
chunksize = 5
mgvalleys_lava_features = 0
mg_name = valleys
mapgen_limit = 31000
water_level = 1
seed = 18446744073709545565
mgvalleys_np_rivers = {
flags = defaults
lacunarity = 2
offset = 0
scale = 2
spread = (512,512,128)
seed = -6050
octaves = 5
persistence = 0.6
}
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 5349
octaves = 3
persistence = 0.5
}
mgvalleys_water_features = 0
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 13
octaves = 2
persistence = 1
}
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 842
octaves = 3
persistence = 0.5
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 90003
octaves = 2
persistence = 1
}
mgvalleys_spflags = altitude_chill, humid_rivers
mgvalleys_np_valley_depth = {
flags = defaults
lacunarity = 2
offset = 5
scale = 4
spread = (512,512,1024)
seed = -1914
octaves = 1
persistence = 1
}
mgvalleys_altitude_chill = 90
mgvalleys_np_valley_profile = {
flags = defaults
lacunarity = 2
offset = 0.6
scale = 0.5
spread = (64,2048,1024)
seed = 777
octaves = 1
persistence = 1
}
mgvalleys_large_cave_depth = -33
mgvalleys_massive_cave_depth = -256
mgvalleys_river_depth = 5
[end_of_params]
Extremely high mountains are rarer than in Eden, but still you can find huge massifs more than 1500 in height. Caves are basically very difficult to explore (just like most of the real ones) and their function is to provide surface features resembling erosion and narrow deep crevices. This makes walking much more risky because there's much higher probability of falling into an unnoticed hole (many of such pits have openings just one node wide). Peaks are sharper, there're also more distinct mountain ranges. In deserts dunes emerge in more natural shapes. Creeks are very narrow and as usual form nice circular patterns ;) , mountain lakes if there are any are tiny and scarce.
I think that this mod is perfect for flying in "Hanggliders" mod by Piezo (however I strongly advise to use my tweaking of this mod and set the player's walking speed to 8 to obtain really great, immersive experience)..
Another great, well done mod which makes climbing high mountains truly rewarding is "Bike for Minetest" by Hume2. However due to more difficult terrain in Extreme I'd suggest using it in "Heaven" worlds where long, continuous slopes are more frequent.
Enjoy!
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- Xtreme_lake.png (479.15 KiB) Viewed 617 times
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- voxelproof
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Re: Up!
This one shows clearly the difference between "Heaven" and more down-to-earth "Extreme". The landscapes are usually much more believable and floating rocks are very rare, much smaller and occur only in the highest parts of terrain.
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- xtreme_mountains.png (510.5 KiB) Viewed 617 times
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- voxelproof
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Re: Up!
I've just tested the Mountain Climbing mod by Shara:
It adds a lot of reality to the climbing, however a player cannot traverse overhangs or corners. As long as you go up straightly vertically it works great.
It adds a lot of reality to the climbing, however a player cannot traverse overhangs or corners. As long as you go up straightly vertically it works great.
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- handholds_climb3.jpg (64.92 KiB) Viewed 617 times
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- handholds_climb2.jpg (63.42 KiB) Viewed 617 times
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- handhlods_climb.jpg (63.75 KiB) Viewed 617 times
To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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"Extreme Volcanic"
Here it. goes. Settings for the "Extreme Volcanic" tweaking of Valleys mg:
Distinctive features of these worlds are: calm landscapes, rare and smaller woods, vast desert and snow plateaus, mild peaks with flat tops, charming islands with low rolling meadowy hills and shores with nice beaches and sandbanks, and upcasts creating some danger for inexperienced skiers. And, of course, huuuuge volcanic mountains, some with calderas on their tops.
This tweaking as are all other made by me is intended for explorers mainly, although I think that some future builders may find this particular setting very interesting and suitable for more ambitious endeavours.
Screenshots.
Code: Select all
mgvalleys_np_terrain_height = {
flags = defaults
lacunarity = 1
offset = -10
scale = 2000
spread = (4096,4096,2048)
seed = 12446
octaves = 6
persistence = 0.45
}
mgvalleys_np_inter_valley_slope = {
flags = defaults
lacunarity = 6
offset = 0.5
scale = 0.2
spread = (128,128,1024)
seed = 746
octaves = 1
persistence = 1
}
mgvalleys_np_inter_valley_fill = {
flags = defaults
lacunarity = 2.1
offset = 0
scale = 0.5
spread = (1024,256,1024)
seed = 1993
octaves = 6
persistence = 0.8
}
mgvalleys_np_filler_depth = {
flags = defaults
lacunarity = 2
offset = 0
scale = 0.5
spread = (256,256,256)
seed = 1605
octaves = 3
persistence = 0.5
}
mgvalleys_np_massive_caves = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (512,512,256)
seed = 59033
octaves = 6
persistence = 0.63
}
mgvalleys_np_cave2 = {
flags = defaults
lacunarity = 5
offset = 0
scale = 13
spread = (67,67,67)
seed = 10325
octaves = 3
persistence = 0.5
}
mgvalleys_np_cave1 = {
flags = defaults
lacunarity = 5
offset = 0
scale = 13
spread = (61,61,61)
seed = 52534
octaves = 3
persistence = 0.3
}
mgvalleys_cave_width = 0.01
mgvalleys_river_size = 2
mg_flags = caves, dungeons, light, decorations
chunksize = 5
mgvalleys_lava_features = 0
mg_name = valleys
mapgen_limit = 31000
water_level = 1
seed = 18446744073709545565
mgvalleys_np_rivers = {
flags = defaults
lacunarity = 2
offset = 0
scale = 2
spread = (512,512,128)
seed = -6050
octaves = 5
persistence = 0.6
}
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 5349
octaves = 3
persistence = 0.5
}
mgvalleys_water_features = 0
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 13
octaves = 2
persistence = 1
}
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 842
octaves = 3
persistence = 0.5
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 90003
octaves = 2
persistence = 1
}
mgvalleys_spflags = altitude_chill, humid_rivers
mgvalleys_np_valley_depth = {
flags = defaults
lacunarity = 2
offset = 5
scale = 4
spread = (512,512,1024)
seed = -1914
octaves = 1
persistence = 1
}
mgvalleys_altitude_chill = 90
mgvalleys_np_valley_profile = {
flags = defaults
lacunarity = 2
offset = 0.6
scale = 0.5
spread = (128,128,1024)
seed = 777
octaves = 1
persistence = 1
}
mgvalleys_large_cave_depth = -33
mgvalleys_massive_cave_depth = -256
mgvalleys_river_depth = 5
[end_of_params]
This tweaking as are all other made by me is intended for explorers mainly, although I think that some future builders may find this particular setting very interesting and suitable for more ambitious endeavours.
Screenshots.
- Attachments
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- Xtreme_Volcanic3.jpg (62.36 KiB) Viewed 617 times
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- Xtreme_Volcanic2.jpg (64.06 KiB) Viewed 617 times
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- Xtreme_Volcanic1.jpg (64.81 KiB) Viewed 617 times
Last edited by voxelproof on Sun Dec 02, 2018 09:43, edited 1 time in total.
To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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Re: Up!
A few more screenshots.
- Attachments
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- Xtreme_Volcanic5.jpg (62.59 KiB) Viewed 617 times
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- Xtreme_Volcanic4.jpg (63.27 KiB) Viewed 617 times
To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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Volcanic with huge caves and improved biomes
This tuning changed biome generation (now there're more sand deserts and meadows reach higher altitudes, some lonely trees also spawn in higher parts of mountains) and the size of caves. In the deepest ones a player can probably go below -2000 (but for what sake I wonder ;) )
Code: Select all
mgvalleys_np_terrain_height = {
flags = defaults
lacunarity = 1
offset = -10
scale = 2000
spread = (4096,4096,2048)
seed = 12446
octaves = 6
persistence = 0.45
}
mgvalleys_np_inter_valley_slope = {
flags = defaults
lacunarity = 6
offset = 0.5
scale = 0.2
spread = (128,128,1024)
seed = 746
octaves = 1
persistence = 1
}
mgvalleys_np_inter_valley_fill = {
flags = defaults
lacunarity = 2.1
offset = 0
scale = 0.5
spread = (1024,256,1024)
seed = 1993
octaves = 6
persistence = 0.8
}
mgvalleys_np_filler_depth = {
flags = defaults
lacunarity = 2
offset = 0
scale = 0.5
spread = (256,256,256)
seed = 1605
octaves = 3
persistence = 0.5
}
mgvalleys_np_massive_caves = {
flags = defaults
lacunarity = 3
offset = 0
scale = 12
spread = (768,768,768)
seed = 59033
octaves = 6
persistence = 0.63
}
mgvalleys_np_cave2 = {
flags = defaults
lacunarity = 3
offset = 0
scale = 12
spread = (128,128,128)
seed = 10325
octaves = 3
persistence = 0.5
}
mgvalleys_np_cave1 = {
flags = defaults
lacunarity = 3
offset = 0
scale = 12
spread = (100,100,100)
seed = 52534
octaves = 3
persistence = 0.5
}
mgvalleys_cave_width = 0.09
mgvalleys_river_size = 2
mg_flags = caves, dungeons, light, decorations
chunksize = 5
mgvalleys_lava_features = 0
mg_name = valleys
mapgen_limit = 31000
water_level = 1
seed = 18446744073709545565
mgvalleys_np_rivers = {
flags = defaults
lacunarity = 2
offset = 0
scale = 2
spread = (512,512,128)
seed = -6050
octaves = 5
persistence = 0.6
}
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
offset = 100
scale = 25
spread = (1000,1000,1000)
seed = 5349
octaves = 3
persistence = 0.5
}
mgvalleys_water_features = 0
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 13
octaves = 2
persistence = 1
}
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 842
octaves = 3
persistence = 0.5
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 90003
octaves = 2
persistence = 1
}
mgvalleys_spflags = altitude_chill, humid_rivers
mgvalleys_np_valley_depth = {
flags = defaults
lacunarity = 2
offset = 5
scale = 4
spread = (512,512,1024)
seed = -1914
octaves = 1
persistence = 1
}
mgvalleys_altitude_chill = 90
mgvalleys_np_valley_profile = {
flags = defaults
lacunarity = 2
offset = 0.6
scale = 0.5
spread = (128,128,1024)
seed = 777
octaves = 1
persistence = 1
}
mgvalleys_large_cave_depth = -60
mgvalleys_massive_cave_depth = -2048
mgvalleys_river_depth = 5
[end_of_params]
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