Up!

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SB66
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Re: Up!

by SB66 » Sun Aug 19, 2018 22:09

:)

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made a mistake with the "yaw"...
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Re: Up!

by Gael de Sailly » Mon Aug 20, 2018 08:14

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.
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Re: Up!

by voxelproof » Mon Aug 20, 2018 18:06

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.


And I like them very much too. I'll surely try out your advice. And foremost I hope you've not abandoned mg valleys :)
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Re: Up!

by voxelproof » Mon Aug 20, 2018 18:08

SB66 wrote::)

made a mistake with the "yaw"...


Water looks even better in your paradise :))
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Re: Up!

by Gael de Sailly » Tue Aug 21, 2018 00:17

voxelproof wrote:And foremost I hope you've not abandoned mg valleys :)

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.
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Bullet Peaks

by voxelproof » Sat Sep 08, 2018 08:05

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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Image

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Re: Bullet Peaks

by MineYoshi » Sun Sep 09, 2018 18:19

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.

Image

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That's a really cool mapgen to be honest.
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Re: Up!

by DragonsVolcanoDance » Sun Sep 09, 2018 23:08

The craziness doesn't stop underwater.

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Could be called ''Down!'' too! x)
 

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Re: Up!

by Gael de Sailly » Sun Sep 09, 2018 23:54

DragonsVolcanoDance wrote:The craziness doesn't stop underwater.

Could be called ''Down!'' too! x)

Climbing underwater in Minetest is a bit weird btw
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Re: Up!

by DragonsVolcanoDance » Mon Sep 10, 2018 01:08

Gael de Sailly wrote:Climbing underwater in Minetest is a bit weird btw


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.

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.
 

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Re: Up!

by voxelproof » Mon Sep 10, 2018 03:46

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.


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 ;)
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Re: Up!

by voxelproof » Mon Sep 10, 2018 14:05

DragonsVolcanoDance wrote:The craziness doesn't stop underwater.

...

Could be called ''Down!'' too! x)


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.

Image

Image

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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Mount Voxelest

by voxelproof » Wed Sep 12, 2018 15:43

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 .

Image

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

by voxelproof » Wed Sep 12, 2018 15:58

Never before seen behaviour of a mapgen, a little creek moving downhill.

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Re: Up!

by voxelproof » Sun Sep 16, 2018 15:28

Southern foundation of Mount Voxelest.

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Re: Up!

by voxelproof » Mon Sep 17, 2018 18:40

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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Mount Neverest, Mount Minetest

by voxelproof » Wed Oct 03, 2018 14:10

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.

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Mt Neverest, height 1620

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Mt Minetest, height 1687
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Valleys Extreme

by voxelproof » Thu Nov 15, 2018 18:19

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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Re: Up!

by voxelproof » Wed Nov 21, 2018 17:12

Another example from "Extreme". This shows the same massif seen from another side.

Image

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"

by voxelproof » Sun Nov 25, 2018 09:37

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:

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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Re: Up!

by voxelproof » Sun Nov 25, 2018 19:52

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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Re: Up!

by voxelproof » Tue Nov 27, 2018 17:43

I've just tested the Mountain Climbing mod by Shara:

Image

Image

Image

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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"Extreme Volcanic"

by voxelproof » Sun Dec 02, 2018 09:39

Here it. goes. Settings for the "Extreme Volcanic" tweaking of Valleys mg:

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]


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.

Image

Image

Image
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Last edited by voxelproof on Sun Dec 02, 2018 09:43, edited 1 time in total.
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Re: Up!

by voxelproof » Sun Dec 02, 2018 09:41

A few more screenshots.

Image

Image
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Volcanic with huge caves and improved biomes

by voxelproof » Sun Dec 02, 2018 14:01

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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