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Terrain Modifiers from A=J・Z


Alphado-Jaki

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This would imply that the inverse is possible to, make only the ring in the center become a relatively flat biome at around -20 with maybe a few craters. How would I do that, for example in an completely vanilla version of the mixer, what rules would I need to add to make this work, then I can probably work out what you are doing and maybe even how, as this still dazzles me a bit. But you intrigued me, as this opens many possibilities I previously thought would not be possible.

 

Yeah, it works.

 

<!--**********************************************************
				Distance Module (Terrain)
										0 seed_additive
	distanceOut outputs distance from center upto 20,000.
	Undefined behavier, if you get out of 20,000
		or if you use ScaleInput for distanceOut
**********************************************************-->
		<module name="distanceBaseBase" type="Cylinders">
			<property name="frequency" value="256"/>
		</module><!--Elev 1@center / Elev -1@radius1-->
		<module name="distanceBase" type="ScaleInput">
			<property name="sourceModule" value="distanceBaseBase"/>
			<property name="x" value="0.00005"/>
			<property name="z" value="0.00005"/>
			<property name="y" value="0"/>
		</module><!--Elev 1@center / Elev -1@radius20,000-->
		<module name="distanceOut" type="ScaleBiasOutput">
			<property name="sourceModule" value="distanceBase"/>
			<property name="scale" value="-10000"/>
			<property name="bias" value="10000"/>
		</module><!--Elev 0@center / Elev 20,000@radius20,000-->

This module block maps distance from center as elevation. So, if you use distanceOut as controlModule for Select module, bounds & edgeFallOff for one correspond to distance from center.

 

Following code is that I added a few modules after vanilla. 0,1000 is mostly flat.

		<terrain_generator name="vanilla" use_old_final="false">
		<module name="landBaseBase" type="FastBillow" seed_additive="5">
			<property name="frequency" value="0.02"/>
		</module>
		<module name="scaleLandBaseFilter" type="ScaleBiasOutput">
			<property name="sourceModule" value="landBaseBase"/>
			<property name="scale" value="0.25"/>
			<property name="bias" value="0.25"/>
		</module>
		<module name="landBase" type="ClampOutput">
			<property name="sourceModule" value="scaleLandBaseFilter"/>
			<property name="bounds" value="0.01,0.5"/>
		</module>

		<module name="fastMountainsBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.25"/>
		</module>
		<module name="fastMountainsT" type="FastTurbulence">
			<property name="sourceModule" value="fastMountainsBase"/>
			<property name="power" value="5"/>
			<property name="frequency" value="0.025"/>
			<property name="roughness" value="1"/>
		</module>
		<module name="fastMountainsScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastMountainsT"/>
			<property name="scale" value="0.9"/>
		</module>
		<module name="fastWaterBase" type="FastRidgedMultifractal">
			<property name="frequency" value="0.35"/>
		</module>
		<module name="fastWaterBase2" type="InvertOutput">
			<property name="sourceModule" value="fastWaterBase"/>
		</module>
		<module name="fastWaterScaled" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastWaterBase2"/>
			<property name="scale" value="1"/>
			<property name="bias" value="-0.15"/>
		</module>
		<module name="fastWaterClamped" type="ClampOutput">
			<property name="sourceModule" value="fastWaterScaled"/>
			<property name="bounds" value="-1,0.25"/>
		</module>


		<module name="fastWaterFilter" type="FastRidgedMultifractal" seed_additive="3">
			<property name="frequency" value="0.05"/>
		</module>
		<module name="scaleBiasLandFilter" type="ScaleBiasOutput">
			<property name="sourceModule" value="fastWaterFilter"/>
			<property name="scale" value="1"/>
			<property name="bias" value="0.25"/>
		</module>

		<module name="fastLandWater" type="Blend">
			<property name="controlModule" value="scaleBiasLandFilter"/>
			<property name="sourceModule1" value="landBase"/>
			<property name="sourceModule2" value="fastWaterClamped"/>
		</module>

		<module name="finalLand" type="Blend">
			<property name="controlModule" value="fastMountainsScaled"/>
			<property name="sourceModule1" value="fastLandWater"/>
			<property name="sourceModule2" value="fastMountainsScaled"/>
		</module>

		<module name="scaleBiasOutput" type="ScaleBiasOutput">
			<property name="sourceModule" value="finalLand"/>
			<property name="scale" value="182"/>
		</module>

<!--[color="#000080"]Edit   From   Here[/color]-->
		<module name="distanceBaseBase" type="Cylinders">
			<property name="frequency" value="256"/>
		</module><!--Elev 1@center / Elev -1@radius1-->
		<module name="distanceBase" type="ScaleInput">
			<property name="sourceModule" value="distanceBaseBase"/>
			<property name="x" value="0.00005"/>
			<property name="z" value="0.00005"/>
			<property name="y" value="0"/>
		</module><!--Elev 1@center / Elev -1@radius20,000-->
		<module name="distanceOut" type="ScaleBiasOutput">
			<property name="sourceModule" value="distanceBase"/>
			<property name="scale" value="-10000"/>
			<property name="bias" value="10000"/>
		</module><!--Elev 0@center / Elev 20,000@radius20,000-->

		<module name="constant5" type="Constant"><!-- 5 -->
			<property name="constant" value="5"/>
		</module>

		<module name="centerFlatten" type="Select">
			<property name="controlModule" value="distanceOut"/>
			<property name="sourceModule1" value="scaleBiasOutput"/>
			<property name="sourceModule2" value="constant5"/>
			<property name="bounds" value="-1000000 ,1000"/><!--0 to 1000 is flat-->
			<property name="edgeFalloff" value="100"/><!--900 to 1100 is transition area-->
		</module>

		<output module="centerFlatten"/>
	</terrain_generator>

 

- - - Updated - - -

 

...Awesome...

 

Thanks :)

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Hey Alphado-Jaki. Those screenshots look nice! I just tried the "With River" version of your Biome Based mod (this one). I ran around for a bit using the seed "RWGTestA-J100", but I didn't notice any of the geographic features from the screenshots - no craters, rivers, mesas, or buttes. I wonder if this is because the "mesaCtrl" module is commented out? I went to the editor to try a seed, and got a null ref exception. This is using your rwgmixer.xml and all the rest is vanilla Alpha 16.4.

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  • 2 weeks later...

Developing note:

 

I saw new A17 preview video, and get far impressed with new snowy mountains.

So, I started to improve existing mountain. This is still un-satisfying to release, but is going far more awesome than my old one.

 

(Sorry for low resolution of Screenshots X( )

 

 

Da0vCH6UQAEWyZf.jpg:small

Da0yS4GUQAAHAV7.jpg:small

Da0yS4HVwAEYPO2.jpg:small

 

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Today, I have enough time to take screenshots in better resolution.

 

(Click for higher resolution)

QQJYVYft.jpguIe2lOvt.jpgB7kOfrHt.jpgQuVJsk3t.jpgrDKbI7rt.jpg

 

Also, small nice lakes are generated in the middle of experimenting codes by chance.

I don't like a huge lake, but this looks good size and detail, so I gonna let them in new generator.

Ct5E3bYl.jpg

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Developing note:

These a few days, I worked for rivers and lakes, and it is going nicely.

Remaining works for new generator is almost done. Last things to do are plains and entire world smoothing. If they goes as I expect, I can release the mod on this weekend, hopefully.

 

Here are screenshots of new lakes and rivers generation. River is waving smoothly, with tight and sharp riverside.

I'm glad if you all like.

(Click for better resolution)

 

fH0yf4nm.jpga1RyCk2m.jpg

LVrtvuTm.jpgiUhlXlvm.jpg

 

- - - Updated - - -

 

Amazing work!

 

Thank you! :)

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Update!!

 

River+Plains is now replaced with Full Varied.

This is because, all of my generators have rivers and plains. Old name explains nothing. =P

 

Rather than telling changelog first, following screenshots will show you new generation is how much awesome.... =D

 

T6cDsFrm.jpg MfxvIMxm.jpg IPhxy9Em.jpg coIRQ06m.jpg Vw0DLgPm.jpg ciEt6Yxm.jpg

 

 

Okay, then Let me tell you the change log.

  • Add mountain detailing module to generate ridge & sharp mountains
  • Add hills and height variation to plains.
  • River uses 3 step transition from mountains and plains.
    This helps smooth transition, and prevents abrupt cliff.

 

That's all.

Enjoy new version of Full Varied. =) This will give you whole new experience of scenic view in 7D2D.

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Doubt and Help

 

Hello, Firt things firts :p Thank you for the gerat work in all ur edited rwgmixer, i really like you work, And i want to know if you can make something to remove this things "RedLine" I have some seed with a hole on a mountain i really wanted to make it more smooth like a natural terrain AAlXfie.pngQmhZQSp.pngYndI1h5.png

 

- - - Updated - - -

 

Hehe, Thanks. :)

Every time I work for new update, thinking about how to improve my rivers. =D

 

You already tried to make river with waterfalls?

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Hello, Firt things firts :p Thank you for the gerat work in all ur edited rwgmixer, i really like you work, And i want to know if you can make something to remove this things "RedLine" I have some seed with a hole on a mountain i really wanted to make it more smooth like a natural terrain AAlXfiet.png QmhZQSpt.pngYndI1h5t.png

 

Thank you! I'm glad to hear you are enjoying my mod. :)

About the terrain gap around POI and towns. It's beyond what I can, results from town generation algorithm in 7D2D. These things occur no matter how we try to remove in A16, sadly. X( This may / may-not be fixed in A17, I hope....

 

You already tried to make river with waterfalls?

 

No. :/ The water level in 7D2D is static value. We can't change it like : "Higher at here, lower at there."

 

I have some seed with a hole on a mountain

 

Well, I made them for the volcanic crators.

Rincon-de-la-Vieja-Volcano-The-Old-Womans-Corner.jpg

 

But you can remove them. Find mntOutput and edit its scale and bias into smaller value. My recommend is 0.7.

			<module name="mntOutput" type="ScaleBiasOutput">
		<!--Decides peak height of mountain.-->
			<property name="sourceModule" value="mntDetailed"/>
			<property name="scale" value="[color="#0000FF"]0.7[/color]"/>
			<property name="bias" value="[color="#0000FF"]0.7[/color]"/>
		</module>

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Well, I made them for the volcanic crators.

Rincon-de-la-Vieja-Volcano-The-Old-Womans-Corner.jpg

 

But you can remove them. Find mntOutput and edit its scale and bias into smaller value. My recommend is 0.7.

			<module name="mntOutput" type="ScaleBiasOutput">
		<!--Decides peak height of mountain.-->
			<property name="sourceModule" value="mntDetailed"/>
			<property name="scale" value="[color="#0000FF"]0.7[/color]"/>
			<property name="bias" value="[color="#0000FF"]0.7[/color]"/>
		</module>

 

The hole that i mentioned are from a house on the middle of the mountain, thats why i wanted to smooth the POI gap, Thank you for the fast reply and im loving the new Varied RWG!!!

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The hole that i mentioned are from a house on the middle of the mountain, thats why i wanted to smooth the POI gap, Thank you for the fast reply and im loving the new Varied RWG!!!

 

Ah I see. Enjoy your journey! :)

 

- - - Updated - - -

 

I've made new PV for the Full Varied.

 

 

I look back old one, probably v1.0.0, and be convinced new generation has reached completely higher level.

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Ah I see. Enjoy your journey! :)

 

- - - Updated - - -

 

I've made new PV for the Full Varied.

 

 

I look back old one, probably v1.0.0, and be convinced new generation has reached completely higher level.

 

Wow you work are getting better increasingly, I have a issue from my rwg you know what can make it? i am using the Varied Rwgmixer awQsQnI.png

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Wow you work are getting better increasingly, I have a issue from my rwg you know what can make it? i am using the Varied Rwgmixer

awQsQnIt.png

 

Hmm, I haven't seen this problem in my testing. Those tree, grass, fertile dirt are shown on distant terrain, but not shown when you approach close enough, right?

 

Are you using any mods other than Full Varied and UI mod? Seed name, Coordinate and Edition (Normal/no-water/LargerCity) is also helpful.

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Hmm, I haven't seen this problem in my testing. Those tree, grass, fertile dirt are shown on distant terrain, but not shown when you approach close enough, right?

 

Are you using any mods other than Full Varied and UI mod? Seed name, Coordinate and Edition (Normal/no-water/LargerCity) is also helpful.

 

I am using my edited Biome.xml but i just removed some grass and rocks, And the varied Normal

https://www.dropbox.com/sh/515bukglr1bzrin/AAAChAcCWRrLyYeYeMcsfvzQa?dl=0 << The Edited Files

 

Coordinates: 4800 N 2300 W

 

Seed name: Alpha 16.4 b8

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I am using my edited Biome.xml but i just removed some grass and rocks, And the varied Normal

https://www.dropbox.com/sh/515bukglr1bzrin/AAAChAcCWRrLyYeYeMcsfvzQa?dl=0 << The Edited Files

 

Coordinates: 4800 N 2300 W

 

Seed name: Alpha 16.4 b8

Thanks, I'll look at when I'm home.

 

Btw, You know how to make the forest biomes with burnet forest pieces like a real forest burned

Something like [ATTACH=CONFIG]24372[/ATTACH]

 

In biomes.xml, you can find surface block setting.

		<layers>
......................................................*SNIP*................................................................
		<layer depth="1" blockname="burntForestGround" > <resource blockname="gravelPlusIron" cluster="1" prob="0.071" rwgGenerationType="all" /> </layer>
......................................................*SNIP*................................................................
	</layers>

Add green dirt as new resource for surface, and see whether it works.

Like:

		<layers>
......................................................*SNIP*................................................................
		<layer depth="1" blockname="burntForestGround" > <resource blockname="gravelPlusIron" cluster="1" prob="0.071" rwgGenerationType="all" /> [color="#0000FF"]<resource blockname="grass" cluster="1" prob="0.142" rwgGenerationType="all" /> <resource blockname="forestGround" cluster="1" prob="0.142" rwgGenerationType="all" />[/color] </layer>
......................................................*SNIP*................................................................
	</layers>

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Okay, your seed & coordinates reproduce issue, and I've fixed. Thanks!!

 

0Dd7DAO.jpg

 

Update Full Varied v1.6.1

Fixed blank biome.

If you still see them with fresh save, then tell me seedname and coordinates.

 

This update will be compatible with existing save, but once blank biome appears, you need to start with fresh save to fix existing them.

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