n2n1 Posted April 3, 2018 Share Posted April 3, 2018 ...Awesome... Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 3, 2018 Author Share Posted April 3, 2018 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... 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Haidrgna Posted April 3, 2018 Share Posted April 3, 2018 Thanks, I will take a look at this tomorrow, see what I can do with this, thanks for taking the time to try and explain this, for even after doing much with this it still sometimes feels like magic Link to comment Share on other sites More sharing options...
Crater Creator Posted April 5, 2018 Share Posted April 5, 2018 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. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 5, 2018 Author Share Posted April 5, 2018 @Crater Creator Thanks for feadback! I'm not on my pc so can't fix it now, but you are right. I might accidentally posted old version. (To make matter worse, it has a bug) :/ Rename mesaCtrlBaseBase with mesaCtrl for now. This will fix problem. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 5, 2018 Author Share Posted April 5, 2018 Update Biome Based Fix : wrong name cause generate nothing. (Renamed mesaCtrlBaseBase with mesaCtrl) Sorry for trouble. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 15, 2018 Author Share Posted April 15, 2018 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( ) Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 16, 2018 Author Share Posted April 16, 2018 Today, I have enough time to take screenshots in better resolution. (Click for higher resolution) 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. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 18, 2018 Author Share Posted April 18, 2018 I feel the mountain has reached enough quality for new version. Here is short preview video of new mountain generation. Next, I update plains, hills, and river. (and lake? possibly) After that, I will release new update. Stay tuned. Link to comment Share on other sites More sharing options...
Ladarian Posted April 18, 2018 Share Posted April 18, 2018 Amazing work! Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 19, 2018 Author Share Posted April 19, 2018 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) - - - Updated - - - Amazing work! Thank you! Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 20, 2018 Author Share Posted April 20, 2018 Last balancing is going well. I gonna release update after checking several seeds (10 and more). Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 21, 2018 Author Share Posted April 21, 2018 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 Okay, then Let me tell you the change log. Add mountain detailing module to generate ridge & sharp mountainsAdd 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. Link to comment Share on other sites More sharing options...
Tin Posted April 21, 2018 Share Posted April 21, 2018 Sweet work! Really like the river/stream work Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 21, 2018 Author Share Posted April 21, 2018 Sweet work! Really like the river/stream work Hehe, Thanks. Every time I work for new update, thinking about how to improve my rivers. =D Link to comment Share on other sites More sharing options...
ExeBT Posted April 22, 2018 Share Posted April 22, 2018 Doubt and Help Hello, Firt things firts 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 - - - 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? Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 22, 2018 Author Share Posted April 22, 2018 Hello, Firt things firts 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 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. 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> Link to comment Share on other sites More sharing options...
ExeBT Posted April 22, 2018 Share Posted April 22, 2018 Well, I made them for the volcanic crators. 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!!! Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 22, 2018 Author Share Posted April 22, 2018 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. Link to comment Share on other sites More sharing options...
ExeBT Posted April 22, 2018 Share Posted April 22, 2018 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 Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 22, 2018 Author Share Posted April 22, 2018 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 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. Link to comment Share on other sites More sharing options...
ExeBT Posted April 22, 2018 Share Posted April 22, 2018 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 Link to comment Share on other sites More sharing options...
ExeBT Posted April 22, 2018 Share Posted April 22, 2018 Btw, You know how to make the forest biomes with burnet forest pieces like a real forest burned Something like Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 22, 2018 Author Share Posted April 22, 2018 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> Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted April 22, 2018 Author Share Posted April 22, 2018 Okay, your seed & coordinates reproduce issue, and I've fixed. Thanks!! 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. Link to comment Share on other sites More sharing options...
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