Author Topic: Procedural Terrain Generator v3 [Working on v3.1]  (Read 98954 times)

You're doing God's work, my boy.

I'll be testing in a bit, I haven't been able to lately.

no like can it be different types of terrain like snow or desert terrain because im making nuketown from blackops1 and i wanted to add the mountains around it, so i was thinking of testing the Genenerator out to do so because the one thing im not doing to detail is the mountains because that would take too long...

no like can it be different types of terrain like snow or desert terrain because im making nuketown from blackops1 and i wanted to add the mountains around it, so i was thinking of testing the Genenerator out to do so because the one thing im not doing to detail is the mountains because that would take too long...
Oh, yes you can setup any type of terrain you want - the generator allows you to choose different colors for terrain. You can even setup various biomes to generate, similar to how they generate in games like Minecraft. You'll also be able to choose which biomes mountains will generate in, if you want that much detail.

cool, is it possible to be one of the testers? i would love to test it, looks very useful!
« Last Edit: August 08, 2015, 11:39:07 AM by Cl0udTDU »

We recently reached the limit of 30 testers, sorry. :/ However, the next time I host the generator on my server, let me know what you want me to generate and I'll set it up.

Dang, is there any old versions I can get anywhere? Ps I'm away all of next week with no wifi :(

Dang, is there any old versions I can get anywhere? Ps I'm away all of next week with no wifi :(


http://forum.blockland.us/index.php?topic=227601.0 The topic

http://orbs.daprogs.com/rtb/forum.returntoblockland.com/dlm/viewFilee4f1.html?id=4902 Download

For PTG V2

Warning: It is less complex in many, many ways.

Thanks Bdarty, yeah PTG kinda started out as an experiment for creating noise algorithms. I've been able to perfect them over the years though, so v3 will far superior to the old versions of the add-on. v2 still works and you can try it if you want, but be forewarned lol.



Also, clouds and floating islands have been fixed for the update!

« Last Edit: August 10, 2015, 07:24:37 PM by [GSF]Ghost »



Progress?
I'm currently working on the new toggle options and other features for the main GUI, which will be the next thing implemented for the update:

- Add option to set a chunk to "edited" when the wrench is used and settings applied to a brick
- Add option to set a chunk to "edited" when a brick is painted, destroyed or printed
- Add option to set a chunk to "edited" when a player brick is planted
- Add option to set player-planted vehicle, bot or player spawn bricks to be "static" (?)
- Add option to auto-hide bot, vehicle and spawn bricks (?)
- Add option to autosave all chunks on local quit (?)
- Add expand / collapse button with more server commands to Complex GUI mini command window
- Add option in Biome windows to easily clear all detail bricks, prints and colors

Thanks Bdarty, yeah PTG kinda started out as an experiment for creating noise algorithms. I've been able to perfect them over the years though, so v3 will far superior to the old versions of the add-on. v2 still works and you can try it if you want, but be forewarned lol.



Also, clouds and floating islands have been fixed for the update!


Hmm. It's okay, but it looks far too smooth and spherical in my opinion.

Might want to include some isObject checks. http://imgur.com/xB2zY8o

Hmm. It's okay, but it looks far too smooth and spherical in my opinion.
For the floating islands? Yeah, I noticed that too; I'm going to try adjusting the noise scales to make them seem more realistic.

Might want to include some isObject checks. http://imgur.com/xB2zY8o
I don't think that's due to PTG; the generator doesn't use a server command to plant bricks. Please try to replicate the issue and let me know what caused it, if possible.