yeah i'm pretty sure that was a terrain-specific feature, and since reading pixel colors takes a super long time for a whole image and ts can't read binary data, i think the only practical solution would be to convert images into a compatible text format. or have an external server process the data and send it back
I definitely want to look into writing a program to convert between text and image-based heightmaps. I'm not sure how difficult that would be though.
So... What is this supposed to be used for? I've re-read the description several times
and from what i can tell, all this addon does is generate a fancy image, and doesn't
do anything else.
Now, i'm sure these images can be useful to some people, but this addon is pretty
much useless to anyone who isn't a coding wizard, mainly because it doesn't add
anything to the actual game, no bricks, no events (VCE included), no emitters,
no in-game functionality, nothing.
If anything, this would've been better off as a standalone application, there was no
need to make an addon out of it.
it could be useful if you want to generate a map, but more importantly, the fact that these things are working entirely within blockland shows that further add-ons which build upon this functionality can be made. terrain generators are nothing new (even if easily used ones are harder to come by), but the idea of being able to import/export heightmaps entirely within blockland has exciting potential if it can be effectively put to use. most people aren't going to actually use this for anything, but it shows progress in procedural generation that is meaningful. it's also a useful interface for being able to test and experiment with generation before executing the drawn-out process of actually building it out with bricks
Ott-san's response pretty much summed up what it can be used for. One of the reasons I posted this was to gauge the usefulness for this type of add-on. Most users probably won't get much use out of it other than being able to experiment with and learn about procedural noise. However, heightmaps can be used for countless things, especially in regards to generating landscapes. Also, I'm hoping to add support for importing heightmaps to PTG and possibly another add-on, which will make this tool very useful in the near future.
If someone can write a program to convert between text and image-based heightmaps, it could also lead to countless possibilities both within and outside of Blockland - such as being able to use noise to create print textures for bricks.
how hard is it to implement new noise generators? for instance, i've written a working 2D simplex noise generator in blockland in the past, but how much additional code would be necessary to implement it here?
Most of the GUI options only affect what is input or output from the algorithms, so it should be fairly easy to add support for Simplex Noise and other types of noise. I might not be able to get all of the features to work (like the options for incrementation, smoothing, etc.), but everything should be easy to incorporate - it might only require adding one additional function per new noise type.