# Perlin noise attributes for different map generation parameters
# Offset, scale, spread factor, seed offset, number of octaves, persistence
+#mgv5_spflags = blobs
#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5
-#mgv5_np_cave1 = 0, 7.5, (50, 50, 50), 52534, 4, 0.5
-#mgv5_np_cave2 = 0, 7.5, (50, 50, 50), 10325, 4, 0.5
+#mgv5_np_cave1 = 0, 6, (50, 50, 50), 52534, 4, 0.5
+#mgv5_np_cave2 = 0, 6, (50, 50, 50), 10325, 4, 0.5
#mgv5_np_ground = 0, 40, (80, 80, 80), 983240, 4, 0.55
#mgv5_np_crumble = 0, 1, (20, 20, 20), 34413, 3, 1.3
#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1
+#mgv6_spflags = biomeblend, jungles, mudflow
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
FlagDesc flagdesc_mapgen_v5[] = {
- //{"blobs", MGV5_BLOBS},
+ {"blobs", MGV5_BLOBS},
{NULL, 0}
};
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
+ this->spflags = sp->spflags;
+
// Terrain noise
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
MapgenV5Params::MapgenV5Params() {
- //spflags = MGV5_BLOBS;
- spflags = 0;
-
- np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7);
- np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45);
- np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5);
- np_cave1 = NoiseParams(0, 7.5, v3f(50, 50, 50), 52534, 4, 0.5);
- np_cave2 = NoiseParams(0, 7.5, v3f(50, 50, 50), 10325, 4, 0.5);
- np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55);
- np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3);
- np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1);
+ spflags = MGV5_BLOBS;
+
+ np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7);
+ np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45);
+ np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5);
+ np_cave1 = NoiseParams(0, 6, v3f(50, 50, 50), 52534, 4, 0.5);
+ np_cave2 = NoiseParams(0, 6, v3f(50, 50, 50), 10325, 4, 0.5);
+ np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55);
+ np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3);
+ np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1);
}
+// Current caves noise scale default is 6 to compensate for new eased 3d noise amplitude
+
// Scaling the output of the noise function affects the overdrive of the
// contour function, which affects the shape of the output considerably.
//#define CAVE_NOISE_SCALE 12.0 < original default
//#define CAVE_NOISE_SCALE 10.0
-//#define CAVE_NOISE_SCALE 7.5 < current default to compensate for new eased 3d noise
+//#define CAVE_NOISE_SCALE 7.5
//#define CAVE_NOISE_SCALE 5.0
//#define CAVE_NOISE_SCALE 1.0
//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current default
+//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) < original and current code
void MapgenV5Params::readParams(Settings *settings) {
updateHeightmap(node_min, node_max);
// Generate underground dirt, sand, gravel and lava blobs
- //if (spflags & MGV5_BLOBS) {
+ if (spflags & MGV5_BLOBS) {
generateBlobs();
- //}
+ }
// Calculate biomes
BiomeNoiseInput binput;
noise_ground->perlinMap3D(x, y, z, true);
noise_ground->transformNoiseMap();
- //if (spflags & MGV5_BLOBS) {
+ if (spflags & MGV5_BLOBS) {
noise_crumble->perlinMap3D(x, y, z, true);
noise_wetness->perlinMap3D(x, y, z, false);
- //}
+ }
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);