maikerumine / aftermath

A new post apocalyptic survival game, inspired by Blockmen's Wasteland game.
GNU Lesser General Public License v2.1
12 stars 7 forks source link

pathv7 following mgvalleys terrain #1

Open paramat opened 7 years ago

paramat commented 7 years ago

Just watched your recent video, thanks for using pathv7. I may be able to edit the mod to follow mgvalleys terrain. Have you altered any of the noise parameters for mgvalleys terrain or is it as default? I'll need to know to make the path follow the terrain. I like your videos, best wishes.

paramat commented 7 years ago

For modern, wider highways (with central white line) that generate like pathv7 does see https://forum.minetest.net/viewtopic.php?f=9&t=15430 Whichever you use, i can make these follow mgvalleys terrain on request.

maikerumine commented 7 years ago

I would love to see them follow valleys, I kept all noize params the same for default valleys. Thank you for your input paramat! Sorry for late response, I am not to clever with github :/

paramat commented 7 years ago

Ok i'll make pathv7 follow mgvalleys and update here when ready.

paramat commented 7 years ago

@maikerumine https://github.com/paramat/pathvalleys The nature of mgvalleys generation means that there are a lot of tunnels, but this will certainly be a big improvement over what you have now.

paramat commented 7 years ago

Heh i just noticed you're having problems with paths being high above ground level when they terminate at villages, pathvalleys will help with this.

paramat commented 7 years ago

Hang on, since you are using the mod for modern highways, you should use my roadv7 mod instead (but altered for mgvalleys). The road is wider, with 2 lanes divided by a central white line, with concrete structure and columns. Since the mod is so similar to pathv7 it's easy for me to alter it, give me a few hours.

paramat commented 7 years ago

screenshot_20170418_231801

screenshot_20170418_232152

screenshot_20170418_232827

^ Underground junction

@maikerumine Mod will be up shortly. White line illuminates the road but you may want to change that. There is some flooding where river meets road at the maximum road level of y = 42, will continue to work on that but not a major problem.

paramat commented 7 years ago

@maikerumine https://github.com/paramat/roadvalleys The road black texture is currently plain black, i recommend changing it to your preferred asphalt texture. I think you make some of the best MT videos and i would be very happy if you used this mod for Aftermath.

paramat commented 7 years ago

@maikerumine Good to see the mod review video.

Tips for optimising for aftermath:

https://github.com/paramat/roadvalleys/blob/master/init.lua#L229 These nodes here should be all the terrain stone nodes present in mapgen, this code scans 5 nodes above the road surface to decide whether a tunnel is being formed. Ice is included here because in default mapgen ice is used in glacier biome for terrain.

https://github.com/paramat/roadvalleys/blob/master/init.lua#L299 The nodes here again should be all the terrain stone nodes present in mapgen, this decides where the columns stop extending downwards. Do not add ice here though.

https://github.com/paramat/roadvalleys/blob/master/init.lua#L335 These nodes should be all tree nodes present in your mapgen, this removes trees high above the road to avoid floating trees.

https://github.com/paramat/roadvalleys/blob/master/init.lua#L88 All aftermath nodes you add to the code should be present here also as extra 'get content id' lines.