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Add plantlike_rooted coral #2254

Merged
merged 3 commits into from
Nov 15, 2018
Merged

Add plantlike_rooted coral #2254

merged 3 commits into from
Nov 15, 2018

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Ezhh
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@Ezhh Ezhh commented Oct 28, 2018

This:

  • Adds three new plantlike rooted corals (green, pink and cyan) using textures from the sea modpack.
  • Removes the existing coral schematic.
  • Switches coral placement to simple single node placements.

This is very much WIP.

In its current form placement looks like this:
coral
Please note that noise needs to be adjusted and in this example I've set it to place huge amounts of coral just so we can get an idea of what it might look like.

To do:

  • Better noise values.
  • Fix any other problems.

Closes #2040

@SmallJoker
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Now that's a very lovely decoration for the sea grounds. I'm looking forward to have this feature in MTG.

@paramat paramat added the Mapgen label Oct 29, 2018
mods/default/nodes.lua Outdated Show resolved Hide resolved
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paramat commented Oct 29, 2018

Coral textures need to be indexed alpha.
In testing digging and placement are fine, not sure what's best for placement prediction.
Will work on noise params next.

@paramat
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paramat commented Oct 31, 2018

		sidelen = 4,
		noise_params = {
			offset = -6,
			scale = 4,
			spread = {x = 100, y = 100, z = 100},
			seed = 7013,
			octaves = 3,
			persist = 1,
		},

Note sidelen 4.
This is fairly similar to previous distribution and rarity.

@ghost
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ghost commented Oct 31, 2018 via email

@paramat paramat added this to the 5.0.0 milestone Nov 9, 2018
@Ezhh
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Ezhh commented Nov 14, 2018

Using the noise values suggested by @paramat, there are some very nice patches such as:
c1

But also found a weird square patch I am not so keen on. Unsure how common this might be.
c2

@Ezhh Ezhh removed the WIP label Nov 14, 2018
@Ezhh
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Ezhh commented Nov 14, 2018

Not really WIP anymore, but still open to suggestions for changing drops and groups for the coral.

@paramat
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paramat commented Nov 14, 2018

Yes the noise is tricky, the square area is due to the 3rd octave of noise spiking up. I need to tune more, but i'm thinking merge anyway, tune later?
👍 but has a conflict.

@paramat
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paramat commented Nov 14, 2018

Well, i'm neutral, you can merge if you want, or wait, i'll get working on tuning noise.

@Ezhh
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Ezhh commented Nov 14, 2018

I'm fine with merging and then you can look at adjusting more later. I only found that one area in the screenshot so far that didn't look good to me, so it's possible that it's rare.

One thing I would like an opinion on first is the groups.

@paramat
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paramat commented Nov 14, 2018

'cracky = 3' seems maybe a little too much effort for thin fragile coral structures, being equal to a full stone node.
Looking at papyrus and other plants, how about 'snappy = 3'? These corals seem similar to snappable plant stems.

@Ezhh
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Ezhh commented Nov 14, 2018

That's what I am leaning more toward, it's just a bit odd when you have the combined structures due to the nature of the drawtype.

@paramat
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paramat commented Nov 14, 2018

Ok. but when dug only the top extension is dug.

@Ezhh
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Ezhh commented Nov 14, 2018

Yes, why I'm leaning toward it. Will change.

@paramat
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paramat commented Nov 15, 2018

coralnoise2

2000x2000 map. Orange pixels in sea sand are corals (water not visible).
Finer detail noise. Persistence 0.7 instead of 1 so shapes are a combination of a larger variety of scales. The shapes seem more interesting instead of squarish blobs.
Note the map is all hot biomes so this is the distribution within hot biomes.

		sidelen = 4,
		noise_params = {
			offset = -4,
			scale = 4,
			spread = {x = 50, y = 50, z = 50},
			seed = 7013,
			octaves = 3,
			persist = 0.7,
		},

Remove coral from schematic_tables.txt

Update noise

Fix placement prediction

Adjust images

Fix drops

Adjust groups

Tidy up
@Ezhh
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Ezhh commented Nov 15, 2018

Okay, rebased due to conflict and updated noise (I think that looks much better).

@Ezhh Ezhh merged commit 21f5eaa into minetest:master Nov 15, 2018
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3 participants