Posted August 11, 20196 yr Hello! I have a problem with terrain generation: I want to make terrain smooth as it is in some mods like RTG or BiomeBundle, for example: So I have succesfully implemented Open Simplex Noise and... terrain changed: now it looks smoother but there are sharp mountains, only minecraft "flying terrain" is eliminated. And also its super flat in some places. Here's my code: Spoiler private double useNoises(int chunkX, int chunkY, int chunkZ, double coordinateScale, double heightScale, double depthSize, double unk1, Biome b) { double d0 = 0.0D; double d1 = 0.0D; double noiseY = 0.0D; double modifier = 1D; for (int i = 0; i < 16; ++i) { double d4 = SimplexOctavesGenerator.maintainPrecision((double) chunkX * coordinateScale * modifier); double d5 = SimplexOctavesGenerator.maintainPrecision((double) chunkY * heightScale * modifier); double d6 = SimplexOctavesGenerator.maintainPrecision((double) chunkZ * coordinateScale * modifier); d0 += this.openSimplex.eval(d4, d5, d6) * modifier; d1 += this.openSimplex.eval(d4, d5, d6) * modifier; noiseY += this.openSimplex.eval(SimplexOctavesGenerator.maintainPrecision((double) chunkX * depthSize), SimplexOctavesGenerator.maintainPrecision((double) chunkY * unk1), SimplexOctavesGenerator.maintainPrecision((double) chunkZ * depthSize)) * modifier; if (i < 8) { } modifier /= 8.0D; } double lowerLimitScale = 512.0D; double upperLimitScale = 512.0D; double slide = 1D; double result = MathHelper.clampedLerp(d0 / lowerLimitScale, d1 / upperLimitScale, (noiseY) * slide); return result; } Original code is in net.minecraft.world.gen.NoiseChunkGenerator:71 called func_222552_a And also another question is what is an equivalent of "heighVariation" in 1.12.2? In 1.14 there is only a depth variable, but I want to make terrain more bellied or something in some biomes. Thanks for help. I really need this terrain!
August 12, 20196 yr You could manually apply bilinear interpolation to the terrain to smoothen out sharp mountains. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
August 12, 20196 yr Author Thanks for quick reply. So how to implement it to Minecraft? Have you any code to make it or any tutorial? Thanks
August 13, 20196 yr Basically the concept is to make blocks between sharp chunks take a medium value between the two sharp chunk height. Check out https://en.wikipedia.org/wiki/Bilinear_interpolation. There is also this example in applying bilinear interpolation to images https://rosettacode.org/wiki/Bilinear_interpolation. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
August 13, 20196 yr Author Okay, I will try to do something but should I use 2D noise or 3D noise? And why "scale" value in BiomeBuilder not works? Spoiler public final class WNDuneSea extends WNBiome { public WNDuneSea() { super("dune_sea",(new WNBiomeBuilder()).surfaceBuilder(SurfaceBuilder.DEFAULT, SurfaceBuilder.SAND_SAND_GRAVEL_CONFIG).precipitation(Biome.RainType.NONE).category(Biome.Category.DESERT).depth(2.6F).scale(6F).temperature(2.0F).downfall(0.0F).waterColor(4159204).waterFogColor(329011).parent((String)null)); There is depth 2.6F and scale 6F and the terrain is flat, not hilly Edited August 13, 20196 yr by matezz
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