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Noise: Automatically transform noise maps if needed
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6 changed files with 21 additions and 46 deletions
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@ -125,7 +125,7 @@ MapgenV6Params::MapgenV6Params() {
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np_terrain_base = NoiseParams(-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0);
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np_terrain_higher = NoiseParams(20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0);
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np_steepness = NoiseParams(0.85,0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0);
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np_height_select = NoiseParams(0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
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np_height_select = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0);
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np_mud = NoiseParams(4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0);
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np_beach = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0);
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np_biome = NoiseParams(0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50, 2.0);
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@ -552,17 +552,14 @@ void MapgenV6::calculateNoise() {
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noise_terrain_base->perlinMap2D(
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x + 0.5 * noise_terrain_base->np.spread.X,
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z + 0.5 * noise_terrain_base->np.spread.Z);
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noise_terrain_base->transformNoiseMap();
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noise_terrain_higher->perlinMap2D(
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x + 0.5 * noise_terrain_higher->np.spread.X,
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z + 0.5 * noise_terrain_higher->np.spread.Z);
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noise_terrain_higher->transformNoiseMap();
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noise_steepness->perlinMap2D(
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x + 0.5 * noise_steepness->np.spread.X,
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z + 0.5 * noise_steepness->np.spread.Z);
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noise_steepness->transformNoiseMap();
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noise_height_select->perlinMap2D(
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x + 0.5 * noise_height_select->np.spread.X,
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@ -571,7 +568,6 @@ void MapgenV6::calculateNoise() {
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noise_mud->perlinMap2D(
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x + 0.5 * noise_mud->np.spread.X,
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z + 0.5 * noise_mud->np.spread.Z);
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noise_mud->transformNoiseMap();
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}
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noise_beach->perlinMap2D(
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