Modding:WorldGen Configuration/ru: Difference between revisions
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=== Октавы === | === Октавы === | ||
Если вы знаете шум перлина, вы знаете, что это такое, но краткое объяснение низких октав даст вам очень гладкую местность, тогда как высокие октавы дадут вам пересеченную / хаотичную местность. Вы можете свободно смешивать матч между ними. Примеры: | |||
* <code>terrainOctaves: [1, 0, 0, 0, 0, 0, 0, 0, 0, 0]</code> would give you veeeery gradually changing terrain | * <code>terrainOctaves: [1, 0, 0, 0, 0, 0, 0, 0, 0, 0]</code> would give you veeeery gradually changing terrain |
Revision as of 05:52, 21 September 2022
Эта страница проверялась в последний раз для версии Vintage Story 1.15.
== Рельеф ==
Формы рельефа определяют форму местности. Давайте посмотрим на существующую форму рельефа.
{
"code": "landforms",
"variants":
[
{
"code": "humongous mountain",
"comment": "humongous mountains with caverns in them",
"hexcolor": "#5BC184",
"weight": 2,
"useClimateMap": false,
"terrainOctaves": [0, 0, 0, 0, 1, 1, 1, 1, 0.6, 0.2],
"terrainOctaveThresholds": [0, 0, 0, 0, 0.5, 0, 0, 0, 0, 0],
"terrainYKeyPositions": [0, 0.33, 0.37, 0.42, 0.43, 0.5, 0.6, 0.7, 0.9, 0.97, 1],
"terrainYKeyThresholds": [1, 1, 0.87, 0.84, 0.7, 0.94, 1, 1, 0.1, 0.05, 0]
},
]
}
В работе есть 2 системы, которые позволяют вам контролировать форму ландшафта — октавы и Y-пороги.
Октавы
Если вы знаете шум перлина, вы знаете, что это такое, но краткое объяснение низких октав даст вам очень гладкую местность, тогда как высокие октавы дадут вам пересеченную / хаотичную местность. Вы можете свободно смешивать матч между ними. Примеры:
terrainOctaves: [1, 0, 0, 0, 0, 0, 0, 0, 0, 0]
would give you veeeery gradually changing terrainterrainOctaves: [0, 0, 0, 0, 0, 0, 0, 0, 1, 1]
would give you veeeery rugged and chaotic terrain
Octave Thresholds
These act as substractor to the octaves. This allows you for example to generate a flat terrain with a few rare bumps, by setting something like this:
terrainOctaves: [1, 1, 1, 0, 0, 0, 1, 0, 0, 0],
terrainOctaveThresholds: [0, 0, 0, 0, 0, 0, 0.7, 0, 0, 0],
This causes the 7th octave to be only active 30% of the time, as most of it is substracted away.
Note: The amount of octaves is always fixed at 10. You can't configure less or more than 10.
Y-Thresholds
Imagine you had a side view of a mountain and you could make it wider and thinner at any given elevation. This is approximately how the y-threshold system works. terrainYKeyPositions are the relative (0=bottom, 1=top of the world) coordinates and terrainYKeyThresholds define how much Percent of terrain should be solid blocks (0 = always solid, 1 = always air), or in other words it's density. We could also make a graph of this:
In this example at maximum world height the density is 0, so there will always be air blocks. In the middle we have a jump where the y-position changes, but not the density, so this will create cliffs in the mountain. On the lower end the opposite happens. The Y-Position changes very little but it's density increases a lot. If that position happens to be at the sealevel we would get flat beaches. The default sealevel y-position is 0.43 And below a certain y-position the density is always 1. If we would set that to a lower value, we would get very deep lakes.
The amount of configurable Y-Thresholds is arbitrary you may use any quantity, just make sure both lists have the same amount of elements. However, it wouldn't make sense to configure more than 256 thresholds for a world height of 256 blocks.
You can build such graph using the new world gen tool
Testing Landforms
You can trial&error landforms very quickly without the need to restart the game every time you made changes to the landforms.json
/wgen autogen 0
- disables automatic generation of chunks/wgen del 10
- delete all chunks with a radius 10 chunks (Warning: Cannot be undone!)/wgen regen 5
- Reloads the landforms.json then deletes and regenerates all chunks with a radius of 5 chunks
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