#Confusion with OpenSimplexNoise and Terrain Generation.
38 messages · Page 1 of 1 (latest)
the noise function gives back a float value ranging from -1.0 to 1.0, multiplied by twi you have -4.0 to 4.0 , plus 2 : -2.0 to 6.0
and the set_cell function expects an int, so it will probably round up the value
well, you seem to be using the noise function to call the TileMap's set_cell() function, that is to decide what element of the tileset will be place at that tilemap coordinate
the tilemap's cell
sorry if i overexplain
so thats a grid of cells
thank you 🙂
to each cell you set a value wich is the number of the tileset element that will fil this cell
yes
yes
if you have 4 tiles you will have values from 0 to 3
yes
actually my initial calculation was wrong
just a sec
try with :
noise.period = 2
and
set_cell(x +x_pos, y +y_pos, floor(noise.get_noise_2d(x +x_pos, y +y_pos)*2.0 +2.0))
a bit more random
the zero doesnt come out often enough
i just tried wit noise.octaves = 0
it kinds of outputs the zero more often
personnaly i would get the initial value from the noise, and then do series of if else statement
its inelegant but it would allow a beter control of the result
nice
for what prupose ?
ok 🙂
what i would do :
var n = noise.get_noise_2d(x +x_pos, y +y_pos) var v = 0 if n > -0.3 : v = 1 if n > 0.5 v = 2 else : v = 3 set_cell(x +x_pos, y +y_pos, v)
and the you adjust the numbers (n > x) until you have what you like
probably easier than to try to tame the noise function
yes, in that one
you still need the :
for x in range(width) :
for y in range(height)
part
lot of bones
var v = 0 if n > 0.0 : v = 1 if n > 0.3 v = 2 if n > 0.5 : v = 3
sorry there souldnt have been an "else" statement
thanks
🙂
yes
now i think its a matter of playing with these values to have something satisfying
you're welcome
have fun