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Attribute Distribution (a bit 1 sided)

One of the trickier subjects in L3DT

Attribute Distribution (a bit 1 sided)

Postby Axedup » Mon Apr 23, 2007 6:26 pm

Hi, Awesome program man :) You'll be getting another customer very shortly :)

My problem is that the attributes are very uneven in distribution.

So when u look at the alpha layers,

no.1 is like 80%+
no.2 is 10%+
no.3 - 6 are like 8% and down.

I understand the less distribution for cliffs and stuff, but why not a better spread over the main flat land, for grass and dirt etc...

What am I not playing with to adjust these settings?


Thanks

Axedup
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Postby Aaron » Mon Apr 23, 2007 11:52 pm

Hi Axedup,

The coverage of the land types are controlled by a whole bunch of parameters in the climates. To edit climates, you'll first want to open the climate editor, which you do by selecting the climate you're using from the 'climates' menu. The climate editor is described here:

http://www.bundysoft.com/docs/doku.php?id=l3dt:userguide:climates:cliedit

In that dialog there will be a list of land types. These are basically the different colours you see in your attributes map, and the different layers in the alpha maps. Their distribution is controlled by a (large) set of parameters, including altitude ranges, gradient parameters, etc. To edit the settings for a land type, double-click on it in the list. This will open the 'land type editor':

http://www.bundysoft.com/docs/doku.php?id=l3dt:userguide:climates:ltedit

On the second tab of this dialog are the parameters. In the first instance, you'll probably want to play with just 'Params->BaseProb' and 'Params->Grad'. The following tutorial/reference pages may be of use:

Explaining the general climate algorithm:

http://www.bundysoft.com/docs/doku.php?id=l3dt:algorithms:cli:am_algo

Explaining the Baseprob/Grad/Curv/etc parameters:

http://www.bundysoft.com/docs/doku.php?id=l3dt:algorithms:cli:land_type:params

Explaining altitude ranges:

http://www.bundysoft.com/docs/doku.php?id=l3dt:algorithms:cli:land_type:altrange

Explaining perlin noise settings for land types:

http://www.bundysoft.com/docs/doku.php?id=l3dt:algorithms:cli:land_type:noise

Putting it all together, a tutorial on making a climate:

http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:02

Best regards,
Aaron.
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Postby Axedup » Mon Apr 30, 2007 2:50 pm

Hi thx for the info.

Ive dived in an tried to create a climate of my own, and haveing some sucess, but if u look at this pic,
Image

The distributions going ok, but the blending of the types isnt going to well. They're not fading into each other, I think.

Any ideas were to start fiddling?
Axedup
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Postby Aaron » Mon May 07, 2007 4:37 am

Hi Axedup,

At the moment L3DT doesn't do a very good job of blending between the textures of different land types. The nearest you can get is to disable the 'per pixel land types' option in the texture wizard. Better blending of textures is on the development plan.

Cheers,
Aaron.
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