readme
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README.md
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README.md
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# realterrain v.0.0.6
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# realterrain v.0.0.7
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A Minetest mod that brings real world Terrain into the game (using freely available DEM tiles). Any image can actually be used.
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use any image any bit-depth (suggested to convert to greyscale first):
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@ -34,9 +34,14 @@ Aspect analysis:
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![screenshot_20151031_114215](https://cloud.githubusercontent.com/assets/12679496/10865364/58dbd988-7fc6-11e5-8a7e-75abc31f378d.png)
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3D Euclidean Distance analysis (based on input raster):
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![screenshot_20151124_201516](https://cloud.githubusercontent.com/assets/12679496/11388193/31d764d0-92e8-11e5-8c92-d34ff733dc56.png)
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### Dependencies:
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- You must have imageMagick and MagickWand , OR imlib2 installed on your system
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- You must have imageMagick and MagickWand , OR imlib2 (8-bit limit) installed on your system
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- Mod security disabled
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-optional dependencies include lunatic-python, python, graphicsmagick (experimental, commented-out-features)
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### Instructions
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- install the dependencies and the mod as usual (luarocks can be activated if needed)
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@ -67,12 +72,16 @@ Using a graphics editor that doesn't do anti-aliasing and preserves exact red ch
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- allow raster symbology to be customized in-game
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### Changelog
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#### 0.0.7
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- performance improvements to distance analysis mode, new default (demo) raster for distance mode ("points.tif")
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- refactoring of some code: performance improvements where empty mapchunks are not processed
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- bug fixes
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#### 0.0.6
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- biome cover uses absolute values AND ranges which equate exactly to USGS tier system (makes hand painting easier too)
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- small bugfixes and windows compatability
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- early stages of integrating python calls for GDAL and GRASS using lunatic-python (commented out - must be built per install)
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- added some more raster modes, raster symbology nicer and fills in below steep areas
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- performance improvements where empty mapchunks are not processed
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- experimental code for using imagemagick / graphicsmagick command line interface to reduce dependencies (commented out)
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- some improvements to form validation, in-game raster selection doesn't require a restart
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init.lua
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init.lua
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realterrain.settings.fileinput = ''
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realterrain.settings.dist_lim = 80
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realterrain.settings.dist_mode = "3D" --3D or 3Dp
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--default biome (no biome)
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realterrain.settings.b0ground = "default:dirt_with_dry_grass"
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@ -980,17 +981,27 @@ end
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-- this is not tested with offsets and scales but should work
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function realterrain.get_distance(x,y,z, heightmap)
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local limit = realterrain.settings.dist_lim
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local dist_mode = realterrain.settings.dist_mode
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local shortest = limit
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--buid a square around the search pixel
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local c=0
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for j=z-limit, z+limit do
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for i=x-limit, x+limit do
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c = c +1
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local v
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local v, e
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if heightmap[j] and heightmap[j][i] and heightmap[j][i].input then
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v = heightmap[j][i].input
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if dist_mode == "3D" then
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e = heightmap[j][i].elev
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end
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if v and v > 0 then
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local distance = math.sqrt(((z-j)^2)+((x-i)^2))
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local distance
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if dist_mode == "2D" then
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distance = math.sqrt(((z-j)^2)+((x-i)^2))
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elseif dist_mode == "3D" then
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distance = math.sqrt(((z-j)^2)+((x-i)^2)+((y-e)^2))
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end
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--print("candidate: "..distance)
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if distance < shortest then
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shortest = distance
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