Rename to "LiBPoV"
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# License
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MiBPoV (Minetest Biome Point Visualizer) is Copyright by (c) Wuzzy, 2023 and is released under the MIT License.
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LiBPoV (Luanti Biome Point Visualizer) is Copyright by (c) Wuzzy, 2023 and is released under the MIT License.
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Javascript-Voronoi is Copyright (c) by Raymond Hill, 2010-2013 and is released under the MIT License.
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## The MIT License
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# MiBPoV—Minetest Biome Point Visualizer
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# LiBPoV—Luanti Biome Point Visualizer
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MiBPov is a tool for people who develop games and mods for a [Minetest](https://minetest.net). It allows them to visualize the heat and humidity points of biomes, making it easier to edit them. It is a webpage using JavaScript. A manual is included.
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LiBPoV is a tool for people who develop games and mods for a [Luanti](https://minetest.net). It allows them to visualize the heat and humidity points of biomes, making it easier to edit them. It is a webpage using JavaScript. A manual is included.
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[Use MiBPoV in your browser now!](https://wuzzy.codeberg.page/MiBPoV/)
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[Use LiBPoV in your browser now!](https://wuzzy.codeberg.page/LiBPoV/)
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If you want to use it locally instead, simply open `index.html` in your browser.
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/*
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Style sheet for the Minetest Biome Point Visualizer.
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Style sheet for the Luanti Biome Point Visualizer.
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License: MIT License
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*/
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<link rel="icon" href="./favicon.png">
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<link rel="stylesheet" href="./dark_style.css">
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<title>MiBPoV—Minetest Biome Point Visualizer</title>
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<title>LiBPoV—Luanti Biome Point Visualizer</title>
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<!-- Include Voronoi diagram API, required to calculate Voronoi diagrams -->
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<script src="./rhill-voronoi-core.js"></script>
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</head>
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<body>
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<h1>MiBPoV—Minetest Biome Point Visualizer</h1>
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<h1>LiBPoV—Luanti Biome Point Visualizer</h1>
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<div class="contentContainer" id="noscriptContainer">
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<noscript>
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<div class="borderedWarning">
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@ -208,12 +208,12 @@ A Voronoi diagram is supposed to be here but for some reason it cannot be displa
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<hr>
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<div class="contentContainer">
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<!-- footer -->
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<p><a title="MiBPoV manual" href="./manual.html">Manual</a> | <a title="MiBPoV source code" href="https://codeberg.org/Wuzzy/MiBPoV">Source code</a> | <a title="MiBPoV bug tracker" href="https://codeberg.org/Wuzzy/MiBPoV/issues">Bug tracker</a> | <a title="License" data-jslicense="1" href="./license.html">License</a></p>
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<p><a title="LiBPoV manual" href="./manual.html">Manual</a> | <a title="LiBPoV source code" href="https://codeberg.org/Wuzzy/LiBPoV">Source code</a> | <a title="LiBPoV bug tracker" href="https://codeberg.org/Wuzzy/LiBPoV/issues">Bug tracker</a> | <a title="License" data-jslicense="1" href="./license.html">License</a></p>
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<p>This is free software released under the <a title="License" href="./license.html">MIT License</a>. Code by <a title="Wuzzy’s Personal Website" href="https://wuzzy.codeberg.page/">Wuzzy</a>. Uses <a title="Javascript-Voronoi Git repository webpage" href="https://github.com/gorhill/Javascript-Voronoi/">Javascript-Voronoi</a> by <a title="Raymond Hill’s personal website" href="http://www.raymondhill.net/">Raymond Hill</a>.</p>
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</div>
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<!-- The main script handling all the UI stuff -->
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<script src="./mibpov.js"></script>
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<script src="./libpov.js"></script>
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</body>
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</html>
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inputExportAmidstForMinetest.onclick = function() {
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let jsonOut = {};
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jsonOut.name = "MiBPoV Export";
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jsonOut.name = "LiBPoV Export";
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let jsonPoints = [];
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for (let b=0; b<biomePoints.length; b++) {
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let biome = biomePoints[b];
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license.html
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license.html
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<link rel="icon" href="./favicon.png">
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<title>License of MiBPoV</title>
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<title>License of LiBPoV</title>
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<link rel="stylesheet" href="./dark_style.css">
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</head>
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<body>
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<h1>License of MiBPov</h1>
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<h1>License of LiBPov</h1>
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<div id="mainContentContainer" class="contentContainer">
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<p><a href="./index.html">Back to the main program</a></p>
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<p>MiBPov (Minetest Biome Point Visualizer) was created by Wuzzy in 2023. It uses <a href="https://github.com/gorhill/Javascript-Voronoi">Javascript-Voronoi</a> by Raymon Hill, Copyright (c) 2010-2013.</p>
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<p>LiBPov (Luanti Biome Point Visualizer) was created by Wuzzy in 2023. It uses <a href="https://github.com/gorhill/Javascript-Voronoi">Javascript-Voronoi</a> by Raymon Hill, Copyright (c) 2010-2013.</p>
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<p>Both programs (which includes associated files, like the manual, stylesheet, favicon etc.) are free software, released under the MIT License (also known as “Expat”), written below.</p>
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</tr>
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<tr>
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<td><a href="./mibpov.js">mibpov.js</a></td>
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<td><a href="./libpov.js">libpov.js</a></td>
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<td><a href="http://www.jclark.com/xml/copying.txt">Expat</a></td>
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<td><a href="./mibpov.js">mibpov.js</a></td>
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<td><a href="./libpov.js">libpov.js</a></td>
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</tr>
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</tbody>
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</table>
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manual.html
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<link rel="icon" href="./favicon.png">
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<title>Manual for the Minetest Biome Point Visualizer</title>
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<title>Manual for the Luanti Biome Point Visualizer</title>
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<link rel="stylesheet" href="./dark_style.css">
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</head>
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<body>
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<h1>MiBPoV Manual</h1>
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<h1>LiBPoV Manual</h1>
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<div id="mainContentContainer" class="contentContainer">
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<p><a href="./index.html">Back to the main program</a></p>
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<h2>What is this?</h2>
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<p>MiBPov is the <u>Mi</u>netest <u>B</u>iome <u>Po</u>int <u>V</u>isualizer, a tool for people who develop games and mods for <a href="https://minetest.net">Minetest</a>. It allows them to <b>visualize the heat and humidity points</b> of biomes. It runs in your <b>web browser</b> using JavaScript.</p>
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<p>LiBPoV is the <u>L</u>uant<u>i</u> <u>B</u>iome <u>Po</u>int <u>V</u>isualizer, a tool for people who develop games and mods for <a href="https://minetest.net">Luanti</a>. It allows them to <b>visualize the heat and humidity points</b> of biomes. It runs in your <b>web browser</b> using JavaScript.</p>
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<h2>Features</h2>
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<ul>
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</ul>
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<h2>Quick reminder how biomes work</h2>
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<p>When Minetest generates the world, each (X, Z) coordinate is assigned a <b>heat</b> and <b>humidity</b> value (“heat” is also sometimes called “temperature”). Also, each biome is assigned a heat and humidity value as well. Heat and humidity act as coordinates on a <b>2-dimensional plane</b>. For any world position, the biome that has a heat and humidity value that are closest to the heat and humidity will be used for that position. This happens for every position.</p>
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<p>When Luanti generates the world, each (X, Z) coordinate is assigned a <b>heat</b> and <b>humidity</b> value (“heat” is also sometimes called “temperature”). Also, each biome is assigned a heat and humidity value as well. Heat and humidity act as coordinates on a <b>2-dimensional plane</b>. For any world position, the biome that has a heat and humidity value that are closest to the heat and humidity will be used for that position. This happens for every position.</p>
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<p>Minetest also may apply “blending” at the biome borders for a smoother transition, but this is ignored in MiBPoV.</p>
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<p>Luanti also may apply “blending” at the biome borders for a smoother transition, but this is ignored in LiBPoV.</p>
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<p>The challenge for the developer is to figure out good heat and humidity points of custom biomes to make sure they are well-balanced. This is where this program will help you.</p>
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<p>The v6 map generator is an exception: Here, biomes don’t have heat and humidity points. Instead, Minetest instead just checks if the world position’s heat and humidity lies between some (mostly) hardcoded values and then decides which of the hardcoded biomes to use.</p>
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<p>The v6 map generator is an exception: Here, biomes don’t have heat and humidity points. Instead, Luanti instead just checks if the world position’s heat and humidity lies between some (mostly) hardcoded values and then decides which of the hardcoded biomes to use.</p>
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<p>Please refer to the official Minetest Lua API documentation for a more in-depth explanation.</p>
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<p>Please refer to the official Luanti Lua API documentation for a more in-depth explanation.</p>
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<h2>Interpreting the diagram</h2>
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<p>On top of the page, you see the biome diagram. The horizontal axis represents heat and the vertical axis represents humidity. The visible diagram area represents all mathematically possible values. Note that the further you go from the center, the less likely they will become, with the area close to the border being extremely unlikely.</p>
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<h3>Biome modes</h3>
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<p>Above the diagram, there are two buttons: “Biome points” and “v6 biomes”. These are the <b>biome modes</b>. Click on one of these buttons to change the biome mode. This affects the entire program.</p>
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<p>In “<b>biome points</b>” mode, you can add, see and visualize heat and humidity points as well as the biome area on a diagram. This is the default mode. Biome points are used in all Minetest map generators except v6.</p>
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<p>In “<b>biome points</b>” mode, you can add, see and visualize heat and humidity points as well as the biome area on a diagram. This is the default mode. Biome points are used in all Luanti map generators except v6.</p>
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<p>The “<b>v6 biomes</b>” mode displays the biomes of the v6 mapgen. The v6 biomes work completely differently and are hardcoded because this mapgen is very old. There are no biome points and your options to configure them are limited to a few settings only. You can’t add custom biomes here.</p>
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<p>Changing a value in any of these fields will immediately take effect.</p>
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<h4>“v6 biomes” mode</h4>
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<p>In this mode you can configure a few settings of the v6 biomes. The “Flags” sections changes the v6-specific mapgen flags (on/off settings) and corresponds to the Minetest setting <code>mgv6_spflags</code>. The Desert noise threshold corresponds to <code>mgv6_freq_desert</code>.</p>
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<p>In this mode you can configure a few settings of the v6 biomes. The “Flags” sections changes the v6-specific mapgen flags (on/off settings) and corresponds to the Luanti setting <code>mgv6_spflags</code>. The Desert noise threshold corresponds to <code>mgv6_freq_desert</code>.</p>
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<p>These settings can be changed:</p>
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<p>Note: If you hide the points, you can no longer select them in the diagram. You can still select them in the biome list, however.</p>
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<h3>Noise parameters</h3>
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<p>This is fairly advanced and most games don’t modify this. You can experiment with this if you want to see what happens if you use non-default heat and/or humidity Perlin noise parameters. The parenthesis if the Heat and Humidity sections show the name of the setting the noise parameters correspond to. The noise setting names depend on the current biome mode. The explanation of Perlin noises is out of scope for this document. See the Minetest Lua API documentation.</p>
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<p>This is fairly advanced and most games don’t modify this. You can experiment with this if you want to see what happens if you use non-default heat and/or humidity Perlin noise parameters. The parenthesis if the Heat and Humidity sections show the name of the setting the noise parameters correspond to. The noise setting names depend on the current biome mode. The explanation of Perlin noises is out of scope for this document. See the Luanti Lua API documentation.</p>
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<p>Changing the noise parameters has an <b>effect on the possible value range</b> for heat and humidity which has an effect on the probability of all biomes.</p>
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<p>The <b>Lua</b> export gives you a very basic Lua code that can be pasted into an actual Lua mod. The code is very basic and does not include the “landscape materials”, like what the surface is made of (dirt, stone, sand, etc.).</p>
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<p>The <b>JSON</b> export is a text you can use to import the biomes in MiBPoV later. You may want to copy this into a text file.</p>
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<p>The <b>JSON</b> export is a text you can use to import the biomes in LiBPoV later. You may want to copy this into a text file.</p>
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<p>The <b>Amidst for Minetest</b> export gives you a biome profile you can use for <a href="https://github.com/Treer/Amidst-for-Minetest">Amidst for Minetest</a>.</p>
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<h2>Caveats / Limitations</h2>
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<p>In “biome points” mode, it is perfectly <b>legal</b> to have the biome points to be <b>out of the bounds</b> of the diagram. These out-of-bounds points are represented as arrows in the diagram. However, you can’t select them with your mouse on the diagram unless it’s close to the edge. Use the biome list to edit points that are out of bounds.</p>
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<p>Heat/humidity <b>values above 1,000,000 or below −1,000,000</b> are <b>not supported</b> and will trigger an error message. This is a much smaller range than what Minetest supports. Also, no diagram can be drawn if the heat or humidity noise scale equals 0 or is very small, although this is legal in Minetest. This does not mean that your chosen settings won’t work in Minetest, just that MiBPoV can’t visualize them.</p>
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<p>Heat/humidity <b>values above 1,000,000 or below −1,000,000</b> are <b>not supported</b> and will trigger an error message. This is a much smaller range than what Luanti supports. Also, no diagram can be drawn if the heat or humidity noise scale equals 0 or is very small, although this is legal in Luanti. This does not mean that your chosen settings won’t work in Luanti, just that LiBPoV can’t visualize them.</p>
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<p>MiBPoV assumes that the <code>absvalue</code> flag of the heat/humidity noises is always <code>false</code>. So if your game/mod has sets it to true, the diagram may still show a value range that is actually impossible.</p>
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<p>LiBPoV assumes that the <code>absvalue</code> flag of the heat/humidity noises is always <code>false</code>. So if your game/mod has sets it to true, the diagram may still show a value range that is actually impossible.</p>
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<h2>Credits / License</h2>
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<p>MiBPoV is <b>free software</b>. See the <a href="./license.html">License</a> page for details.</p>
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<p>LiBPoV is <b>free software</b>. See the <a href="./license.html">License</a> page for details.</p>
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</div>
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</body>
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