Proof-read and fix README
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README.md
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README.md
@ -16,7 +16,7 @@ mapgen feature! Don’t use it in worlds with buildings
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you care about.
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**NEVER** use this mod on a public server, it has not been
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security-tested yet.
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security-tested.
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## Features
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@ -26,7 +26,7 @@ security-tested yet.
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* Color denotes value, cutoff points can be customized
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* Choose between solid nodes, transparent grid nodes, and tiny climbable cube nodes
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* Generate a small portion of the noise as map at a given area
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* Enable “mapgen mode” to automatically generate a map as you move around
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* Enable “mapgen mode” to automatically generate nodes as you move around
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* Load predefined Perlin noises from the Minetest configuration
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* Save noise parameters into profiles for later use
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* Mathematical and statistical analysis of noises
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@ -49,12 +49,12 @@ analysis.
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### What are noise parameters?
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These are used by Minetest for the Perlin noises.
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Perlin noises are used various things such as generating the map,
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Perlin noises are used for various things such as generating the world,
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decorations (trees, plants, etc.), ores, biomes and much more.
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And noise parameters are, well, the parameters that are used
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to tweak the Perlin noises. They change the output numbers,
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they stretch or squeeze the noise, they might it make more
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they stretch or squeeze the noise, they make more or less
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detailed, and more.
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The Perlin Explorer mod’s main use case is to allow you to
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@ -64,11 +64,11 @@ efficient than tweaking the noise in the Minetest settings
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or Lua code.
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This document is *not* an introduction to Perlin noises
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and noise parameters. Please refer to the Minetest Lua API
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documentation to learn more.
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and noise parameters themselves! Please refer to the Minetest
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Lua API documentation to learn more.
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### Active noise
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This tool heavily relies on something called the “active noise”
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This mod heavily relies on something called the “active noise”
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(or “active noise parameters”). These are the noise parameters
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and options that the mod will use for various operations, like
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getting values, generating nodes, using mapgen mode, etc. The “Apply” button
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@ -77,7 +77,7 @@ There can only be one active noise parameters. Also, the active
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noise is always valid; if you enter invalid noise parameters,
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the mod refuses them for the active noise.
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Initially, there are no active noise parameters, you you have
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Initially, there are no active noise parameters, so you have
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to push the “Apply” button mentioned before first.
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### The tools
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@ -86,7 +86,7 @@ These tools are items, so check out your Creative Inventory
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(or something similar) to get them.
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#### Perlin Noise Creator
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This is the heart of this mod. Hold this item in hand and punch
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This is the main tool of this mod. Hold this item in hand and punch
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to open a window.
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The window has multiple sections:
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@ -101,7 +101,7 @@ The window has multiple sections:
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This section has 2 parts: The top part is a list of profiles.
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An explanation for that is below.
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The bottom part contains the actual noise parameters.
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The bottom part contains the actual noise parameters:
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* Offset
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* Scale
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@ -110,14 +110,13 @@ The bottom part contains the actual noise parameters.
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* Octaves
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* Persistence
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* Lacunarity
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* eased
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* absvalue
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* Flags (defaults, eased, absvalue)
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Please refer to Minetest Lua API documentation for a definition.
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Node this mod will enforce sanity check on some for the values,
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This mod enforces a few sanity checks on some for the values,
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i.e. octaves can’t be lower than 1.
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HINT: If you hit “Enter” while the focus is on any of the noise
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**Hint**: If you hit “Enter” while the focus is on any of the noise
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parameters, this is the same as if you clicked “Accept” or “Accept
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and create” (see below). Use this to your advantage to quickly
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tweak a particular value.
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@ -127,17 +126,19 @@ convenience.
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The “Analyze” button shows you some basic info about the
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noise parameters as displayed in the form. First, the
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minimum and maximum possible value
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throughout the entire noise. Then, the “wavelengths” for each
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axis. This means across how many nodes (roughly) the noise is
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stretched out, specified for each octave, beginning with the first.
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theoretical minimum and maximum possible value
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of the entire noise.
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Then, the “wavelengths” for each axis. This means across
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how many nodes (roughly) the noise is stretched out, specified
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for each octave, beginning with the first.
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If any wavelength reaches a number lower than 1, it will be
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shown in red because the official Lua documentation discourages
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this. If this happens, either increase the spread, the octaves
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or the lacunarity.
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shown in red because this means your noise parameters are invalid.
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If this happens, either increase the spread or decrease the octaves
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or lacunarity.
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**Note**: The Analyze feature uses the noise parameters currently
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in the form, *not* the *active* noise parameters.
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**Note**: The Analyze feature uses the noise parameters as they
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are displayed in the form, *not* the *active* noise parameters.
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This is because the active noise must always be valid.
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###### Profiles
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A profile is just noise parameters that you can load for later use.
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@ -156,7 +157,7 @@ This list contains three types of profiles:
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“Profile 1”
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User profiles will also automatically saved on disk so they
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get restored when restarting.
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get restored when restarting the world.
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The buttons do the following:
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@ -167,8 +168,8 @@ The buttons do the following:
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for non-user profiles)
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##### Noise options
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This section roughly says how the noise parameters are “interpreted”. You
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can do 3 things here:
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This section roughly says how the noise parameters are “interpreted”.
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These fields are available:
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* Number of dimensions (2D or 3D)
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* 2D: Noise is 2-dimensional. In the world, only the X and Z
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@ -180,8 +181,8 @@ can do 3 things here:
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This gives a “pixelized”/“voxelized” look. You normally don’t need
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this but it’s useful to emulate the `sidelen` parameter of
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mapgen decorations (relevant for game development)
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* Statistics: Will calculate millions of values (without generating a
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map in a predefined area/volume to make some statistics. This
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* Statistics: Will calculate tons of values (without generating
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nodes) in a predefined area/volume to make some statistics. This
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will take a while to do so.
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The main feature is a histogram which shows which values were the most
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common. The first row shows the percentage, the 2nd and 3rd row show
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@ -192,10 +193,10 @@ can do 3 things here:
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The statistics always distributes the values into “buckets” of
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equal sizes, beginning with the lowest theoretical value and
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ending with the highest one.
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The statistics are useful if you want to make sure certain values
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occur with a certain probability.
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The histogram is useful if you want to see how common or rare
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each value is.
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**Note**: This button will calculate statistics of the noise settings
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as displayed in the form, it does *not* use the active noise.
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as they were displayed in the form. It does *not* use the active noise.
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##### Node generation
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@ -203,7 +204,7 @@ Playing around with parameters isn’t very useful if you don’t
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get a visual result. That’s where the node generation comes
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into play. Here you specify parameters for generating nodes
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from the noise.
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All noise values are either high or low and are divided
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All noise values are either high or low; they are divided
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by the **midpoint**: Values equal to or higher than the
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midpoint are high, otherwise low.
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@ -292,12 +293,13 @@ to place nodes in a certain area:
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#### Footer (Apply / Apply and close / Enable mapgen / Disable mapgen)
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The footer is the final part of the formspec. He
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The footer is the final part of the form. It has these buttons:
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* Apply: Set the current noise params as the “active noise”. If the
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mapgen is active, it will automatically update
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mapgen is active, it will automatically update the world around
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players
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* Apply and create: Generate some nodes at the specified XYZ coordinates
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with the specified size (see above)
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with the specified size (see Position settings above)
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* Enable mapgen: Enable the mapgen mode. In mapgen mode, nodes will
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automatically be generated according to the settings around players.
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This allows you to actually *explore* a world.
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@ -320,10 +322,10 @@ Use the “Punch” key anywhere to get the value of *your* position (rounded).
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If you hold down “Sneak” while punching, your *exact* position (not rounded)
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will be used instead.
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**Note**: This tool always calculates the values of the *currently active noise
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params* (by triggering the “Accept” or “Accept and create” button in the Perlin Noise
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Creator). It completely ignores what kind of terrain you touch, so this
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tool also works if you haven’t generated any nodes.
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**Note**: This tool always calculates the values of the *active noise*
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It completely ignores whatever nodes were generated and what those nodes
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represents, so tool also works if you haven’t generated any nodes.
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It actually only looks at the coordinates of the node or yourself.
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If you’re unsure about what the current active noise is, just hit “Accept” again
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in the Perlin Noise Creator.
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@ -337,9 +339,11 @@ will then instantly update the map.
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If mapgen mode is disabled, the meaning of this tool is this:
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* Punch: Set a new seed, but do not regenerate map
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* Place: Set a new seed and regenerate nodes (using the XYZ and Size parameters
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in the Perlin Noise Creator)
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* Punch: Set a new seed of the active noise, but do not regenerate map
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* Place: Set a new seed of the active noise, then regenerate nodes
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(using the XYZ and Size parameters in the Perlin Noise Creator)
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This can be useful to look at many different variations of the noise.
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### Troubleshooting
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