1. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

Community Map Generators

Discussion in 'General Discussion' started by ThirtyOne, Jul 27, 2011.

  1. ThirtyOne

    ThirtyOne Guest

    Hello :D
    My name is 31 and I'm anonymous alcoholic since 2009...

    Anybody tried to make his own cool map generator? Yes? That's good but why I don't see any scripts on the forums?
    Whatever! Post your experiments in this topic! I'll start:

    generator_hills.cfg
    Code:
    
    # KAG Map Generator Config File
    # Modified by me
    # Guess who
    
    baseline = 60                    # vertical percentage of map; vertical base line of ground; the higher percentage the lower the map starts
    
    ground_noise_frequency = 23.0
    ground_noise_lacunarity = 2.8              # less = less spikes
    ground_noise_octaves = 4
    ground_noise_persistence = 0.33
    
    hill_height_max = 63                     # in tiles
    
    mountain_concentration = ;       # horizontal percentage of map
    mountain_width = 10                           # horizontal percentage of map
    mountain_height = 35                       # in tiles
    mountain_shape = 0                            # 0 - straight; 1 - convex; 2 - concave
    
    hole_concentration = ;                # horizontal percentage of map
    hole_width = 5                           # horizontal percentage of map
    hole_height = 14                       # in tiles
    hole_shape = 1                            # 0 - straight; 1 - convex; 2 - concave
    
    respawn_spots = 12; 88;                       # horizontal percentage of map
    
    gold_concentration = 50;                   # horizontal percentage of map
    
    cave_noise_frequency = 2.0
    cave_noise_lacunarity = 2.1             
    cave_noise_octaves = 4
    cave_noise_persistence = 1.55
    cave_turbulence_power = 0.1
    cave_turbulence_roughness = 8.0
    cave_turbulence_frequency = 4.0
    cave_thickness = 0                    # size of cave
    
    stone_noise_frequency = 15.0
    stone_noise_lacunarity = 1.6
    stone_noise_octaves = 5
    stone_noise_persistence = 1.0
    stone_multiplier_mountain = 1
    stone_multiplier_hole = 12
    stone_cave_thickness = 2          # thickness of stone around caves; 0 - stone does not concentrate on caves
    
    gold_noise_frequency = 19.0
    gold_noise_lacunarity = 1.4             
    gold_noise_octaves = 4
    gold_noise_persistence = 1.1
    gold_turbulence_power = 0.15
    gold_turbulence_roughness = 9.99
    gold_turbulence_frequency = 6.5
    
    wood_tree_maxheight = 13
    wood_tree_variation = 5                   
    wood_noise_frequency = 10.0
    wood_noise_lacunarity = 1.5
    wood_noise_octaves = 3
    wood_noise_persistence = 0.5
    
    bedrock_noise_frequency = 50.0
    bedrock_noise_lacunarity = 0.9             
    bedrock_noise_octaves = 3
    bedrock_noise_persistence = 1.0
    bedrock_turbulence_power = 0.85
    bedrock_turbulence_roughness = 19.99
    bedrock_turbulence_frequency = 1.0
    
    Random images :)
    [​IMG]
    [​IMG]

    I'm still workin' on it but it's not as bad as older one ;)
    Any suggestions, or maybe your own scripts?

    0x3331
     
  2. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    Good stuff.
     
  3. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
  4. ThirtyOne

    ThirtyOne Guest

    What we should do now? Copy posts to your topic? Are we doomed?
    Whatever...

    generator_hills.cfg v2
    Code:
    
    # KAG Map Generator Config File
    # Modified by me
    # Guess who
    
    baseline = 60                    # vertical percentage of map; vertical base line of ground; the higher percentage the lower the map starts
    
    ground_noise_frequency = 23.0
    ground_noise_lacunarity = 2.8              # less = less spikes
    ground_noise_octaves = 4
    ground_noise_persistence = 0.33
    
    hill_height_max = 63                     # in tiles
    
    mountain_concentration = ;       # horizontal percentage of map
    mountain_width = 10                           # horizontal percentage of map
    mountain_height = 35                       # in tiles
    mountain_shape = 0                            # 0 - straight; 1 - convex; 2 - concave
    
    hole_concentration = ;                # horizontal percentage of map
    hole_width = 5                           # horizontal percentage of map
    hole_height = 14                       # in tiles
    hole_shape = 1                            # 0 - straight; 1 - convex; 2 - concave
    
    respawn_spots = 12; 88;                       # horizontal percentage of map
    
    gold_concentration = 50;                   # horizontal percentage of map
    
    cave_noise_frequency = 2.0
    cave_noise_lacunarity = 2.1             
    cave_noise_octaves = 4
    cave_noise_persistence = 1.55
    cave_turbulence_power = 0.1
    cave_turbulence_roughness = 8.0
    cave_turbulence_frequency = 4.0
    cave_thickness = 0                    # size of cave
    
    stone_noise_frequency = 15.0
    stone_noise_lacunarity = 1.6
    stone_noise_octaves = 5
    stone_noise_persistence = 1.0
    stone_multiplier_mountain = 1
    stone_multiplier_hole = 12
    stone_cave_thickness = 2          # thickness of stone around caves; 0 - stone does not concentrate on caves
    
    gold_noise_frequency = 19.0
    gold_noise_lacunarity = 1.4             
    gold_noise_octaves = 4
    gold_noise_persistence = 1.1
    gold_turbulence_power = 0.15
    gold_turbulence_roughness = 9.99
    gold_turbulence_frequency = 6.5
    
    wood_tree_maxheight = 12
    wood_tree_variation = 6                   
    wood_noise_frequency = 25.0
    wood_noise_lacunarity = 1.5
    wood_noise_octaves = 4
    wood_noise_persistence = 0.5
    
    bedrock_noise_frequency = 1.0
    bedrock_noise_lacunarity = 0.9             
    bedrock_noise_octaves = 1
    bedrock_noise_persistence = 0.1
    bedrock_turbulence_power = 0.1
    bedrock_turbulence_roughness = 1.99
    bedrock_turbulence_frequency = 1.0
    
    [​IMG]
    [​IMG]

    generator_mountain_pass.cfg 1
    Code:
    
    # KAG Map Generator Config File
    # Modified by me
    # Guess who
    
    baseline = 80                    # vertical percentage of map; vertical base line of ground; the higher percentage the lower the map starts
    
    ground_noise_frequency = 35.0
    ground_noise_lacunarity =1.9              # less = less spikes
    ground_noise_octaves = 4
    ground_noise_persistence = 0.5
    
    hill_height_max = 25                     # in tiles
    
    mountain_concentration = 35; 45; 55; 65;       # horizontal percentage of map
    mountain_width = 15                           # horizontal percentage of map
    mountain_height = 40                       # in tiles
    mountain_shape = 2                            # 0 - straight; 1 - convex; 2 - concave
    
    hole_concentration = 50;                # horizontal percentage of map
    hole_width = 20                           # horizontal percentage of map
    hole_height = 30                       # in tiles
    hole_shape = 2                            # 0 - straight; 1 - convex; 2 - concave
    
    respawn_spots = 14; 86;                       # horizontal percentage of map
    
    gold_concentration = 50;                   # horizontal percentage of map
    
    cave_noise_frequency = 50.0
    cave_noise_lacunarity = 1.6             
    cave_noise_octaves = 10
    cave_noise_persistence = 5.55
    cave_turbulence_power = 0.1
    cave_turbulence_roughness = 8.0
    cave_turbulence_frequency = 4.0
    cave_thickness = 0                    # size of cave
    
    stone_noise_frequency = 20.0
    stone_noise_lacunarity = 1.6
    stone_noise_octaves = 8
    stone_noise_persistence = 1.0
    stone_multiplier_mountain = 2
    stone_multiplier_hole = 12
    stone_cave_thickness = 0          # thickness of stone around caves; 0 - stone does not concentrate on caves
    
    gold_noise_frequency = 10.0
    gold_noise_lacunarity = 1.4             
    gold_noise_octaves = 4
    gold_noise_persistence = 1.1
    gold_turbulence_power = 0.15
    gold_turbulence_roughness = 9.99
    gold_turbulence_frequency = 6.5
    
    wood_tree_maxheight = 13
    wood_tree_variation = 5                   
    wood_noise_frequency = 10.0
    wood_noise_lacunarity = 1.5
    wood_noise_octaves = 2
    wood_noise_persistence = 0.75
    
    bedrock_noise_frequency = 1.0
    bedrock_noise_lacunarity = 0.9             
    bedrock_noise_octaves = 1
    bedrock_noise_persistence = 0.1
    bedrock_turbulence_power = 0.1
    bedrock_turbulence_roughness = 1.99
    bedrock_turbulence_frequency = 1.0
    
    [​IMG]
    [​IMG]

    0x3331