return n->getValue();
HeightPoint hp;
hp.gh = BS*base_rock_level_2d(seed, p2d);
- hp.gh -= BS*2; // Lower a bit so that it is not that much in the way
hp.ma = BS*get_mud_add_amount(seed, p2d);
hp.have_sand = get_have_sand(seed, p2d);
if(hp.gh > BS*WATER_LEVEL)
hp.tree_amount = tree_amount_2d(seed, p2d);
else
hp.tree_amount = 0;
- // No mud has been added if mud amount is less than 2
- if(hp.ma < 2.0*BS)
+ // No mud has been added if mud amount is less than 1
+ if(hp.ma < 1.0*BS)
hp.ma = 0.0;
+ hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
g_heights[p2d] = hp;
return hp;
}
//light_f /= 2.0;
v2f p1 = p0 + v2f(1,1)*grid_size;
-
+
+ bool ground_is_sand = false;
+ bool ground_is_rock = false;
+ bool ground_is_mud = false;
video::SColor c;
// Detect water
if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
else if(steepness > 2.0)
{
c = video::SColor(255,128,128,128);
+ ground_is_rock = true;
}
// Basic ground
else
if(ma_avg < 2.0*BS)
{
c = video::SColor(255,128,128,128);
+ ground_is_rock = true;
}
else
{
if(h_avg <= 2.5*BS && have_sand_count >= 2)
+ {
c = video::SColor(255,210,194,156);
+ ground_is_sand = true;
+ }
else
{
/*// Trees if there are over 0.01 trees per MapNode
else
c = video::SColor(255,107,134,51);*/
c = video::SColor(255,107,134,51);
+ ground_is_mud = true;
}
}
}
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
// Add some trees if appropriate
- if(tree_amount_avg > 0.006 && steepness < 1.0
- && ma_avg >= 2.0*BS && have_sand_count <= 2)
+ if(tree_amount_avg >= 0.005 && steepness < 1.0
+ && ground_is_mud == true)
{
driver->setMaterial(m_materials[1]);