Biome Mod

A forum for mods and the modders who mod them.
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AngerDomeAble
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Re: Biome Mod

Post by AngerDomeAble » Mon Nov 04, 2013 2:42 am

[/quote="mw3modderman"]I would love to contribute towards mods, I just need to know where to start learning how for xnb files, I think they're called.[/quote]

Youtube has tons of stuff maybe look over there?
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mw3modderman
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Re: Biome Mod

Post by mw3modderman » Mon Nov 04, 2013 5:19 am

AngerDomeAble wrote:[/quote="mw3modderman"]I would love to contribute towards mods, I just need to know where to start learning how for xnb files, I think they're called.
Youtube has tons of stuff maybe look over there?[/quote]
The second thread ever made on this topic was just made explaining specifically maybe you me could work together a bit idk?

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AngerDomeAble
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Re: Biome Mod

Post by AngerDomeAble » Mon Nov 04, 2013 5:49 am

mw3modderman wrote:
AngerDomeAble wrote:[/quote="mw3modderman"]I would love to contribute towards mods, I just need to know where to start learning how for xnb files, I think they're called.
Youtube has tons of stuff maybe look over there?

Buddy I don't know the first thing about programming your on your own, also I suck at quotes if you have not noticed.
20 is against common sense.
Don't believe his lies.

AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Fri Nov 08, 2013 8:55 am

I'd be willing to help you mod.

Thing is there are limits right now. We can add new stuff but with the major changes coming I'm taking a wait and see approach. If the new plant system works out it could be a huge difference.

That said I probably will scrap Sea Ice since it's under the water which makes no sense. Better to extend the other biomes out to fill it in. Warm and Cold Sea I kinda like but we'll see how it goes. If other biomes become pressing and we can get the distinction purely via organism temperature preferences I'll nix it.

Kelp Forest, Mire, and Steppe Tundra are popular it seems. I really hope we can get some pressure sensitivity in plants so I can fudge Alpine and do Montane more properly :) Mire is most dependent on the plant changes and how they interact with biomes since right now the Swamp is basically a Mire. I'm not doing the new plants for that needed until things are more settled.

I'm not 100% sure yet but I think the next steps are nixing the Sea Ice for Steppe-Tundra, which will replace the cold fertile Scrub just below Grassland and above Tundra. This gives a little cold weather sweet spot beside Taiga without putting green grass everywhere. It'll be most like Grassland but with traits of Taiga, Tundra and Scrub. If I can get some lichens or mosses for here in particular but also the other biomes it will rock. Here's about what I want it to look like:

Image
(Yes, including the fauna, that part will obviously have to wait a bit)

Kelp Forest may be handlable by subtle plant preferences in the end. If not I can switch the seas to get it in. The placement is a little odd since it would be Cold Sea but not the very coldest parts. Logically it's goes Reef, Warm, Kelp, Cold but that's too many biomes.

Depending how it goes Kelp Forest may be an instance of the Sea biome. In which case I can merge all the Sea and let individual variance make the difference, freeing one more slot.

AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Sat Nov 09, 2013 9:35 pm

Steppe Tundra test
130284621245801129.jpg
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Not sure how that Reindeer Lichen is looking. I may need to tweak scale or use normal grass. I could make the lichen a plant, but since it's a simple colony organism it seems a perfect grazing candidate.

A cold world
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New Coral Reef just for fun
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AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Mon Nov 11, 2013 4:34 am

Eh, wasn't like that here's a new take:
Attachments
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AngerDomeAble
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Re: Biome Mod

Post by AngerDomeAble » Mon Nov 11, 2013 5:04 am

AnarchCassius wrote:Eh, wasn't like that here's a new take:
Lookin good.
20 is against common sense.
Don't believe his lies.

AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Tue Nov 12, 2013 8:53 am

Thanks. I like the new one myself but it has a small problem.

The pattern of the snow tessellates noticeably when zoomed out. I actually copied the old pine forest snow... I guess it mattered less with tree cover. So yeah I need a snow pattern with the right fractal depth or dimension or whatever the term. It looks fine close in but much too ordered when zoomed out, I something that keeps the noise at the scale.

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mw3modderman
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Re: Biome Mod

Post by mw3modderman » Sat Nov 16, 2013 2:51 am

AnarchCassius wrote:Thanks. I like the new one myself but it has a small problem.

The pattern of the snow tessellates noticeably when zoomed out. I actually copied the old pine forest snow... I guess it mattered less with tree cover. So yeah I need a snow pattern with the right fractal depth or dimension or whatever the term. It looks fine close in but much too ordered when zoomed out, I something that keeps the noise at the scale.
probably need to have the game's code changed for that.

AnarchCassius
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Re: Biome Mod

Post by AnarchCassius » Tue Dec 10, 2013 10:20 pm

Nah, I got it working. Just a visual thing. It need to be scaled so the human eye doesn't notice obvious repeating chunks at in game views. The blurring that occurs with color converted textures at far scales actually helps by smuding them a bit and concealing details when huge sections can be seen repeating.

So with a different fractal depth and scaling all is well. Now I'm re-doing plants to see if their numbers can be made low enough to handle dynamic genes and adjusting the biome transitions.

Also, the new biome map:
biomeMap_current.png
biomeMap_current.png (3.36 KiB) Viewed 6606 times

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