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Question by Wololo Plays · Mar 08, 2015 at 08:11 AM · javascriptgeneratormountainssetheights

How to join the generators?

Hello, I'm with a doubt: How can I join the terrain generator via texture with the generator of mountains? Translated: Bing (Portuguese for English)

 function GerarMontanhas(){
 
     var TamanhoMapa : int;
     var Montanhas : float[,];
 
     TamanhoMapa = Terreno.terrainData.heightmapResolution;
     Montanhas = new float[TamanhoMapa,TamanhoMapa];
 
     var Area = 50; 
     var Altura = 100.0/Terreno.terrainData.heightmapResolution;
 
     //Gerar as Montanhas
 
     var PontoX : float;
     PontoX = Random.Range(100,500) - Terreno.transform.position.x;
     PontoX= (PontoX*Terreno.terrainData.heightmapResolution)/Terreno.terrainData.size.x;
     var PontoZ : float;
     PontoZ = Random.Range(100,500) - Terreno.transform.position.z;
     PontoZ= (PontoZ*Terreno.terrainData.heightmapResolution)/Terreno.terrainData.size.z;
    
     i = Random.Range(0,Terreno.terrainData.heightmapResolution);
     j = Random.Range(0,Terreno.terrainData.heightmapResolution);
 
 
     
 
 
     for (var t = 0; t < 4; t++){
         for (i=PontoX-Area; i<PontoX+Area;i++)
         {
             for (j=PontoZ-Area; j<PontoZ+Area;j++)
             {
                 var MontanhasAux : float;
                 MontanhasAux =  ((PontoX - i)*(PontoX - i))+((PontoZ - j)*(PontoZ - j));
                 var Area2 : float;
                 Area2 = Area*Area;
                 if (MontanhasAux<Area2)
                 {
                     Montanhas[j,i] +=  Altura - (Altura * (MontanhasAux/Area2));
                 }
             }
         }
         PontoZ = PontoZ + 20;
         PontoX = PontoX + 20;
     }
     
     
     Terreno.terrainData.SetHeights (0, 0, Montanhas);
 
 
 }
 
 function GenerateTerrain(tileSize: float) {
     //Gerar o terreno
 
     //QUANTO MAIOR O NUMERO, MAIS MONTANHAS EXISTIRAO...
     var HM : float = Random.Range (20, 350);
     //Quanto menores os números no intervalo número, maior as colinas / montanhas será 
     var divRange:float  = Random.Range (15, 30);
     var height = Terreno.terrainData.heightmapHeight;
     var width = Terreno.terrainData.heightmapWidth;
     var hts : float[,] = new float[width,height];
 
     //Heights para nossas colinas / montanhas
     for (var i :float = 0; i < width; i++) {
         for (var k :float = 0; k < height; k++) {
             hts [i, k] = Mathf.PerlinNoise ((i / width) * tileSize, (k / height) * tileSize) / divRange;
         }
 }
 
 Terreno.terrainData.SetHeights (0, 0, hts);
 
 }


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