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Question by Xentarok · Feb 04, 2014 at 02:55 PM · terraingeneratinggeneral programmingterrain gen

Terrain generation problem.

Hello.

So, I've managed to make a terrain generation script, which generates random continents, but there's one problem. Since I'm using the Libnoise library, when I use some of the noises, they have some zero values. Because of that I have to raise the whole terrain a little, which creates these nasty looking cliffs.

alt text

Is there a way to smooth these cliffs out via script?

-Xentarok

P.S: I apologize for any mistakes.

P.S2: If you have questions, write them down in the comments.

terrain2.jpg (91.4 kB)
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Answer by kingmac2104 · Feb 11, 2014 at 04:47 PM

What about getting heights Array from TerrainData and going linear through them searching for a height increase from 0 to maybe 0.5 or from >0.5 to 0, take the half of the difference and put it too the array back where the values are 0. A small example:

 0 0 0 0 0 0 0 0 0 0 0 1 2 3 4 5 
 
 0 0 0 0 0 0 0 0 0 0 1 2 3 3 3 4
 
 0 0 0 0 0 0 0 0 0 0 0 1 2 4 5 6

would end after frist step in:

 0 0 0 0 0 0 0 0 0 0 0.5 1 2 3 4 5 <= Change here
 
 0 0 0 0 0 0 0 0 0 0 1   2 3 3 3 4 <= this line has not 0 directly under the frist 1 in the line above
 
 0 0 0 0 0 0 0 0 0 0 0   1 2 4 5 6


seccond step:

 0 0 0 0 0 0 0 0 0 0   0.5 1 2 3 4 5 
 
 0 0 0 0 0 0 0 0 0 0.5 1   2 3 3 3 4 <= Change here
 
 0 0 0 0 0 0 0 0 0 0   0.5 1 2 4 5 6 <= Change here

So always the direct neighbours of the heightincrease should be manipulated.

I think that should smoothen the cliffs enough

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avatar image Xentarok · Feb 11, 2014 at 05:02 PM 0
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I'll try that, thanks!

avatar image kingmac2104 · Feb 17, 2014 at 02:27 PM 0
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Did it work?

avatar image Xentarok · Feb 17, 2014 at 04:28 PM 0
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Actually, in the end I used a different method. Because I have the generation in two steps, I added the height values from the first step (which is creating the basic continent shape) ins$$anonymous$$d of adding just the same value to everything in the second step. But thanks anyway!

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