Flip the x and z on every other noise level
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1 changed files with 3 additions and 3 deletions
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@ -89,11 +89,11 @@ export class HillyGenerator implements IGenerator {
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const oceanValue = this.oceanGenerator((chunk.x * 16 + x) / 128, (chunk.z * 16 + z) / 128) * 100;
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orgColY = colWaterY = colY = 60 + this.fastRound((
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this.generator((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) * 16 +
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this.generator1((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) * 16 +
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this.generator1((chunk.z * 16 + z) / 16, (chunk.x * 16 + x) / 16) * 16 +
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this.generator2((chunk.x * 16 + x) / 8, (chunk.z * 16 + z) / 8) * 8 +
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this.generator3((chunk.x * 16 + x) / 4, (chunk.z * 16 + z) / 4) * 4 +
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this.generator3((chunk.z * 16 + z) / 4, (chunk.x * 16 + x) / 4) * 4 +
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this.generator4((chunk.x * 16 + x) / 4, (chunk.z * 16 + z) / 4) * 4 +
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this.generator5((chunk.x * 16 + x) / 10, (chunk.z * 16 + z) / 10) * 10 +
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this.generator5((chunk.z * 16 + z) / 10, (chunk.x * 16 + x) / 10) * 10 +
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this.generator6((chunk.x * 16 + x) / 16, (chunk.z * 16 + z) / 16) * 16 +
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oceanValue +
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(Math.max(this.hillGenerator((chunk.x * 16 + x) / 128, (chunk.z * 16 + z) / 128), 0) * 50 + Math.min(oceanValue, 0))
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