Hello everybody,
I managed to create a top down map with 2D sprites, that procedurally generates at every compile, but I’m not really sure how to implement biomes in it. The basic map generates from an array where I put values corresponding to the different tiles I have, and by making it random it doesnt really create biomes, but just small patches of the different floor tiles, like this:
Yes, I thought about the perlin noise but since this is my first project I don’t know much about it and I don’t know how to create the texture you shown, so if you can explain it to me or link some video about it it would be really appreciated. Also, once I have that, since the texture is black and white so I can’t set a tile based on the color of the map in that coords, how do I “select” every area where I should put all the biomes?
Thanks again!
Thanks for the video link, was very usefult to understand perlin noise. The real problem now is that I’m building a top down 2D game, and my map won’t have any elevation. Also he is doing this perlin noise in python and I don’t have any clue on how to do that in unreal engine sicne I can’t code in C++ and I’m still getting used to blueprints.
So I think the only way to do biomes might be some type of rgb noise?
I’d like to end up with something like what’s in this thumbnail tho I can’t really follow his tutorial because he’s using Godot Engine :'):
Yes I did, but I need to create it inside unreal and not download the noise image since I want it to be seedable and most importantly procedural. Maybe I’m missing some steps or we misunderstood
Ah, f@%& I don’t even know how to create a c++ file lol. Maybe I can try creating an RGB noise material and then read that, and for every seed I read the noise in the square with coordinates starting at (0,0) and then advancing by the size of the map I want to create each time.
Example:
map size = 256
seed = 1
the noise i read would be in the square with vertices (0,0), (256,0), (256,256), (0,256).
seed = 2
the noise i read would be in the square with vertices (256,256), (2562,256), (2562,2562), (256,2562).
etc…
Alright, that’s better then. But the docs say that once I created the wrapper like i did to call the GetNoise2D or GetNoise3D functions which I can’t find. Don’t I have to call them on the construction script page?
Edit:
Found that, I had to call the Get Noise Wrapper first and now I can see the functions.
Oh ok if you meant from the get wrapper object yeah thats what I searched it from when I found it. Before I was searching it without “getting” the wrapper variable.
So basically after the contruction script I create the noise, after that I make an array of the size of the map I want to make and the with 2 for loops I assign to every array element the value of the noise. After that I can proceed looping trough the array and building the tiles from the noise value, for which I don’t know the ranges of .