@voxel_pirate I don’t have a good recording space, too much background noise. I tried it and it doesn’t sound right (to me anyway).
so you:
- adjusted the lighting to look “eerie”
- halved some trees?
- plopped down some skellie bones
- added copious amounts of “lava”
i wouldnt quite call that basic… ![]()
well done!
I agree with @SteveAdamo there. That would be like a huge project if I tried doing it XD
I put the Old Code in the New engine.
Asked well in advance and politely too to boot. Yup, Skull24 is good people!
Love the videos and the editing. Keep it up man!
Thanks again for letting me use your music. I will put a link to your YouTube channel in the description.
A question (or two) to our Lua-pros @Alesfatalis, @Xavion and others…
In the config.json (stonehearth > renders > terrain) it is possible to change the colors of the soil. Have you already been able to gather some information on how this will work probably?
I mean this values could be either names for variables including a color code, or they could be “types” of soil. In case they are types, there might be a place where they are further defined, i.e. some attributes are assigned.
What I am after is… maybe we will not see water in the Alpha 1. In such a case I would like to define a new type of soil, color it blue and define an attribute that it is not possible to step on it. Suggestions? 
@voxel_pirate This is a really good question
. At the moment i can tell you i haven’t found anything where the hell the config.json is used. I have currently implemented a new TerrainType for the ocean in the world generation algorithm. I defined in the config.json the cube type water. At the moment my game is broken i think because i haven’t found the connection between the terrain and the color. I checked radiant.smod and stonehearth.smod because they interact with each other, but i didn’t found anything. Maybe i have overseen a part of code. One suggestion i can make is that somewhere where the rendering is happening they are getting assigned to each other (color and cube).
I have to say good job radiant for hiding it so good
and sorry @voxel_pirate that i have currently not more info :(. Maybe @Xavion has found something.
Hey I think I found the answer to our prayers. its a program called Cinema 4d.
Here you can see someone used it to make these minicraft videos, 1 and 2.
What do you think? @voxel_pirate and @Pandemic
Can one of you guys try it out and see if it would any good for us to use in SH? I would but I don’t have the full version of Qubicle.
If I can find the trial in this unorganized webpage I’ll give it a shot
EDIT: Downloading, no promises on if it will co-operate with my PC
I just realized something about the graphics test, THERE ARE NO RIVERS. O_O
I dought someone can mod them in.
I believe the version that is used in the videos is CINEMA 4D Studio.
You are not the first one realising this
@SteveAdamo You are fast ![]()
You know I don’t actually know lua, I just know enough other stuff to be able to figure out what it’s doing.
I haven’t looked through the new version for it but I remember I couldn’t figure out what the names did in the old one, either it was using a file I didn’t manage to track down or it was engine stuff. I can try experimenting but that’s likely the only options as far as I can tell. Of course I’ve got a couple of ideas on how you’d fake it but they’re not the best and all kind of screwy for the ones I’ve thought of.
Regarding the terrain generator algorithm. Maybe it isn’t (fully) implemented yet, or there are other reasons, but please correct me if I’m wrong now…
As far as I know a (standard?) terrain generator has an algorithm where you put in a specific (or random) number - the seed. If you use the same seed again, the world will look them same because it will be calculated exactly the same. So you can share the seed and others can enjoy that wonderful world that you found. And this is valid as long as the terrain generator is not altered in version updates or so. And I guess that it could be in several steps, where some parts could be the same but others (like objects, animals, whatever) perhaps is randomized used a different algorithm.
Using the same seed in the SHGTv2 does not give the same world again, but as said, there may be several reasons to that. But I guess that the seed will be used in such way so it can be shared?
@Skull24 hm… this is an alternative to Maya, 3ds Max and Blender, no? Actually I think Blender can do the same and is free of charge so for me there is no point to look for another tool. Also you will need a plugin / add-on specific for Stonehearth if you want to use it to create animations for the game… and I am not sure if someone will write one.
Thanks @Xavion & @Alesfatalis… I think the week after next week I will also start digging into the Lua-code. Was just thinking about a “smaller” project for the start which could be to add fishing to the game… but this will require water, somehow
.
Cinema 4D is the little (and very capable) brother of the big boy programs and used by many studios. I use it daily at work and I love it. I started using it many years ago when no one ever heard of it. Very intuitive, easy to learn (as far as 3D programs go) and capable of most anything Maya can do. They have different versions according to your needs (and are priced accordingly).
It also plays very well with other programs file exchange. Something you can’t say about the other 3D programs. Not cheap, though. Base program is about $800. Still about a third the cost of Maya.
… the only thing is that if you want to use it for Stonehearth you will have to write an export-script (which would be great to have, as it can provide modders with more freedom to use the tools they like most).


