private void generateRainMap() { Rainmap = new PerlinNoiseMap (m_terrainData.heightmapResolution, 0.2f); Rainmap.generate (); }
private void generateHeightmap() { DiamondSquareNoiseMap map = new DiamondSquareNoiseMap (m_terrainData.heightmapResolution); //Set some seed values for the map: int quarterSize = (map.size - 1) / 4; // - Set some random heights in the middle of the map for (int x = 1; x <= 3; ++x) { for (int y = 1; y <= 3; ++y) { map.SetSeedValue (x * quarterSize, y * quarterSize, UnityEngine.Random.value); } } // - Force sea around the outside. for (int coordinate = 0; coordinate < map.size; ++coordinate) { map.SetSeedValue (coordinate, 0, 0.0f); map.SetSeedValue (coordinate, map.size - 1, 0.0f); map.SetSeedValue (0, coordinate, 0.0f); map.SetSeedValue (map.size - 1, coordinate, 0.0f); } map.generate (); Heightmap = map; }