Hey everyone, I made a new script which automatically places pebble layers on river banks- with nothing more than a single flat placeholder!
Check out the result:
The script is pretty flexible and allows for you to put in various parameters. Here's a brief explanation of them:
1. Placeholder
Simple enough- give the block ID/metadata pair of the blocks you want to put pebble layers above. Note: the placeholder here should not be a wool block (35) as those are used in the script! In the example picture I used gold (41).
2. Type
The type of the terrainset you want. The script can also do sand as well. The options are (in terrainset order): 'easternislands', 'ironislands', 'vale', 'north', 'ocean', 'dorne', 'river', 'westerlands', 'arbor', 'stormlands', 'reach', and then 'sand'.
3. Cutoff
This represents how high the dry/wet cutoff point should be. You should give the script an integer number between 0 and 9. If you give 0 it will make the entire pebble bank dry, whereas 9 will make the entire bank wet. A value of 4 or 5 will make the cutoff roughly in the middle.
4. Height profile
There are various preset "height profiles" preprogrammed into the script- a height profile just represents a distribution of the pebble layers. This should take an integer number between 0 and 6. The presets are listed as follows:
0 is a special value- if you want more flexibility with the height profile and wet/dry mix in the pebbles you should give 0 as the value for this. It will cause the script to terminate just after making the rainbow gradient, in which case all you have to do is mask over each wool color to set each pebble layer.
1 gives a "normal" linear slope, with each wool step increasing in height by one layer -->
:0, :1, :2, :3, :4, :5, :6.
2 gives a shallow slope, with every other wool step increasing in height by one layer -->
:0, :0, :1, :1, :2, :2, :3.
3 gives an even shallower slope, with the same pattern as the previous one but offset by one block -->
air, :0, :0, :1, :1, :2, :2
4 gives a convex slope (i.e. "pointier" at the top) -->
:0, :0, :1, :1, :2, :4, :6
5 gives a concave slope (i.e. "flatter" at the top) -->
:0, :1, :2, :3, :3, :4, :4
6 gives a steeper concave slope -->
:0, :2, :4, :5, :6, :7, :7
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Please feel free to give feedback and suggestions on the script! One issue I know of already is that the pebbles on the outermost banks don't "transition" to the higher land, they form the same symmetric curve as the rest of the banks. Not sure if it's possible to fix this with the script but I'll work on it.
Download the script here
(Alternate download here)
Check out the result:
The script is pretty flexible and allows for you to put in various parameters. Here's a brief explanation of them:
1. Placeholder
Simple enough- give the block ID/metadata pair of the blocks you want to put pebble layers above. Note: the placeholder here should not be a wool block (35) as those are used in the script! In the example picture I used gold (41).
2. Type
The type of the terrainset you want. The script can also do sand as well. The options are (in terrainset order): 'easternislands', 'ironislands', 'vale', 'north', 'ocean', 'dorne', 'river', 'westerlands', 'arbor', 'stormlands', 'reach', and then 'sand'.
3. Cutoff
This represents how high the dry/wet cutoff point should be. You should give the script an integer number between 0 and 9. If you give 0 it will make the entire pebble bank dry, whereas 9 will make the entire bank wet. A value of 4 or 5 will make the cutoff roughly in the middle.
4. Height profile
There are various preset "height profiles" preprogrammed into the script- a height profile just represents a distribution of the pebble layers. This should take an integer number between 0 and 6. The presets are listed as follows:
0 is a special value- if you want more flexibility with the height profile and wet/dry mix in the pebbles you should give 0 as the value for this. It will cause the script to terminate just after making the rainbow gradient, in which case all you have to do is mask over each wool color to set each pebble layer.
1 gives a "normal" linear slope, with each wool step increasing in height by one layer -->
:0, :1, :2, :3, :4, :5, :6.
2 gives a shallow slope, with every other wool step increasing in height by one layer -->
:0, :0, :1, :1, :2, :2, :3.
3 gives an even shallower slope, with the same pattern as the previous one but offset by one block -->
air, :0, :0, :1, :1, :2, :2
4 gives a convex slope (i.e. "pointier" at the top) -->
:0, :0, :1, :1, :2, :4, :6
5 gives a concave slope (i.e. "flatter" at the top) -->
:0, :1, :2, :3, :3, :4, :4
6 gives a steeper concave slope -->
:0, :2, :4, :5, :6, :7, :7
-------------------------------------------------------------------------
Please feel free to give feedback and suggestions on the script! One issue I know of already is that the pebbles on the outermost banks don't "transition" to the higher land, they form the same symmetric curve as the rest of the banks. Not sure if it's possible to fix this with the script but I'll work on it.
Download the script here
(Alternate download here)