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yscale=4
zscale=0.05
steepness=0.25
zpos=-50
xpos=0
ypos=40
return zpos+ log ( zscale* sqrt((cos(y*yscale+ypos)*(x*xscale+xpos)+(y*yscale+ypos))^(sin(y*steepness+ypos)*(x*xscale+xpos)+(y*steepness+ypos)) ) )
return ( 2*x*y*(pi*sqrt(x^2 + y^2)) / ((x^2 + y^2)) ) + 10 two lakes & mountains / hills
return 3*cos(2*abs(x*2)+abs(y*2))*(sin(x)+sin(y))+5 swampy hill thingi
return cos(2*abs(x*2)+sin(y*2))*(sin(x)+sin(y))+4.6 worm lakes, variation of "swampy hill thingi
return (5*cosh(sin((x^2)*y -2 ))) just a cool pattern i like
return 2*sin(cos((x))) + 2*sin(cos((y)))+3 pillow islands, sadly due to tan the shadows get messy
{0, 1, 2, 3, 3, 2, 1, 0,
1, 2, 5, 5, 5, 5, 2, 1,
2, 5, 6, 7, 7, 6, 5, 2,
3, 5, 7, 9, 9, 7, 5, 3,
3, 5, 7, 9, 9, 7, 5, 3,
2, 5, 6, 7, 7, 6, 5, 2,
1, 2, 5, 5, 5, 5, 2, 1,
0, 1, 2, 3, 3, 2, 1, 0, }
ysize=8
xsize=8
xscale=1
yscale=1
localX=(floor((x-8)*xscale)/xscale )
localY=(floor((y-8)*yscale)/yscale )
return values[(localX *xsize*xscale + localY%ysize )%(xsize*ysize) + 1] *1
1,1,1,1,0,0,1,0,0,1,0,0,1,1,1,1,
1,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0,
1,1,1,1,0,0,1,0,0,1,0,0,1,1,1,1,
0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,1,
1,1,1,1,0,0,1,1,1,1,0,0,1,1,1,1,
}
local localX = floor(-x * 2) + 7
local localY = floor(y * 2) + 2
if localX < 1 or localX > 16 then
return 0
end
return (values[localX + localY * 16] or 0) * 10
Takes away the boring part of waiting for it to generate to see what it is.
You can just press the test changes button instead of fully generating it though