Search found 316 matches

by the_raven_262
Mon Mar 18, 2024 14:29
Forum: Modding Discussion
Topic: Using Normal Maps
Replies: 2
Views: 105

Re: Using Normal Maps

The whole set of features related to normalmaps were removed due to them being badly implemented. You can read up on the removal here.
by the_raven_262
Sat Mar 16, 2024 16:47
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

SkyGen now supports fog overriding, utilizing the recently added features of fog control and fog coloring . https://i.imgur.com/EJKdG2m.png Underground mushroom biome in the Architect's Game The usage of these new parameters is described in the repository's readme , while the values for fog control ...
by the_raven_262
Sat Mar 09, 2024 19:55
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

How would I get this to work with Mineclone 2? Could I just copy the values in colors.lua and add Mineclone 2 biomes? How hard would it be? Note: It seems like Mineclone's skybox is fighting Skygen's skybox Mineclone has a separate system which handles weather, and because of that Skygen is incompa...
by the_raven_262
Fri Feb 09, 2024 16:47
Forum: Servers
Topic: [Server] The Architect's Server [Pre-launch]
Replies: 6
Views: 365

Re: [Server] The Architect's Server [Pre-launch]

This looks absolutely amazing. I looked at the source, nice work so far Thanks! A good furniture mod with what looks like a stone toilet. It is actually a steel toilet, but yes A lot of homebrew and refactored mods are a big commitment to maintain and further develop, but let's not doubt anyone's c...
by the_raven_262
Thu Feb 08, 2024 16:59
Forum: Servers
Topic: [Server] The Architect's Server [Pre-launch]
Replies: 6
Views: 365

[Server] The Architect's Server [Pre-launch]

https://i.imgur.com/9yjxRs9.png Hello to Minetest enjoyers of all kinds! Welcome to the Architect’s Server project. We are about to enter our pre-launch phase, which means you’re able to see this post! Server Status: Not up yet! (though you can help with the development) The “Architect’s Server”? h...
by the_raven_262
Tue Feb 06, 2024 09:14
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

TL;DR: First case pretty much requires a rewrite of the mod in skygen, second case requires adding a new feature which is out of the primary scope for skygen (mod compatibility for skygen is not the focus right now). Ngl, I didn't expect it would be so intricate and intertwined. I had thought the s...
by the_raven_262
Tue Jan 30, 2024 14:39
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

It appears to have conflicts with mods that change the sun and moon like astral or mods that change the skybox at certain heights like Other Worlds . Would it be possible to make both compatible with one another? If you have a mod that does anything concerning the sky, skygen probably won't work wi...
by the_raven_262
Sun Apr 09, 2023 11:28
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048365

Re: Post your screenshots!

It's called grout by the way, and I concur with Wuzzy: please make a thread in unofficial engine development. I apologize, the topic was fascinating but it has taken more space in this thread than it should have had. Obligatory screenshot: "Modular Gas Lamps" https://i.imgur.com/unshJw9.p...
by the_raven_262
Sat Apr 08, 2023 21:51
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048365

Re: Post your screenshots!

The patches are hexagonally shaped … I was referring to your algorithm not the wfc. I missed the fact that the patches are hexagonal, I thought they were triangles. My idea would then be: squish the hexagon so it fits exactly to cover two rows of bricks (vertically) and stretch it to cover a textur...
by the_raven_262
Sat Apr 08, 2023 10:45
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048365

Re: Post your screenshots!

If instead patches of neighbouring grid points are selected such that when they are overlapped, the brick pattern connects, then the pattern would be preserved. This is great for textures such as planks, for bricks though you can’t really *solve it*. Extending this, I think you can make a proper ti...
by the_raven_262
Fri Apr 07, 2023 16:02
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048365

Re: Post your screenshots!

*stuff* The top one looks the best imo, though ingame it might look too noisy, but it doesn't repeat the parts of the base texture as obviously as the middle example. Thinking that sampling scrolling textures like flowing lava will result in a noisy animation, displacing the uv of a static lava tex...
by the_raven_262
Fri Apr 07, 2023 10:51
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048365

Re: Post your screenshots!

*texture sampling examples* That is a straight upgrade for non-patterned textures imo. This approach doesn't work for patterned textures like bricks though, right? I can't really see here but is this only using the original texture's colors? Asking because pixel art and stuff :P Obligatory screensh...
by the_raven_262
Sat Mar 11, 2023 18:34
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11052
Views: 2048365

Re: Post your screenshots!

Very high viewing range, but its foggy. Oh and for some reason the sky seems to light up the distant fog making it lighter? I'm not sure that is how the fog would work. https://i.imgur.com/OMclDcS.png https://i.imgur.com/HzIL0Fg.png https://i.imgur.com/EWI4h2E.png I got reminded of these experiments...
by the_raven_262
Tue Feb 07, 2023 10:08
Forum: General Discussion
Topic: Post your Screenshots of Terrain!
Replies: 243
Views: 108977

Re: Post your Screenshots of Terrain!

Some shots from an as-of-yet unreleased server game. This is all done without a lua mapgen, just the usual decorations (I dislike lua mapgens for their lack of speed). But you can see here that the carpathian 3D noise caverns produce more than an adequate setting (one just needs to light them up a b...
by the_raven_262
Sat Feb 04, 2023 11:38
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

It seems that functions that I'm using in Skygen for setting the sky and sky objects have been updated in the versions after yours. I'm not going to add support for the older functions as I don't see that as a priority right now, sorry. The changes would have to be made to every function which sets ...
by the_raven_262
Thu Feb 02, 2023 21:00
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

The dynamic shadows require 5.5.0 I think. This is what is causing the first issue. I didn't know that this would crash the game. I'll see if I can implement a version check that would disable the dynamic shadows feature if the minetest version is too low. Though before I commit to that, I have to a...
by the_raven_262
Tue Jan 31, 2023 18:01
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

I don't see anything in my code that could cause the transition not to happen, but the transition could happen very fast if some lag is involved. If you have discovered an error in my algorithm though, I can't find it solely using the info that you've provided. I will see if I can replicate the issu...
by the_raven_262
Tue Jan 31, 2023 11:04
Forum: WIP Mods
Topic: [Mod] Spriteguns (Image waypoint based guns) [spriteguns]
Replies: 2
Views: 594

Re: [Mod] Spriteguns (Image waypoint based guns) [spriteguns]

The audiovisual feedback on the guns is insane, I love it. I can't access your website in order to download the highres sprites. So keep in mind that I've not yet seen those :P (EDIT): I got the highres guns, but I think I prefer the pixelated ones. The low resolution kinda makes the limitation of n...
by the_raven_262
Mon Jan 30, 2023 15:15
Forum: WIP Mods
Topic: [Mod] Procedural Furniture [furniture]
Replies: 5
Views: 1040

Re: [Mod] Procedural Furniture [furniture]

LOTT support has just been added to the mod. https://i.imgur.com/zRobSee.png I did not play LOTT in quite a while and I hope that the crafting recipes are achievable/not too expensive. If you encounter any recipes that are actually broken, please do notify me. In the meantime I did not make any new ...
by the_raven_262
Sun Jan 29, 2023 15:52
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

Mod size on contentdb is large(52mb) whereas the original mod (excluding .git folder which is 51mb) is around 700kb. Why don't you exclude it. I see. I didn't check the file size when I uploaded it, sorry. I'll reupload the file without a .git. This is happening because the skyboxes which are now a...
by the_raven_262
Sun Jan 22, 2023 21:01
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

Thanks for reporting the issue! I have fixed the chatcommand and the updated version should now be live on ContentDB as well as on the repo.
by the_raven_262
Mon Dec 26, 2022 11:05
Forum: WIP Mods
Topic: [Mod] Skygen v2 [skygen]
Replies: 26
Views: 4631

Re: [Mod] Skygen v2 [skygen]

Bumping this thread in order to inform you of Skygen getting a "v2", which is mostly just a code rewrite. More info is in the main post, and much more info is in the git readme. Have fun.
by the_raven_262
Thu Oct 20, 2022 15:23
Forum: WIP Mods
Topic: [Mod] Procedural Furniture [furniture]
Replies: 5
Views: 1040

Re: [Mod] Procedural Furniture [furniture]

Alright, I decided to leave the crafting in; it is now officially a feature!
The sounds can now be given specific gain values. And, the models are required to have a "furniture_" prefix.
by the_raven_262
Thu Oct 20, 2022 08:13
Forum: WIP Mods
Topic: [Mod] Procedural Furniture [furniture]
Replies: 5
Views: 1040

Re: [Mod] Procedural Furniture [furniture]

Oh, thank you for reviewing my mod! So for the first issue: the models aren't using a modname prefix like textures do. I'll just make all the models have a "furniture_" prefix and that'll fix the issue. I don't know why this isn't a common practice (it isn't done in default for some reason...
by the_raven_262
Sun Oct 16, 2022 09:57
Forum: WIP Mods
Topic: [Mod] Procedural Furniture [furniture]
Replies: 5
Views: 1040

[Mod] Procedural Furniture [furniture]

https://i.imgur.com/Ltxm0eM.png https://i.imgur.com/ULyVrs4.png Darkage, Caverealms and Default examples Creates furniture collections - Simplifies the process of registering model-based nodes over many materials at the same time - Introduces the furniture type definition, which defines a single fu...