Post your screenshots!

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jp
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Re: Post your screenshots!

by jp » Post

4000 nodes viewing range:

Image

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the_raven_262
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Re: Post your screenshots!

by the_raven_262 » Post

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.
Image
Image
Image
I got reminded of these experiments by jp's posts above.
+Technical Details and Stuff

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apercy
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Re: Post your screenshots!

by apercy » Post

screenshot_20230312_164622.png
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Re: Post your screenshots!

by Extex » Post

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Player of PK, RIP. Creator of the light_tool and motorbike mods. Working on another mod which should be coming soon!

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Re: Post your screenshots!

by JALdMIC » Post

apercy wrote:
Sun Mar 12, 2023 22:29
screenshot_20230312_164622.png
I don't speak English
Looks amazing,is like the one who appears in Battlefield 1

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Re: Post your screenshots!

by dougsouza26 » Post

Trying to develop a mod to add concrete to the game. Each block has a corresponding staircase, slab and wall. The texture tries to use the colors of the game itself, using the wool mod as a base.
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Re: Post your screenshots!

by ShadMOrdre » Post

Generative random cities with road network. It's getting uncanny in here.

Putting out a call for building schematics, and / or code that generates random structures that returns a schematic.
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Re: Post your screenshots!

by Blockhead » Post

ShadMOrdre wrote:
Sat Mar 18, 2023 15:07
Generative random cities with road network. It's getting uncanny in here.

Putting out a call for building schematics, and / or code that generates random structures that returns a schematic.
Is the AdvTrains track part of the generation? In any case, ballast your tracks!
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️

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Re: Post your screenshots!

by ShadMOrdre » Post

Advtrains pregeneration would only really be effective in a flat world using straight line tracks. Otherwise, trying to glean when to place the track riser vs just plain track would get tedious, at best. Curves would also be a choke point, since the curves have to be made in a certain way.

Still, an option to generate the tracks on a flat map has tickled my fancy. Wasn't sure if track placed by mapgen is recognized by the advtrains logic, ie, properly initiated at runtime.

I'm working towards a method to place cities that is both predictable and reliable, in an effort to get rid of the map wide road grid, replacing it with more direct routes between the cities, for a more natural feel. Where on Earth does one find grided streets outside of planned urban areas? The city streets can remain a grid, while the highways connecting the cities should be more direct.


Shad
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Re: Post your screenshots!

by Unacceptium_core » Post

i made a metro map using advtrains bc i dont saw anyone done similar. data like mods used is on the screenshots. also this is my first post here.

download is on reddit(u/unacceptium)
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Re: Post your screenshots!

by Blockhead » Post

Unacceptium_core wrote:
Sun Mar 19, 2023 20:26
i made a metro map using advtrains bc i dont saw anyone done similar. data like mods used is on the screenshots. also this is my first post here.

download is on reddit(u/unacceptium)
Karsthafen Subway adds a subway/metro to an older map. I think that has better results than making a metro just to be a metro. Anyway I downloaded your map and my criticism is as following:
  • The copy of colored concrete that I downloaded didn't have the slabs which resulted in a lot of unknown nodes :(. I cloned it from GitHub and used minetest-mods moreblocks. I'm not sure why I didn't get the slabs and other shapes :(
  • You clearly learned a lot making this. You started with only 3-way turnouts but by the end you were using the trackworker to make turnouts and using diamond crossings. You should go back and redo old sections with what you learned by the end.
  • A lot of curves are rough and can be improved. Instead of two 90° turns in a row, make one smooth 30° bend or ease in and out of 45°.
  • Some stations had no exit doors at the surface, just glass. Some of them had no stairs only elevators which I don't really like. I did like the stations that were attached to dungeons, those were a bit of fun to explore. Having something interesting to view, explore, interact with at each station would be nice.
  • The station spacing is a bit too random, with some long boring sections between stations. If you're going to have a long way between stops, at least show us something interesting along the way. Use natural features, artificial features, or variation in the subway's construction.
  • My favourite section was the above ground section surrounded by trees. It gives the illusion that you are somewhere when it's only basically a movie set. It has what looks like train depot. This is good and you also created that illusion at other places like the station that appears to go through a building as well as the fake parallel and crossing of other railways.
  • You should learn how to use the AdvTrains platform nodes. The mod comes with just stone and sandstone but a mod can add many more materials. Using the platforms makes the platform edges meet the trains nicely and also when you stand on the platform edge you can automatically board a train when it arrives.
  • Speaking of automation, you should learn about automation features like ATC, station/stop tracks and interlocking. That way I wouldn't have to drive the train myself when I download the map. You may find you need two tracks along more of the system instead of the one track that is along most of the length.
A thread for your map in the Maps section would be good for any further discussion. Good luck, have fun with trains :)
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️

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Unacceptium_core
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Re: Post your screenshots!

by Unacceptium_core » Post

Blockhead wrote:
Mon Mar 20, 2023 03:21
Unacceptium_core wrote:
Sun Mar 19, 2023 20:26
i made a metro map using advtrains bc i dont saw anyone done similar. data like mods used is on the screenshots. also this is my first post here.

download is on reddit(u/unacceptium)
Karsthafen Subway adds a subway/metro to an older map. I think that has better results than making a metro just to be a metro. Anyway I downloaded your map and my criticism is as following:
  • The copy of colored concrete that I downloaded didn't have the slabs which resulted in a lot of unknown nodes :(. I cloned it from GitHub and used minetest-mods moreblocks. I'm not sure why I didn't get the slabs and other shapes :(
  • You clearly learned a lot making this. You started with only 3-way turnouts but by the end you were using the trackworker to make turnouts and using diamond crossings. You should go back and redo old sections with what you learned by the end.
  • A lot of curves are rough and can be improved. Instead of two 90° turns in a row, make one smooth 30° bend or ease in and out of 45°.
  • Some stations had no exit doors at the surface, just glass. Some of them had no stairs only elevators which I don't really like. I did like the stations that were attached to dungeons, those were a bit of fun to explore. Having something interesting to view, explore, interact with at each station would be nice.
  • The station spacing is a bit too random, with some long boring sections between stations. If you're going to have a long way between stops, at least show us something interesting along the way. Use natural features, artificial features, or variation in the subway's construction.
  • My favourite section was the above ground section surrounded by trees. It gives the illusion that you are somewhere when it's only basically a movie set. It has what looks like train depot. This is good and you also created that illusion at other places like the station that appears to go through a building as well as the fake parallel and crossing of other railways.
  • You should learn how to use the AdvTrains platform nodes. The mod comes with just stone and sandstone but a mod can add many more materials. Using the platforms makes the platform edges meet the trains nicely and also when you stand on the platform edge you can automatically board a train when it arrives.
  • Speaking of automation, you should learn about automation features like ATC, station/stop tracks and interlocking. That way I wouldn't have to drive the train myself when I download the map. You may find you need two tracks along more of the system instead of the one track that is along most of the length.
A thread for your map in the Maps section would be good for any further discussion. Good luck, have fun with trains :)
thanks! I was a little happy that someone was interested in the map. yes, it is among the first maps, and there will be plenty of updates in it.also the karsthafen map isn't start on my phone. the platform nodes doesn't have concrete versions

edit: this map is directly made to be driven by the player, and not automation. this will be future.also the reason is a bit different:i made an extreme long rail map in mc, and i just switched to minetest. i wanted a new map on mt. also i I forget to add some of the custom wesh models :(

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Wuzzy
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Re: Post your screenshots!

by Wuzzy » Post

Image

A JPEG screenshot of MineClone 2 at the lowest quality setting.

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Re: Post your screenshots!

by ShadMOrdre » Post

It would be nice to have a way to use screenshots taken with the new camera api in world, without a server restart.

The low quality should be fine for creating inworld art.


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Re: Post your screenshots!

by ShadMOrdre » Post

Most likely, a good base from which to craft RPG, 3D shooter, survival, exploration and simulator type games.

Mobs, vehicles, weapons, NPCs, in a natural world with cities and connecting roads.
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c56
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Re: Post your screenshots!

by c56 » Post

here some promotional minetest screenshots
from techage survival server
screenshot_20230322_154601.png
screenshot_20230322_154601.png (179.29 KiB) Viewed 296 times
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screenshot_20230322_160318.png
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this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55

c56
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Re: Post your screenshots!

by c56 » Post

some more
screenshot_20230322_154752.png
screenshot_20230322_154752.png (213.15 KiB) Viewed 295 times
screenshot_20230322_155349.png
screenshot_20230322_155349.png (482.2 KiB) Viewed 295 times
screenshot_20230322_153951.png
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Tim790
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Re:

by Tim790 » Post

jordan4ibanez wrote:
Sun Mar 11, 2012 01:33
Image
Edgy. Hehe
Yeet.

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Re: Post your screenshots!

by ShadMOrdre » Post

Large cities with connecting roads and highways. Cities adapt to terrain, can use schematics or the skyscrapers, and are organized according to 16 different land use types. Cities are also predetermined via voronoi placement, versus noise placement. This prevents random "urban" areas from flooding the map.

Based on a combination of paramats' Paths_v7, Roads_v7, noisegrid, duanes' cityscape, rochambeaus' settlements mod, including enhancements by myself and facedeer. Also includes schems from Sokomines' mg_villages, and others scavenged from the forums.

Working to make it compatible with custom version of zorman2000s' Advanced_NPCs.
Attachments
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Re: Post your screenshots!

by voxelproof » Post

I'd like to apologize to the community for my tantrum a few months ago. This shouldn't have happened. Since then many great screenshots have been posted here and a lot of great work of devs and contributors as I've noticed has also been done.

As I can see, the latest releases of MT, at least on my lap, take full advantage of the gfx card and my personal experience of the game, as far as visual aspects are concerned are on a par with best professional commercial games.

___________________________________________________________________________________

A shot from a rivers mapgen world, excellent and realistic terrain generator by Gael de Sailly.

Image
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JALdMIC
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Re: Post your screenshots!

by JALdMIC » Post

ShadMOrdre wrote:
Tue Mar 28, 2023 00:26
Large cities with connecting roads and highways. Cities adapt to terrain, can use schematics or the skyscrapers, and are organized according to 16 different land use types. Cities are also predetermined via voronoi placement, versus noise placement. This prevents random "urban" areas from flooding the map.

Based on a combination of paramats' Paths_v7, Roads_v7, noisegrid, duanes' cityscape, rochambeaus' settlements mod, including enhancements by myself and facedeer. Also includes schems from Sokomines' mg_villages, and others scavenged from the forums.

Working to make it compatible with custom version of zorman2000s' Advanced_NPCs.
I don't speak English
This looks great,this is actually a published mod or is only the example of a WIP mod?

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