Post Castles-Strongholds-Towers-Screenshots

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SB66
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Re: Post Castles-Strongholds-Towers-Screenshots

by SB66 » Sun Jul 28, 2019 20:04

voxelproof wrote:
SB66 wrote:.....


Your castle looks better than many much larger MC maps with fancy, phantastic and completely unrealistic design. It seems to me that it's roughly based on some real structure. I think it's a matter of a bit asymmetric plan which makes an impression of a model of something that could be built in reality.


You are right, this is my rough interpretation, inspired by existing castles more or less nearby my home....

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Re: Post Castles-Strongholds-Towers-Screenshots

by Sokomine » Mon Jul 29, 2019 02:46

SB66 wrote:
voxelproof wrote: Your castle looks better than many much larger MC maps with fancy, phantastic and completely unrealistic design. It seems to me that it's roughly based on some real structure. I think it's a matter of a bit asymmetric plan which makes an impression of a model of something that could be built in reality.


You are right, this is my rough interpretation, inspired by existing castles more or less nearby my home....

Voxelproof describes very well how the castle felt to me: It looks very realistic as a building, but also slightly strange. In voxel games, we often tend to add more details than there are in reality in order to make our creations look more impressive. Maybe a technic often seen in Minecraft could come in handy here: Adding a bit diversity through diffrent blocks - i.e. walls with stone, mossy cobblestone, stonebrick etc. all more or less randomly mixed together into one wall. That method seems very common in MC but is almost never used in MT. Guess it has to do with how the textures look like and wouldn't work out well with MT textures. There are also shadows in reality which are almost completely missing in the voxel world.
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Re: Post Castles-Strongholds-Towers-Screenshots

by voxelproof » Mon Jul 29, 2019 08:21

Sokomine wrote:Adding a bit diversity through diffrent blocks - i.e. walls with stone, mossy cobblestone, stonebrick etc. all more or less randomly mixed together into one wall. That method seems very common in MC but is almost never used in MT. Guess it has to do with how the textures look like and wouldn't work out well with MT textures. There are also shadows in reality which are almost completely missing in the voxel world.


Good point. I'm even thinking about widening the set of building blocks in the future so that each one would come in 3 different 'varieties' (variants) slightly different from each other, and at the same time sharing the same or very similar texture pattern so that the flat surfaces like walls wouldn't look so generic and bland. The main obstacle is lack of general tool enabling making it compatible with mods changing block shapes.
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Re: Post Castles-Strongholds-Towers-Screenshots

by Sokomine » Sat Aug 03, 2019 19:42

voxelproof wrote:Good point. I'm even thinking about widening the set of building blocks in the future so that each one would come in 3 different 'varieties' (variants) slightly different from each other, and at the same time sharing the same or very similar texture pattern so that the flat surfaces like walls wouldn't look so generic and bland. The main obstacle is lack of general tool enabling making it compatible with mods changing block shapes.

Up until now, I thought about hardware coloring as a tool to supply the player with very diffrent colors to build with. But perhaps that's not the best approach. After all stairs and the like can only come in 8 additional colors. Perhaps just adding some slightly brighter and some slightly darker hues might form a better palette.
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Re: Post Castles-Strongholds-Towers-Screenshots

by Linuxdirk » Sat Aug 03, 2019 22:28

Here’s a small castle I built after a tutorial originally for Minecraft but adapted to Minetest.

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Re: Post Castles-Strongholds-Towers-Screenshots

by voxelproof » Mon Aug 05, 2019 15:59

Sokomine wrote:
voxelproof wrote:Good point. I'm even thinking about widening the set of building blocks in the future so that each one would come in 3 different 'varieties' (variants) slightly different from each other, and at the same time sharing the same or very similar texture pattern so that the flat surfaces like walls wouldn't look so generic and bland. The main obstacle is lack of general tool enabling making it compatible with mods changing block shapes.

Up until now, I thought about hardware coloring as a tool to supply the player with very diffrent colors to build with. But perhaps that's not the best approach. After all stairs and the like can only come in 8 additional colors. Perhaps just adding some slightly brighter and some slightly darker hues might form a better palette.


Yeah, it sounds good. Other method is to use rocks instead of bricks from time to time, moreover you can slightly break monotony of a wall using screwdriver to rotate blocks (especially when building with blocks, not bricks). There're also mods (like noncubic) which make possible breaking smoothness of a wall by adding differently shaped nodes based on the same texure here and there .
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