Post your screenshots!

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Krock
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Re: Post your screenshots!

by Krock » Wed Nov 05, 2014 18:09

Hybrid Dog wrote:
Krock wrote:The terrain got boring.

Image

Does yours lag so much, too?
https://vimeo.com/96398931

Yes, I've the feeeling, those randomly generated, regular cubic nodes create a higher lag than a normal terrain.
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Re: Post your screenshots!

by rubenwardy » Wed Nov 05, 2014 20:10

Coming soon: mesh export, file dialog, collision box export, rotating, UI enhancements.

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Re: Post your screenshots!

by Evergreen » Wed Nov 05, 2014 20:11

rubenwardy wrote:Coming soon: mesh export, file dialog, collision box export, rotating, UI enhancements.

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Awesome!
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Re: Post your screenshots!

by Hybrid Dog » Thu Nov 06, 2014 15:02

rubenwardy wrote:Coming soon: mesh export, file dialog, collision box export, rotating, UI enhancements.

Image

May you also add shadows?

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rubenwardy
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Re: Post your screenshots!

by rubenwardy » Thu Nov 06, 2014 16:26

I will be adding depth shading, which is practically the same in terms of making it easier to see - things further away from camera in orthographic (top/right/left) view are darker.
Last edited by rubenwardy on Thu Nov 06, 2014 17:36, edited 1 time in total.
 

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Re: Post your screenshots!

by Hybrid Dog » Thu Nov 06, 2014 17:30

rubenwardy wrote:I will be adding depth shading, which is practically the same in terms of making it easier to see - things further away from camera in perspective view are darker.

is it similar to minetest's bumpmapping?

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Re: Post your screenshots!

by rubenwardy » Thu Nov 06, 2014 17:37

I meant orthographic - top right bottom etc. Nodebox surfaces which are further away will be darker. This allows you to see the box boundaries better. I may also add a line around the box extents, like when pointing at a node ingame.
 

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Re: Post your screenshots!

by twoelk » Thu Nov 06, 2014 17:45

rubenwardy wrote:... This allows you to see the box boundaries better. I may also add a line around the box extents, like when pointing at a node ingame.

how about cel-shading?
 

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Re: Post your screenshots!

by Sol » Fri Nov 07, 2014 13:22

rubenwardy wrote:Coming soon: mesh export, file dialog, collision box export, rotating, UI enhancements.

I think you should also add nodebox cloning.
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Re: Post your screenshots!

by srifqi » Fri Nov 07, 2014 13:36

amgmt's lastest github commit, mineshaft:
Album
+ Show it!
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Re: Post your screenshots!

by rubenwardy » Fri Nov 07, 2014 13:49

Sol wrote:I think you should also add nodebox cloning.


Wow. I thought I added that in 0.7, but it must have slipped through the net. Will do that, it is quite easy to do.
 

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Re: Post your screenshots!

by Kilarin » Fri Nov 07, 2014 15:37

Inocudom wrote:This is the Just Test Server, the most popular Minetest server there is. Truly tragic, is it not?

Just adding my 2 cents worth. If it's popular, then there must be some reason people like to play there, so I don't see how it could be tragic. And if that is the most popular server, then perhaps whatever it is that makes it the most popular will be what will appeal most to new users who just tried their first Minetest public server.

If it doesn't, there are plenty of other servers to try.
 

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Re: Post your screenshots!

by twoelk » Fri Nov 07, 2014 17:44

indriApollo wrote:The North Bay :)

yeah!
cosy timber framed colorfull buildings for the win.
 

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Re: Post your screenshots!

by Krock » Fri Nov 07, 2014 18:50

Created by Halo
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Re: Post your screenshots!

by RHR » Fri Nov 07, 2014 20:13

Krock wrote:Created by Halo
Image

How high is it and is it a cobblestone tower? :D

indriApollo wrote:The North Bay :)
Image

I love the small lighthouse. :)
 

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Re: Post your screenshots!

by indriApollo » Fri Nov 07, 2014 21:04

twoelk wrote:
indriApollo wrote:The North Bay :)

yeah!
cosy timber framed colorfull buildings for the win.


Now by night. I could use a boat or two :D

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Re: Post your screenshots!

by Inocudom » Fri Nov 07, 2014 23:06

Image
Voxelands got a neat update recently (it also got sound support a little while back.) You can find this fork of Minetest below:
http://voxelands.com/
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Re: Post your screenshots!

by Jordach » Sat Nov 08, 2014 20:59

paramat - decorations in mgv5 do not work at all.

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https://mediacru.sh/3857cc96299b
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Re: Post your screenshots!

by jp » Sat Nov 08, 2014 21:06

Jordach wrote:paramat - decorations in mgv5 do not work at all.

Seem like the (broken) pine tree that paramat has pushed on github recently : https://cloud.githubusercontent.com/ass ... 0b97fc.png
 

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Re: Post your screenshots!

by Casimir » Sat Nov 08, 2014 22:06

Take a look at the version number.
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Re: Post your screenshots!

by Jordach » Sat Nov 08, 2014 22:41

jp: The trees are simply going mental as the engine wants to replace the nodes that are known as "base:tree", "base:leaves" and "base:dirt", except none of these nodes exist, according to the engine, and strangely enough, will happily generate trees with random nodes from the existing game + mods that are loaded.

But when I satisfy the engine by giving it the nodes, it creates un-replacable trees, which are true fakes and are different in looks:

Image

I also filed an issue on GitHub for those interested in the real details.

https://github.com/minetest/minetest/issues/1814
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Re: Post your screenshots!

by TG-MyinaWD » Sun Nov 09, 2014 01:00

rubenwardy wrote:Coming soon: mesh export, file dialog, collision box export, rotating, UI enhancements.

Image

Will this mean we can make mesh nodes like VanessaE Slopes?
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Re: Post your screenshots!

by Evergreen » Sun Nov 09, 2014 01:29

Alt. Tester wrote:
rubenwardy wrote:Coming soon: mesh export, file dialog, collision box export, rotating, UI enhancements.

Image

Will this mean we can make mesh nodes like VanessaE Slopes?

No. It just means that you can export things created in nbe to a mesh format.
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