Post your screenshots!

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duane
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Re: Post your screenshots!

by duane » Post

Hybrid Dog wrote:
Fri Aug 21, 2020 18:48
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Holy crud! That is just nasty! Somebody scrub my eyes out. :)


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Sokomine
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Re: Post your screenshots!

by Sokomine » Post

Hybrid Dog wrote: Image
Can we declare this to be a new, great, art-like game and be done with it? It certainly looks crazy enough and is most likely also intresting from the coding perspective (getting the textures properly aligned). At the same time it is very stressing to the eye and not really a world I'd like to spend much time in.
duane wrote: Image
Thanks! That saved my eyes as well :-) Nice relaxing landscape, nice fitting colors. The small settlement with the road looks good - at least from this perspective. Which mod is it?

My own attempts at smaller villages are not yet satisfactory:
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A key element are more or less walkable roads that lead straight into one direction. I think they fit better into the game than more round roads. For mgv6 at least the roads look almost acceptable already and can be walked most of the time:
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u18398

Re: Post your screenshots!

by u18398 » Post

If you ever thought you would need much mods to build great things.
You're wrong.

See what junglist_soldier(aka Coffeecrafter) build on "Lilly in the valley"
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Andrey01
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Re: Post your screenshots!

by Andrey01 » Post

Gundul wrote:
Sat Aug 22, 2020 16:01
If you ever thought you would need much mods to build great things.
You're wrong.

See what junglist_soldier(aka Coffeecrafter) build on "Lilly in the valley"
Image
Huh, but really are mods not used here? o_O At least I see slopes from moreblocks and cyan stairs for the roof...

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Re: Post your screenshots!

by ShadMOrdre » Post

@Sokomine,

Take a peek at this. It is my take on Settlements by Rochambeau.

I used many of the schems from mg_villages and added others from other mods. Particularly, I have towns laid out in a grid pattern. While the mod depends on my lib_materials / lib_ecology mods, I thought you'd be particularly interested more in the code. There are several concepts also related to placing schematics from .csv files, providing node substitutions, and runtime editing and loading of the schematics.

Examples below:
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Hybrid Dog
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Re: Post your screenshots!

by Hybrid Dog » Post

duane wrote:
Fri Aug 21, 2020 23:02
Holy crud! That is just nasty! Somebody scrub my eyes out. :)
Sokomine wrote:
Sat Aug 22, 2020 00:23
Can we declare this to be a new, great, art-like game and be done with it? It certainly looks crazy enough and is most likely also intresting from the coding perspective (getting the textures properly aligned). At the same time it is very stressing to the eye and not really a world I'd like to spend much time in.
The code is fairly simple. I have only changed the fragment shader.

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duane
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Re: Post your screenshots!

by duane » Post

Sokomine wrote:
Sat Aug 22, 2020 00:23
The small settlement with the road looks good - at least from this perspective. Which mod is it?
That was Paramat's ring roads with ruins weighted along the road/terrain noise. (The road noise is based on the terrain noise.) It's easy to make towns full of ruins. They don't really have to fit together.
ShadMOrdre wrote:
Sun Aug 23, 2020 06:34
I used many of the schems from mg_villages and added others from other mods. Particularly, I have towns laid out in a grid pattern. While the mod depends on my lib_materials / lib_ecology mods, I thought you'd be particularly interested more in the code. There are several concepts also related to placing schematics from .csv files, providing node substitutions, and runtime editing and loading of the schematics.
Very nice.

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

We had our first big blizzard on JT2 in decades. The entire spawn was covered in snow, and reindeer were popping up all over the place. Most people went indoors of course since it was freezing cold (on JT2, players can die from frostbite in sub-zero temps without proper armour or wielding a heat-generating item).

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The wind was so strong that snow was even blowing into the open entranceways of buildings! Of course, this is one of the main features of my Snowfall mod, since it adds a great deal of realism.

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The wind chill kept on dropping even into mid-day, and precipitation continued for almost 24 hours. Not an ordinary winter storm!

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Wuzzy
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202 years

by Wuzzy » Post

Screenshots from the 202 years celebration on JT2:

A rare sight: Firework blocks:
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Confetti:
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Wuzzy
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Calendar

by Wuzzy » Post

The first release of the calendar mod is now ready!
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Krock
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Re: Post your screenshots!

by Krock » Post

Nothing special to see here. Just a regular meeting.

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Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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EMOCLEW OT !AIDNALTAC

by Wuzzy » Post

Image
Image
Image

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

A sign and a book on the JT2 server, both using the Bedrock Markup Language.

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Image

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jas
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Re: Post your screenshots!

by jas » Post

That's really cool, sorcerykid!

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Re: Post your screenshots!

by TumeniNodes » Post

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A Wonderful World

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Clear Sky... but not so nice this time

by voxelproof » Post

Has anybody any idea on what might make MT stop taking screenshots of terrain, and record only bare skybox? I have not changed any settings and trying to fix the problem through changing screenshot folder or format was to no avail.

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Re: Clear Sky... but not so nice this time

by voxelproof » Post

voxelproof wrote:
Thu Sep 10, 2020 12:14
Has anybody any idea on what might make MT stop taking screenshots of terrain, and record only bare skybox? I have not changed any settings and trying to fix the problem through changing screenshot folder or format was to no avail.
Well, the solution came quicker than I might have expected... when running MT on a pc with NVIDIA gfx make sure to keep forcing opening MT through gfx processor, otherwise default gfx unit of the numerical processor won't make possible taking screenshots anymore (though when you haven't opted for using gfx card everything should be probably okay). This applies to Win10, what other quirks this game has under other OSs I have no green comprehension of ;)
To miss the joy is to miss all. Robert Louis Stevenson

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Linuxdirk
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Re: Post your screenshots!

by Linuxdirk » Post

I put waaaaay too much work in my stupid placeholder textures for NOT showing them off …

The textures are used – well – as placeholders in a game I’m currently working on and are used for the common nodes that come from trees.

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Left to right: Beech, Fir, Larch, Oak, Pine, Spruce

The game will have everything done from scratch, including all textures (the other textures in the screenshot are borrowed from Minetest Game’s default mod and will be replaced before first public release.
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u18398

Re: Post your screenshots!

by u18398 » Post

Linuxdirk wrote:
Fri Sep 11, 2020 15:20

Image
Left to right: Beech, Fir, Larch, Oak, Pine, Spruce

The game will have everything done from scratch, including all textures (the other textures in the screenshot are borrowed from Minetest Game’s default mod and will be replaced before first public release.
That looks really good !

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Re: Post your screenshots!

by twoelk » Post

Linuxdirk wrote:
Fri Sep 11, 2020 15:20
I put waaaaay too much work in my stupid placeholder textures for NOT showing them off …

--->8
nice colors
have you designed a color pallete to choose from?
the colors seem to fit well to each other

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Linuxdirk
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Re: Post your screenshots!

by Linuxdirk » Post

twoelk wrote:
Sat Sep 12, 2020 14:50
nice colors
have you designed a color pallete to choose from?
the colors seem to fit well to each other
Thanks, but no, I took real-life images of the trees and selected a part where only the leaves, the trunk, or the wood are visible and then calculated the median color of that area (basically scaling town to 1 pixel and taking that color).

Seems like nature does a good job in picking colors :)

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Re: Post your screenshots!

by Linuxdirk » Post

Oh, and finally getting somewhere with the creative mode for my game.

Implemented in the inventory so far:

Switching the inventory lines (top 16 and bottom 16) for easy access to all 32 slots using the 16 slots hotbar, clearing inventory without having to open the console and running /clearinv.

Missing: Search/Filter (even if the icon already is active *g*), pagination, not showing empty space if there are too less nodes on a page.

Image

Also: Now using only own placeholder textures (plus the built-in menu icons from the engine).
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jas
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Re: Post your screenshots!

by jas » Post

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Re: Post your screenshots!

by Giov4 » Post

Image

Working on skywars :))

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Re: Post your screenshots!

by TumeniNodes » Post

just getting back to work on a TP I started a while back
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