Post your screenshots!

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

I love nodebox versatility.
The only problem is that trick doesn't work for leveled nodes. The y-min value is internally fixed.

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Re: Post your screenshots!

by Miniminaut » Post

Here is the proof - the moon is just the sun at night!
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Re: Post your screenshots!

by Mantar » Post

Miniminaut wrote:
Wed Feb 17, 2021 16:18
Here is the proof - the moon is just the sun at night!
Further confirming that everything Ronnie James Dio tells us is true.
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Re: Post your screenshots!

by ShadMOrdre » Post

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Re: Post your screenshots!

by ShadMOrdre » Post

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jp
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Re: Post your screenshots!

by jp » Post

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sorcerykid
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Re: Post your screenshots!

by sorcerykid » Post

I have to say that's some impressive work jp (as usual)!

How did you render the 3d terrain? Is that PNG output from an external script? Or are you using the new model[] element?

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Re: Post your screenshots!

by Extex » Post

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ITB box #888
More screenshots coming soon
(Just ignore the mobile controls :P)
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Re: Post your screenshots!

by LMD » Post

sorcerykid wrote:
Wed Feb 24, 2021 03:22
I have to say that's some impressive work jp (as usual)!

How did you render the 3d terrain? Is that PNG output from an external script? Or are you using the new model[] element?
I would assume script, as the model element doesn't support orthographic projection.
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jp
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Re: Post your screenshots!

by jp » Post

sorcerykid wrote:
Wed Feb 24, 2021 03:22
How did you render the 3d terrain? Is that PNG output from an external script? Or are you using the new model[] element?
Neither of these, that's a new formspec element called map which takes two positions and hopefully will be into Minetest 5.5.

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Re: Post your screenshots!

by v-rob » Post

jp wrote:
Wed Feb 24, 2021 13:40
Neither of these, that's a new formspec element called map which takes two positions and hopefully will be into Minetest 5.5.
Oh no, not more compatibility I have to work in for the formspec replacement! :P (Looks really cool and useful)
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Re: Post your screenshots!

by Zughy » Post

Spectate mode on Block League

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Ultimate Arena

by Wuzzy » Post

Many people have competed in the Ultimate Arena in the JT2 server (575, 14, -80) and tried to survive the hordes of monsters, only few succeeded!

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The current grand champion Breidel284:
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Re: Post your screenshots!

by SB66 » Post

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Re: Post your screenshots!

by An0n3m0us » Post

Experimenting with 'lighting'

(It's not fake; I promise. But at the same time, it's not near real enough to be implemented in MT)

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Re: Post your screenshots!

by freshreplicant » Post

An0n3m0us wrote:
Sun Feb 28, 2021 21:50
Experimenting with 'lighting'

(It's not fake; I promise. But at the same time, it's not near real enough to be implemented in MT)
Is...that coloured lighting? How did you implement this example? And in what ways isn't it real? Very curious.

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Re: Post your screenshots!

by An0n3m0us » Post

freshreplicant wrote:
Mon Mar 01, 2021 00:17
Is...that coloured lighting? How did you implement this example? And in what ways isn't it real? Very curious.
Yeah, it's an attempt to create custom lighting through Lua.
This was purely for testing and some fun as it will never be optimal to do this in Lua.

I implemented it by using some math and multiple nodes.
Unfortunately, one cannot add modifiers to a nodes texture to make a custom node, so I had to register multiple nodes instead.
It's not real because it's written in the Lua code, whereas this would be so much better in the engine code.

After a bit more work, I have implemented code so the 'lighting' does not interrupt existing 'lighting':

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Re: Post your screenshots!

by philipbenr » Post

An0n3m0us wrote:
Mon Mar 01, 2021 19:20
This was purely for testing and some fun as it will never be optimal to do this in Lua.

I implemented it by using some math and multiple nodes.
Unfortunately, one cannot add modifiers to a nodes texture to make a custom node, so I had to register multiple nodes instead.
It's not real because it's written in the Lua code, whereas this would be
Experimental or not, this is a hotly desired feature, so people will likely want to use it regardless of "hackiness".

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Re: Post your screenshots!

by LMD » Post

An0n3m0us wrote:
Mon Mar 01, 2021 19:20
I implemented it by using some math and multiple nodes.
Unfortunately, one cannot add modifiers to a nodes texture to make a custom node, so I had to register multiple nodes instead.
You could try using paramtype2 = color/colorfacedir/colorwallmounted/...
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Re: Post your screenshots!

by An0n3m0us » Post

philipbenr wrote:
Mon Mar 01, 2021 20:37
Experimental or not, this is a hotly desired feature, so people will likely want to use it regardless of "hackiness".
So I've heard, but I am sure performance will take a hit xD
LMD wrote:
Mon Mar 01, 2021 21:04
You could try using paramtype2 = color/colorfacedir/colorwallmounted/...
Oh wow, I never knew about this! I just tested it now; it's perfect! Thanks!

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Re: Post your screenshots!

by ShadMOrdre » Post

Just know that using param2 color/colorfacedir/colorwallmounted limits the amount of colors. 256 colors is not allowed as the bits for encoding param2 also are used for facedir. I do believe that each of the above provides a decreasing amount of colors, 32, 16, and 8.

I could be wrong, but this is limiting for a number of mods, the naturalslopeslib mod mentions this limitation.


OSS:
At full scale, this would generate across 12 km.
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Re: Post your screenshots!

by Extex » Post

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Re: Post your screenshots!

by ShadMOrdre » Post

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Re: Post your screenshots!

by SB66 » Post

evolution........
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Re: Post your screenshots!

by philipbenr » Post

ShadMOrdre wrote:
Tue Mar 02, 2021 20:14
--images--
You keep teasing this, and every time I am more and more excited for the full scale version. It looks so neat.

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