Post your screenshots!

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voxelproof
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Re: Post your screenshots!

by voxelproof » Post

cHyper wrote:https://www.flickr.com/photos/153949736 ... 881535725/

Foto-Gallery about Stonecraft.
Thanks for the link, great shots. The sandworms are terrific :)) Btw do you know how to enable sloped terrain blocks in the latest version? The UI changed significantly, is it done by enabling a particular mod now?

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Re: Post your screenshots!

by Hume2 » Post

Some screenshots from Fourier Mountains (on my server)
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duane
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Re: Post your screenshots!

by duane » Post

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Cave Test... Cave Test...

by duane » Post

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Re: Cave Test... Cave Test...

by u34 » Post

duane wrote:Image
How did you do that strange awesome picture?

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Re: Cave Test... Cave Test...

by duane » Post

cHyper wrote:How did you do that strange awesome picture?
https://github.com/duane-r/mapgen/tree/r_compat

I'm working on the new version of flat caves, removing the dependency on chunk boundaries and making it compatible with realms (hopefully). Since I don't have biomes yet, I used colored stone to mark them. I set the lighting to show level 10 everywhere while I work. You don't want to leave it like that -- it tends to cause crashes.

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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 texmex » Post

Looks very good, duane!



Mod converting default recipes to work in rubenwardy's gridless crafting system mod:

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Re: Post your screenshots!

by duane » Post

texmex wrote:Looks very good, duane!
Thanks. Now, if I can only get it all to work together...

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SB66
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Re: Post your screenshots!

by SB66 » Post

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Re: Post your screenshots!

by Phoenixflo44 » Post

We have one billion views
Spoiler
I hate my life

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Re: Post your screenshots!

by davidthecreator » Post

Phoenixflo44 wrote:We have one billion views
Ain't it only a million?

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Re: Post your screenshots!

by duane » Post

davidthecreator wrote:
Phoenixflo44 wrote:We have one billion views
Ain't it only a million?
It's overflowing the views column on my browser. I guess it's time for this thread to self-destruct. : )

@SB66: Nice shot!

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Re: Post your screenshots!

by ShadMOrdre » Post

Well, if it's gonna blow, might as well send it out with a bang!

This is NOT who you think it might be. I like the lakes, in caves, under outcrops, and even under lakes of dried mud.
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Now to decorate these rather "temple-ish" looking caves.
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And so I don't blow up the androids of the world....
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I do likes maps a lawts...
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Re: Post your screenshots!

by duane » Post

ShadMOrdre wrote:And so I don't blow up the androids of the world....
You need a mod that lets you label geographic features as you come to them, then puts the names on your maps.

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ShadMOrdre
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Re: Post your screenshots!

by ShadMOrdre » Post

I need a good rivers mod. hint hint....

What do you mean by geo labels? Names are rather subjective, other than mountain, river, bay... ;p

Still, that's a great idea. It'd be nice to allow players, server ops, devs, the ability to start labeling generative features. I gotta admit though, that's probably better suited for all you vmanip guys. I'm still wrapping my head around some stuffing a .csv file with all the possible nodedefs across two rather gigantic mods. Still, it's awesome to run valleys_c, ethereal, moretrees, moreplants, default, cool_trees, darkage, xdecor, technic, aoteara, australia, and some others that never played well together, and without the overhead that moretrees alone can induce. My generate times are around 2 to 3 seconds per chunk, with villages, lakes, your geomoria, and all the nodes, biomes, ores, decorations, and ecosystems that I can throw at it. Aoteara, australia and farming are getting integrated as we speak. This will be a complete Earth like experience. I'm working out what API can be made available, but honestly, with the content depth, I'm not sure it's practical.

I'm also keeping an eye towards yours and Kilarins mapgens. I think we should have an engine based singlenode that at least provides all the mapgen objects, (ie, humidity, temperature, and loadable biome and heightmaps). I get that lua mapgens load after the engine, but it would still be nice to use generate_ores or generate_biomes in an on_generated, much in the same way as update_liquids.

It'd be real nice to use all those mapgens with all these ecosystems.

And thanks for the excuse to post more pics. :)

For geographical reference, this first shot is at origin, looking to the upper left of the map, or top center of the isometric map.
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This one is at my preferred scale for this map. Same view, with everything scaled x4 from the above images and maps.
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And this one to highlight the lake beneath a lake. Both the water below and the dried mud above are spawned by my lakes code. Bug or feature, you decide...
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Re: Post your screenshots!

by Hume2 » Post

ShadMOrdre wrote:I need a good rivers mod. hint hint....
It depends on what features you request. If you want river those start on a hill and go downwards (never upwards) to a shore, I don't think it's possible in a mapgen using perlin noise. There are a few mapgens generating rives which respect terrain, i.e. the river height varies according to the terrain. IIRC, there are only two: valleys and terrainbrot.
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Re: Post your screenshots!

by jas » Post

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Re: Post your screenshots!

by duane » Post

Hume2 wrote:It depends on what features you request. If you want river those start on a hill and go downwards (never upwards) to a shore, I don't think it's possible in a mapgen using perlin noise. There are a few mapgens generating rives which respect terrain, i.e. the river height varies according to the terrain. IIRC, there are only two: valleys and terrainbrot.
I don't know about terrainbrot, but valleys figures out where the rivers are going, then builds the terrain around them. I can't imagine trying to do it the other way around.

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Re: Post your screenshots!

by voxelproof » Post

duane wrote: I don't know about terrainbrot, but valleys figures out where the rivers are going, then builds the terrain around them. I can't imagine trying to do it the other way around.
Why not? Imo it'd me much more natural than creating closed up into more or less enclosed circular shapes ends of riverbeds. I do understand that for some reasons this could make shaping of terrain easier, but to achieve really good visual and realistic results the whole process should be done reverse: creating mountain first, then placing river source and then eroding a slope to create a true riverbed. This, of course, would be time-costly and a player would have to wait a little bit to see the final version of the landscape, but at least for the sake of the map generator art it's definitely worth trying out. Simple cellular automata mechanics would solve the issue.

The upper course of a stream, before becoming a larger river would look like that (sometimes valleys mg locally follows the rules of gravity):

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Btw, what is Terrainbrot?
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Re: Post your screenshots!

by Red_King_Cyclops » Post

Exploring titan_moon:
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Re: Post your screenshots!

by Hume2 » Post

voxelproof wrote: Why not? Imo it'd me much more natural than creating closed up into more or less enclosed circular shapes ends of riverbeds. I do understand that for some reasons this could make shaping of terrain easier, but to achieve really good visual and realistic results the whole process should be done reverse: creating mountain first, then placing river source and then eroding a slope to create a true riverbed. This, of course, would be time-costly and a player would have to wait a little bit to see the final version of the landscape, but at least for the sake of the map generator art it's definitely worth trying out. Simple cellular automata mechanics would solve the issue.

The upper course of a stream, before becoming a larger river would look like that (sometimes valleys mg locally follows the rules of gravity):
Another option would be making a small world and then enlarging it and increasing accurancy. It would be nice to have such mapgen but I think, it would take far more time.
voxelproof wrote: Btw, what is Terrainbrot?
This is terrainbrot. It is also the mapgen used on my server. Rivers of terrainbrot are sometimes closed into a loop and sometimes they really begin on a hill and end in a sea. However, they don't neccesarily follow the direction of valleys.
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Re: Post your screenshots!

by u34 » Post

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BTW: the project with the viewtopic.php?f=4&t=3036 texturepack is not finished but slowly development at the moment!

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Re: Post your screenshots!

by MCL » Post

cHyper wrote:https://www.flickr.com/photos/153949736 ... 881535725/

Foto-Gallery about Stonecraft.
Is it available for download?
2014-02-14 - 2024-02-14 TEN YEARS OF MCL

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Re: Post your screenshots!

by u34 » Post

migdyn wrote:
cHyper wrote:https://www.flickr.com/photos/153949736 ... 881535725/

Foto-Gallery about Stonecraft.
Is it available for download?
yes!

https://mrcerealguy.itch.io/stonecraft

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