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Re: Post your screenshots!

Posted: Thu Jul 12, 2018 17:26
by Inocudom
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I built a gazebo for RichieFromBoston and his videos in Garry's Mod and Minetest.

Re: Post your screenshots!

Posted: Thu Jul 12, 2018 18:14
by voxelproof
Inocudom wrote:I built a gazebo for RichieFromBoston and his videos in Garry's Mod and Minetest.
Great colour palette.

oss (from mg valleys, not tweaked):

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Re: Post your screenshots!

Posted: Fri Jul 13, 2018 10:21
by Phoenixflo44
My Mountain in Mountain City.

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Re: Post your screenshots!

Posted: Fri Jul 13, 2018 10:26
by TumeniNodes
Very cool sign... but um... the 'T' seems to be missing (unless it is creatively added in and I am missing it?)

Re: Post your screenshots!

Posted: Fri Jul 13, 2018 10:30
by Phoenixflo44
TumeniNodes wrote:Very cool sign... but um... the 'T' seems to be missing (unless it is creatively added in and I am missing it?)
I know the T is missing. I was told.

Re: Post your screenshots!

Posted: Fri Jul 13, 2018 10:52
by TumeniNodes
Phoenixflo44 wrote:
TumeniNodes wrote:Very cool sign... but um... the 'T' seems to be missing (unless it is creatively added in and I am missing it?)
I know the T is missing. I was told.
Might be cool to use a tree as the 'T'

Re: Post your screenshots!

Posted: Fri Jul 13, 2018 14:31
by voxelproof
TumeniNodes wrote:
Phoenixflo44 wrote:
TumeniNodes wrote:Very cool sign... but um... the 'T' seems to be missing (unless it is creatively added in and I am missing it?)
I know the T is missing. I was told.
Might be cool to use a tree as the 'T'
Or simply rename it to the "Moanin' City". One "t" might be just enough then.

https://www.youtube.com/watch?v=UU5_G4P94jc

oss:

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Re: Post your screenshots!

Posted: Sat Jul 14, 2018 10:55
by azekill_DIABLO
voxelproof wrote: Nope. As far as azekill is concerned It's the world blown up :|
This time I didn't even think to that. Well maybe a little. A little much.

Tower to the moon!
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Re: Post your screenshots!

Posted: Sat Jul 14, 2018 16:19
by voxelproof
azekill_DIABLO wrote:
voxelproof wrote: Nope. As far as azekill is concerned It's the world blown up :|
This time I didn't even think to that. Well maybe a little. A little much.
Then try thinking about something else. Nevertheless I'm tremendously proud of the progress we've made together.
Tower to the moon!
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wow

Re: Post your screenshots!

Posted: Sat Jul 14, 2018 17:00
by Sokomine
Currently working at detecting hills that can be removed in order to get more flat land for spawning houses and holes that can be filled (see paramats highlandpools):
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Re: Post your screenshots!

Posted: Sat Jul 14, 2018 19:39
by Chiantos
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Re: Post your screenshots!

Posted: Sat Jul 14, 2018 21:26
by texmex
Sokomine wrote:Currently working at detecting hills that can be removed in order to get more flat land for spawning houses and holes that can be filled (see paramats highlandpools):
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Very good, Soko! Everyone placing schematics on map generation will want this.

Re: Post your screenshots!

Posted: Sun Jul 15, 2018 07:34
by voxelproof
These are from mg v5ATC (a tweaked version of the original v5). Parts of its worlds are extremely realistic, other dissolve into dreamy fantastic realms yet very pleasing too.

If some of the viewers remember the "Alpine Glacier Valley" screenshot, this is the same massif viewed from the opposite side.

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Mount Faithful, elevation 661

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The same mountain at different angle

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View from the lower part of its slopes

Re: Post your screenshots!

Posted: Sun Jul 15, 2018 10:55
by azekill_DIABLO
The 3rd screeny shows a really various landscape... did you add special biomes?

Re: Post your screenshots!

Posted: Sun Jul 15, 2018 11:03
by voxelproof
azekill_DIABLO wrote:The 3rd screeny shows a really various landscape... did you add special biomes?
No, I didn't. I tested the mapgen variation in default (no mods enabled). Your impression comes from the Sunny Texture Pack.

And this one is from the 'standard' African v5.

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Re: Post your screenshots!

Posted: Sun Jul 15, 2018 18:14
by Hume2
I have to share a funny hill I managed to generate. It's a former version of my Terrainbrot. It's quite old but still funny :)

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Re: Post your screenshots!

Posted: Mon Jul 16, 2018 18:58
by judah.jtw
http://s347.photobucket.com/user/Zigzagimum/library/

Hi! Here are some i took a few months ago. Been in minetest since 0.4.9 i think.

Re: Post your screenshots!

Posted: Mon Jul 16, 2018 22:26
by AspireMint
Hume2 wrote:I have to share a funny hill I managed to generate. It's a former version of my Terrainbrot. It's quite old but still funny :)

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add googly eyes
it reminds me of ExeterDad's profile picture x)

Re: Post your screenshots!

Posted: Mon Jul 16, 2018 23:59
by judah.jtw

Re: Post your screenshots!

Posted: Tue Jul 17, 2018 06:04
by Hume2
AspireMint wrote: add googly eyes
it reminds me of ExeterDad's profile picture x)
OK, If I find such hill, I'll tell you :D
Just for curiosity, there is another hill inside the inner hill. It's about three times smaller and is completely covered.

Re: Post your screenshots!

Posted: Tue Jul 17, 2018 08:10
by LMD
texmex wrote:
Sokomine wrote:Currently working at detecting hills that can be removed in order to get more flat land for spawning houses and holes that can be filled (see paramats highlandpools):
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Very good, Soko! Everyone placing schematics on map generation will want this.
Hmm - KGM wrote a function in his game LOTH which checks whether a terrain offers enough flat space to place some schems...

Re: Post your screenshots!

Posted: Tue Jul 17, 2018 17:19
by voxelproof
Snowy landscape with a rocky bridge.

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Re: Post your screenshots!

Posted: Wed Jul 18, 2018 18:39
by voxelproof
Yet more from the "African" v5. This modification generates very explorable terrain with its characteristic feature -- strongly elongated hills along the x axis. Sometimes an intrepid explorer will encounter strangely shaped projecting rocks resembling terrifying monsters and snakes. Who knows what lurks beneath the surface of Voxel Africa...

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Re: Post your screenshots!

Posted: Thu Jul 19, 2018 14:35
by Sokomine
LMD wrote: Hmm - KGM wrote a function in his game LOTH which checks whether a terrain offers enough flat space to place some schems...
My handle_schematics mod has a function for that as well. The goal of this new code is diffrent - it aims at detecting holes and hills that are local to the mapchunk, i.e. can be flattened or filled without changing the terrain at the borders.

The new version can now distinguish between individual hills (and holes). That ought to allow to decide to turn only *some* holes into highlandpools, to flatten only some hills where needed.
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Re: Post your screenshots!

Posted: Thu Jul 19, 2018 15:15
by Hume2
I was experimenting with my cave generator and it went a bit out of control.

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