Post your screenshots!

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duane
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Re: That Lonely Highway

by duane » Post

voxelproof wrote:I have a strange presentiment that you didn't build this road manually. How did it come into being? And these nice cuboid caves in your previous post? Is it perhaps a terrain generator feature?
The road is all noise, and extends pretty much everywhere. It's generated the same way Paramat did his roads mod (I think), except that my mapgen produces loads of flat terrain, so I don't have to deal with tunnels or hills. It wouldn't work on any other mapgen, and being noise-based, I get little bugs like this racetrack.

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The caves are a noiseless cave system I keep playing with (because 3D noise sucks up so much processor time). I started with spheroids, but they cause problems and don't look very pretty, so I'm leaning toward cubic shapes.

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It makes me think of the great machine of the Krell more than caves though.

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I still can't get the caves to stay below ground, despite my best efforts, so I keep turning them off.
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Houses of the Unholy

by duane » Post

Athletic training center?

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Needs some gardens and a few statues.

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Re: Post your screenshots!

by Hybrid Dog » Post

For the fractured game I implemented caves which use the Weierstraß function as fractal noise.
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duane
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Underdark

by duane » Post

Honestly, I think I like my flat caves the best. They may not be realistic, and they don't provide vertical access, but they're sure easier to deal with.

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Re: Post your screenshots!

by Hume2 » Post

Wow, I like your caves.
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Re: Post your screenshots!

by DELTA_FORCE » Post

I am just playing with Blender, and made this for fun: Image
Now I have to make special textures for it, but it shouldn't be too hard :D (please note I know it is far from perfect)!
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Re: Post your screenshots!

by DELTA_FORCE » Post

Also, I would LOVE shadows like this in-game. I hope to see this implemented in the future.
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FYI I made that in Blender, just as an example. Please don't ask for a non-existent download for a non-existent shader.
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Something went wrong

by Wuzzy » Post

Image
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH

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Developer's screenshot dump

by Wuzzy » Post

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EDIT:
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voxelproof
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Re: Post your screenshots!

by voxelproof » Post

@ Wuzzy: wonderful images, great gallery. I guess it's mostly MC2 (except Hades). I really like the ambience of your game.

oss:

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Re: Post your screenshots!

by sorcerykid » Post

This is a repost from March 17, 2019, due to the forum rollback.
Hybrid Dog wrote:
sorcerykid wrote: Profiles allow users to build a personalized homepage, to describe themselves, their interests, etc. with access to the complete Bedrock Markup Language (also used in the signs_rx mod) -- which has been extended to with support for embedded images, hyperlinks, and dynamic variables.
This makes me think that a mod which converts markdown to a formspec could be a good idea, markdown is well-known and even readable as source after all.
I'd considered few different markup standards, including HTML and markdown. However, markdown would not suffice since formspecs do not support headings, subheadings, bold text, italic text, or underlined text which are integral to markdown. Likewise, the specification does not account whatsoever for colored text, bordered text, tab stops, pagination, paragraph spacing, etc.

HTML seemed like a better candidate, but it would have required a far more sophisticated parser, which was overkill for basic layout and formatting of signs. BBCode was a happy medium, and mostly inspired the Bedrock Markup Language syntax, albeit with simpler tags tailored for Minetest. Currently, the entire parser and renderer is a mere 270 lines, so it benefits from being economical and extensible.

Here's an example of a few signs from the JT2 server. I imagine it would be difficult to recreate these with just markdown alone.

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Walker
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Re: Post your screenshots!

by Walker » Post

It was created in Let's Play ^^

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Re: Post your screenshots!

by voxelproof » Post

"Reflexion Hill" from "Raging Earth" tweaking of Valleys.

The name of this tweaking stems from the fact that its terrain is probably the most dangerous and treacherous one I've encountered so far. I lost several in-game characters because of sudden unexpected downcasts, hidden pits and precipices emerging from behind dense vegetation. Its mountains, albeit usually well below 1000 nodes high are hardly passable, and long stretches of calm and even flatlands and mild slopes put player's vigilance to sleep. Definitely an option for hardcore explorers only. No "floating rocks" makes the overall ambience very immersive and the landscapes are believable with considerably reduced "chunkiness" of rocky features.

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Re: Post your screenshots!

by TumeniNodes » Post

voxelproof wrote:"Reflexion Hill" from "Raging Earth" tweaking of Valleys.

The name of this tweaking stems from the fact that its terrain is probably the most dangerous and treacherous one I've encountered so far. I lost several in-game characters because of sudden unexpected downcasts, hidden pits and precipices emerging from behind dense vegetation. Its mountains, albeit usually well below 1000 nodes high are hardly passable, and long stretches of calm and even flatlands and mild slopes put player's vigilance to sleep. Definitely an option for hardcore explorers only. No "floating rocks" makes the overall ambience very immersive and the landscapes are believable with considerably reduced "chunkiness" of rocky features.
Can you post the tweaks somewhere?
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Re: Post your screenshots!

by voxelproof » Post

TumeniNodes wrote:
Can you post the tweaks somewhere?
This is 'work in progress', however at this stage I can assume that I've probably made the best what I could, so yes, the tweaking is posted here.

The terrain in its lower parts looks awesome, the hills are perfect as shown in screenshots below; however mountains are still a little too 'smooth' and need some noise. As far as I figured out Valleys mg probably doesn't feature 'noise' parameter for terrain, so I think the only way to improve the landscapes and make them look more realistic is by adding more micro-caves to 'scrape' mountain slopes.

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"Raging Earth":

Code: Select all

mgvalleys_np_terrain_height = {
	flags = defaults
	lacunarity = 1
	offset = -10
	scale = 500
	spread = (8192,8192,128)
	seed = 12446
	octaves = 6
	persistence = 0.45
}
mgvalleys_np_inter_valley_slope = {
	flags = defaults
	lacunarity = 6
	offset = 0.5
	scale = 0.1
	spread = (4096,8192,4096)
	seed = 746
	octaves = 1
	persistence = 1
}
mgvalleys_np_inter_valley_fill = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1
	spread = (1024,1024,1024)
	seed = 1993
	octaves = 6
	persistence = 0.8
}
mgvalleys_np_filler_depth = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 0.5
	spread = (1024,256,1024)
	seed = 1605
	octaves = 3
	persistence = 0.5
}
mgvalleys_np_massive_caves = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1
	spread = (512,256,256)
	seed = 59033
	octaves = 6
	persistence = 0.63
}
mgvalleys_np_cave2 = {
	flags = defaults
	lacunarity = 5
	offset = 0
	scale = 13
	spread = (67,67,67)
	seed = 10325
	octaves = 3
	persistence = 0.5
}
mgvalleys_np_cave1 = {
	flags = defaults
	lacunarity = 5
	offset = 0
	scale = 13
	spread = (61,61,61)
	seed = 52534
	octaves = 3
	persistence = 0.3
}
mgvalleys_cave_width = 0.01
mgvalleys_river_size = 2
mg_flags = caves, dungeons, light, decorations
chunksize = 5
mgvalleys_lava_features = 0
mg_name = valleys
mapgen_limit = 31000
water_level = 1
seed = ***************************
mgvalleys_np_rivers = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1
	spread = (256,256,256)
	seed = -6050
	octaves = 5
	persistence = 0.6
}
mg_biome_np_heat = {
	flags = defaults
	lacunarity = 2
	offset = 50
	scale = 50
	spread = (1000,1000,1000)
	seed = 5349
	octaves = 3
	persistence = 0.5
}
mgvalleys_water_features = 0
mg_biome_np_heat_blend = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1.5
	spread = (8,8,8)
	seed = 13
	octaves = 2
	persistence = 1
}
mg_biome_np_humidity = {
	flags = defaults
	lacunarity = 2
	offset = 50
	scale = 50
	spread = (1000,1000,1000)
	seed = 842
	octaves = 3
	persistence = 0.5
}
mg_biome_np_humidity_blend = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1.5
	spread = (8,8,8)
	seed = 90003
	octaves = 2
	persistence = 1
}
mgvalleys_spflags = altitude_chill, humid_rivers
mgvalleys_np_valley_depth = {
	flags = defaults
	lacunarity = 3
	offset = 5
	scale = 6
	spread = (512,512,512)
	seed = -1914
	octaves = 1
	persistence = 5
}
mgvalleys_altitude_chill = 90
mgvalleys_np_valley_profile = {
	flags = defaults
	lacunarity = 2
	offset = 0.6
	scale = 0.5
	spread = (2048,2048,1024)
	seed = 777
	octaves = 1
	persistence = 1
}
mgvalleys_large_cave_depth = -33
mgvalleys_massive_cave_depth = -256
mgvalleys_river_depth = 5
[end_of_params]
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Re: Post your screenshots!

by voxelproof » Post

An example of a montainous terrain in "Raging Earth". Here you can see why it's so challenging and also you can recognize the somewhat unnatural smoothness of the slopes which however can be easily improved by adding noise.

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Re: Post your screenshots!

by Phoenixflo44 » Post

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Re: Post your screenshots!

by sorcerykid » Post

This is a repost from April 26, 2019, due to the forum rollback.
talamh wrote: My giant Sam on just test has resisted many a determined greifer - they try to pour water or lava - like I'd build a Sam without placing a city protector to stop that happening pfff, you need to try harder. Trying to steal the wool blocks? They are all protected, do your worst!
LOL! That's crazy talamh. As they always say, it's important to have a good house on your shoulders :P

It doesn't seem possible that just test came back online almost exactly two years ago. Here's a screencap from April 17, 2017 at 2:30am. I was one of the first players to log in, right after maikerumine announced the relaunch. Gotta love lag's "welcome" message!

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This is spawn as it was in the spring of 2017:

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And this is spawn (aka Tring Square) as of yesterday:

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To commemorate the anniversary, I completed construction of a city hall on the site where the first picture was taken. It's the darkly clad International style skyscraper on the far right (an homage to Daley Plaza in Chicago), which I thought was fitting for the minimalist nature of just test server :)

Fun fact: Despite its simple appearance, the City Hall was a very costly project -- requiring over 1200 bones, due to the glass for the curtain wall as well the tiled flooring of the lobby.

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Re: Post your screenshots!

by SB66 » Post

Repost.....


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Re: Post your screenshots!

by SB66 » Post

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Hugues Ross
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Re: Post your screenshots!

by Hugues Ross » Post

Found a really nice natural arch in my test world:
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Re: Post your screenshots!

by Dokimi » Post

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Re: Post your screenshots!

by Pokecat » Post

This is 90% of the map.
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Re: Post your screenshots!

by voxelproof » Post

SB66 wrote:Repost.....


Image


And I restate that this is possibly one of the finest if not the nicest piece of voxel landscape art in Minetest so far :)

oss:

An example of typical terrain in "Raging Earth" - this screenshot actually shows calm, rolling hills and the "raging" features (which are the characteristic rocky culminations) can be seen only in the far background.

Image

@Hugues Ross: great, tasty and very nice eye-candy and a very aesthetically pleasing shot.
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Re: Post your screenshots!

by ShadMOrdre » Post

Scenes from lib_materials / lib_ecology based worlds. Testing the addition of Aoteara, Australia, XOcean, and nsspf mods.

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