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Re: Post your screenshots!

Posted: Sat Mar 09, 2019 17:00
by Hybrid Dog
For the fractured game I implemented caves which use the Weierstraß function as fractal noise.
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Underdark

Posted: Sun Mar 10, 2019 03:45
by duane
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!

Posted: Sun Mar 10, 2019 09:17
by Hume2
Wow, I like your caves.

Re: Post your screenshots!

Posted: Sun Mar 10, 2019 22:19
by DELTA_FORCE
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)!

Re: Post your screenshots!

Posted: Mon Mar 11, 2019 23:49
by DELTA_FORCE
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.

Something went wrong

Posted: Tue Mar 12, 2019 02:33
by Wuzzy
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Developer's screenshot dump

Posted: Tue Mar 12, 2019 02:42
by Wuzzy
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EDIT:
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Re: Post your screenshots!

Posted: Tue Mar 12, 2019 12:57
by voxelproof
@ 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!

Posted: Sat May 04, 2019 04:34
by sorcerykid
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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Re: Post your screenshots!

Posted: Sat May 04, 2019 10:49
by Walker
It was created in Let's Play ^^

German-Carpathian-server:
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Re: Post your screenshots!

Posted: Sat May 04, 2019 11:09
by voxelproof
"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!

Posted: Sat May 04, 2019 17:11
by TumeniNodes
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?

Re: Post your screenshots!

Posted: Sat May 04, 2019 20:14
by voxelproof
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]

Re: Post your screenshots!

Posted: Sun May 05, 2019 06:16
by voxelproof
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!

Posted: Sun May 05, 2019 17:20
by Phoenixflo44
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Re: Post your screenshots!

Posted: Mon May 06, 2019 02:16
by sorcerykid
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.

Re: Post your screenshots!

Posted: Mon May 06, 2019 16:37
by SB66
Repost.....


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Re: Post your screenshots!

Posted: Mon May 06, 2019 16:39
by SB66
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Re: Post your screenshots!

Posted: Mon May 06, 2019 23:05
by Hugues Ross
Found a really nice natural arch in my test world:
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Re: Post your screenshots!

Posted: Tue May 07, 2019 06:05
by Dokimi
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Re: Post your screenshots!

Posted: Tue May 07, 2019 06:45
by Pokecat
This is 90% of the map.
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Re: Post your screenshots!

Posted: Tue May 07, 2019 09:54
by voxelproof
SB66 wrote:Repost.....


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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.

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@Hugues Ross: great, tasty and very nice eye-candy and a very aesthetically pleasing shot.

Re: Post your screenshots!

Posted: Tue May 07, 2019 16:40
by ShadMOrdre
Scenes from lib_materials / lib_ecology based worlds. Testing the addition of Aoteara, Australia, XOcean, and nsspf mods.

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Re: Post your screenshots!

Posted: Wed May 08, 2019 07:12
by voxelproof
When Minetest crosses boundary between trivial distraction and art sometimes nice things happen.

The first one was taken in MT 5. It's graphic capabilities are well better than those of previous versions. TP Dokucraft, not edited.

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This one is edited (tp Sunny, MT 4.16).

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Re: Post your screenshots!

Posted: Wed May 08, 2019 19:40
by Pokecat
New base in my other server.

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