Line of sight teleporter.Hume2 wrote:What is the hypercube in your inventory?
No, Irrlicht uses pixels as coordinates, but Minetest calculates a scale for a single coordinate. The current Minetest system just is inconsistent and adds strange padding and spacing. The only thing about Irrlicht is that is makes the bottom border partially transparent. As I said, try placing a solid color on an image button, and you'll see that it encompasses that border.Linuxdirk wrote:So it is basically just fixing the messed up sizes and positions from Irrlicht using some kind of postprocessor?v-rob wrote:[...] because that is how Irrlicht draws them.
That's the button again.Linuxdirk wrote:v-rob wrote:How is the "Read Only Textarea" wider than the textlist?
Is that a skeleton T-Posing?duane wrote:For my next silly trick, I decided to make an underworld with a 4:1 horizontal correspondence to the surface world -- similar to the nether, but without all the annoying fire and brimstone. At the moment, I use a chat command to teleport between the corresponding points. It's a bit like walking around on a map of the world.
This is hard to convey in a screenshot, but here's an attempt.
Space:I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.+ Spoiler
Your work interests me and even it is a fork, it's more the operation that interests me. Do you have a link to test your change?sorcerykid wrote:Here's a sneak peak of Ratio Workspace, the most advanced formspec editor for Minetest. The following screencaps depict the latest fully-working prototype now in testing.
No more messing around with Minetest's awkward coordinate system. Ratio is a full featured IDE that works in conjunction with Scarlet Formspec Preprocessor, providing all the tools needed to design forms from the ground up without a single line of code!
Customizable rulers, guides, and grids ensure that every element is exactly where you expect it to be. And best of all you can input arithmetic formulas for any measurements -- including variables for standard padding and spacing.
Having trouble recalling which colors and textures to use? No worry, there are interactive color and texture pickers for this purpose!
Placement, alignment, distribution and ordering of elements is a breeze. And there is support for layers, so elements can be organized into groups for easier manipulation.
Projects can be saved in json format, and also exported as quoted strings for insertion directly into your Lua scripts.
Ratio Workspace has been an ongoing project of mine for the past couple months and is finally nearing completion at almost 2,500 lines of code. The anticipated release is early next week :)
WTH! That guy keeps photobombing me.davidthecreator wrote:Is that a skeleton T-Posing?
There's not really much code involved. I just changed the noise spread values and ran the same mapgen in a different spot. Of course it's useless for the stock mapgens, but I suspect it would be easy to do with any of the realms mapgens, since the code to duplicate them is already there. I don't know how well it would work with 3D noise-based terrain.texmex wrote:That’s brilliant, duane! Is there code coming out? :)
ShadMOrdre wrote:Can't directly link to github images anymore.
Code: Select all
Code: Select all
That's strange. Even after I log out of everything and clear my browser, the image still shows up for me. /shrugShadMOrdre wrote:Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.
The source code is on github. Pillars start at 4640 altitude. It's going to be a major pain to find anything that grows on the shore, since there isn't much. Lots of bridge-building though.v-rob wrote:Those are very interesting and nice, Duane. Looks fun to play around in. Hope you release that.
That's how it's done. The trick is finding a place where it isn't swamped by the existing terrain. I settled on putting it in very deep water, since I think it looks best in the water, and large stretches of open water bore me.ShadMOrdre wrote:What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.
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