Post your screenshots!

ShadMOrdre
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Re: Post your screenshots!

by ShadMOrdre » Thu Jun 27, 2019 05:02

Those pillars look like they'd make good mesas in a desert setting. I do like the "coastal" cliff look where you spawn them in water. Could you spawn them depending on the biome?

An another note, your segmented horizontal layer, combined with kilarins' vertical layers would allow to create some amazing spaces. In a game, I really can't see anyone walking 60+km over an entire world. However, in most games, I've walked far further in the various little "spaces" in which various game scenes play out. Rather than provide a game with such a large world to explore, it just might be easier to tell a game story in multiple scenes, where world spaces are divided into game spaces, and the story progresses from space to space. I think it'd be easier to better define smaller spaces, giving them a richer depth, than to do so over an entire 3600sqkm area. Combined with a settable skybox, there is room for amazing customization.

Most players probably don't play with a view distance greater than about 120m. This means that spaces could be as small as 2 to 4sqkm horizontally, 2000m vertically, and provide hundreds, if not thousands of individual scene spaces that game devs could work within. Games can reallistically be played out in as little as 3 or 4 scenes, depending on the depth of the game involved.

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Re: Post your screenshots!

by voxelproof » Thu Jun 27, 2019 19:56

Termos wrote:Image


+1 :)
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Re: Post your screenshots!

by duane » Fri Jun 28, 2019 03:07

ShadMOrdre wrote:An another note, your segmented horizontal layer, combined with kilarins' vertical layers would allow to create some amazing spaces.


Realms already does horizontal mapping better than my work. I'm not sure why you'd need to partition a map much -- distance does that already.

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Re: Post your screenshots!

by voxelproof » Fri Jun 28, 2019 06:40

duane wrote:
Image



It looks like clouds. I wonder if there's a possibility to make custom cloud nodes which are passable so that they don't make an obstacle when flying.

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The final part of the crazy climbing expedition. Started at -7800 it ended above +11300. If you don't resupply your health points with apples it's highly risky endeavour, I've used about 40 apples to get to the top.

The image is dark because the sun had just set and despite having 24 hour in-game day the journey took long enough to drag into the night.

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Re: Post your screenshots!

by ShadMOrdre » Fri Jun 28, 2019 18:48

My lib_clouds mod provided a couple of "cloud" nodes. It does not use the v5.0 cloud api. Instead, it places clouds by ore definition.

This mod may currently be broken, as I have not seen the clouds in v5.0 when running this mod. Still, it's worth looking into as a viable alternative to the engine provided cloud api.
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Re: Post your screenshots!

by duane » Sat Jun 29, 2019 04:55

Image

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Re: Post your screenshots!

by duane » Sat Jun 29, 2019 07:47

I think this might be a bug... : p

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Re: Post your screenshots!

by An0n3m0us » Sat Jun 29, 2019 10:48

Wow looks like an awesome bug xD

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Re: You can't handle the truth!

by TumeniNodes » Sat Jun 29, 2019 23:13

In the works... now accepting pre-orders.
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Re: Post your screenshots!

by Kilarin » Sun Jun 30, 2019 20:21

I should have been keeping up with the screenshots thread. That is some awesome looking work Duane! With a beautiful spiral for vertical travel!
 

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Re: Post your screenshots!

by Chiantos » Mon Jul 01, 2019 21:25

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Re: Post your screenshots!

by TumeniNodes » Tue Jul 02, 2019 06:07

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Re: Post your screenshots!

by Chiantos » Tue Jul 02, 2019 20:53

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Re: Post your screenshots!

by voxelproof » Tue Jul 02, 2019 21:53

TumeniNodes wrote:Image


How is it possible?

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Re: Cuz they've got what?

by TumeniNodes » Thu Jul 04, 2019 15:21

...that's right (read the image title)
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Re: Post your screenshots!

by TumeniNodes » Thu Jul 04, 2019 18:19

Now to start working on textures which go with MTG
Image

forgot about this, now I have to redesign the textures :P
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Re: Post your screenshots!

by ShadMOrdre » Thu Jul 04, 2019 21:30

Tumeni,

No redesign, just placement magic. You can shift the texture to a part of the door where there is total coverage of the wood. Consider the code below, from my unreleased update to lib_doors mod. The combine tag on tiles 3 and 4 shift the base texture of a node halfway, so that when my center aligned doors open, the texture shifts to compensate for the fact that my centered doors are offset into the neighboring node.

Code: Select all
   if node_def.tiles then
      if node_def.tiles[1] then
         new_node_tiles[1] = node_def.tiles[1]
      else
         new_node_tiles[1] = node_def.tiles
      end
      if node_def.tiles[2] then
         new_node_tiles[2] = node_def.tiles[2]
      else
         new_node_tiles[2] = new_node_tiles[1]
      end
      if node_def.tiles[3] then
         temp_tile = node_def.tiles[3]
         new_node_tiles[3] = "[combine:16x16:-8,0=" .. node_def.tiles[3] .. ":8,0=" .. node_def.tiles[3] .. ""
      else
         temp_tile = new_node_tiles[2]
         new_node_tiles[3] = "[combine:16x16:-8,0=" .. new_node_tiles[2] .. ":8,0=" .. new_node_tiles[2] .. ""
      end
      if node_def.tiles[4] then
         new_node_tiles[4] = "[combine:16x16:8,0=" .. node_def.tiles[4] .. ":-8,0=" .. node_def.tiles[4] .. ""
      else
         new_node_tiles[4] = new_node_tiles[3]
      end
      if node_def.tiles[5] then
         new_node_tiles[5] = node_def.tiles[5]
      else
         new_node_tiles[5] = temp_tile
      end
      if node_def.tiles[6] then
         new_node_tiles[6] = node_def.tiles[6]
      else
         new_node_tiles[6] = temp_tile
      end


      if shape_def.shape_type == "tree" then
         new_node_tiles[1] = node_def.tiles[1]
         new_node_tiles[2] = node_def.tiles[2]
         new_node_tiles[3] = node_def.tiles[3]
         new_node_tiles[4] = node_def.tiles[3]
         new_node_tiles[5] = node_def.tiles[3]
         new_node_tiles[6] = node_def.tiles[3]
      end
      if shape_def.shape_type == "light" then
      end
   end


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Re: Post your screenshots!

by TumeniNodes » Fri Jul 05, 2019 00:50

ShadMOrdre wrote:Tumeni,

No redesign, just placement magic. You can shift the texture to a part of the door where there is total coverage of the wood. Consider the code below, from my unreleased update to lib_doors mod. The combine tag on tiles 3 and 4 shift the base texture of a node halfway, so that when my center aligned doors open, the texture shifts to compensate for the fact that my centered doors are offset into the neighboring node.


Ummm, https://github.com/TumeniNodes/c_doors
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Re: Post your screenshots!

by ShadMOrdre » Fri Jul 05, 2019 02:45

Yes, I knew of your c_doors mod. I seem to recall sharing a code tip with you regarding the default doors code back before you released c_doors. My own lib_doors mod uses nodeboxes, and provides doors of various sizes and shapes, as well as, trapdoors and fence gates, made from a preselected list of available predefined nodes. I did this because I didn't like the rather noticeable lack of texture on the window frame in the door. Essentially, I can have a stone sliding door, which makes for great secret areas, as well as, a framed door in which the texture covers all surfaces of the object. IMHO, it looks more complete, and allows me to deviate from the MC way of doing things.

I only wanted to point out that the combine tag should help you in shifting the texture of the door image just enough pixels in either direction to cover the hole in the side of the door.

In the following image, all biomes, stone, ore, metal, glass, snow and ice nodes, as well as, all ecosystem definitions are accomplished via loading the data via a .csv file. The code size, of course, has shrunk, but because the data is loaded just in time, the node definitions only exist in the context of minetest.registered_nodes, meaning that the code loaded at runtime is smaller, leading to smaller RAM usage. This can be expanded greatly, to include many things, including code itself. I also use a JIT function to load the data, meaning it's code and data also only exist minimally in RAM. This should allow for loading JIT libraries of .lua code. I do not use the LuaJIT. It was something I picked up from code shared by Gael de Sailly. Just a random collection of thoughts for a popular thread.
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Re: Post your screenshots!

by voxelproof » Fri Jul 05, 2019 06:10

Reaching the bottom from below. Y=-7200.

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Re: Post your screenshots!

by TumeniNodes » Fri Jul 05, 2019 17:30

ShadMOrdre wrote:In the following image, all biomes, stone, ore, metal, glass, snow and ice nodes, as well as, all ecosystem definitions are accomplished via loading the data via a .csv file. The code size, of course, has shrunk, but because the data is loaded just in time, the node definitions only exist in the context of minetest.registered_nodes, meaning that the code loaded at runtime is smaller, leading to smaller RAM usage. This can be expanded greatly, to include many things, including code itself. I also use a JIT function to load the data, meaning it's code and data also only exist minimally in RAM. This should allow for loading JIT libraries of .lua code. I do not use the LuaJIT. It was something I picked up from code shared by Gael de Sailly. Just a random collection of thoughts for a popular thread.
OSS:
Image


This is very much the sort of landscape I am looking for, with maybe one or two normal looking mountains, with snow and ice beyond a certain altitude only, and a few big lakes with streams running down, into one wide river which runs down the center of the length of the entire map (a winding river), and some large flat areas to build in...

I prefer one seasonal biome per world.
i.e. green lush wooded areas and forests, some open plains, some meadows, perhaps a wetland area. But just looking at this image it looks close to an ideal landscape to me.

============================================
meanwhile at the door crafter's shop (the copper looks horrible but these are all just quick and basic textures to fit MTG) getting closer to being done. All the wood and metal types are registered and textured.
There is something drastically wrong with the model. No matter which method I used to create it, there are odd artifacts and no method I have search/tried is working to resolve it. I will be asking for someone with more experience with Blender to have a look soon.
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