Post your screenshots!

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Re: Post your screenshots!

by ShadMOrdre » Thu Dec 05, 2019 19:28

Having fun with Voronoi. The idea is to use a multi layered voronoi diagram to flesh out tectonic plates, continents, mountain ranges and naturally flowing, generative rivers that follow terrain. Layered on top of this will be Termos' Islands mod logic, to provide cliffs and terrain noises. This is looking easier to implement as I go.

There is a mild 4-5 minute time period, upon first instantiation of a new world, to generate a 1000x1000 voronoi diagram. Once the diagram is generated and saved, each restart of the world uses the saved data, which loads in under 10 seconds. This can, and should, be optimized by those who are just better at lua and world gen coding. If done correctly, this could easily be written an engine mapgen, providing even more optimization of the code and performance.

Birds eye...
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From the northwest looking southeast...
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A simple example of how easy and quick this was to accomplish. The math took mere seconds, by hand, from a non-mathmetician.
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@duane and @paramat, if you are interested.....

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Re: Post your screenshots!

by ShadMOrdre » Thu Dec 05, 2019 19:33

Just wanted to provide more views of the terrain ideas...

Another shot of the above map, this view from the southwest, looking northeast.
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This image showing edge drawing in obsidian on a heightmap.
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This image shows using different heightmap formulas and / or noises, based on voronoi cell.
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Re: Post your screenshots!

by voxelproof » Fri Dec 06, 2019 05:13

Extex wrote:
voxelproof wrote:Fishing with much too powerful equipment inevitably ends in respawn.

What!?!


I just forgot that I changed TNT range in the main configuration file :D

oss:

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Re: Post your screenshots!

by Enrikoo » Fri Dec 13, 2019 13:24

Image
Rewind to Minetest 3, i made a cool screenshot about MT 3, and I just like the textures, like the overhaul in textures topic.
 

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3 screenshots

by Wuzzy » Sat Dec 14, 2019 14:47

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Re: 3 screenshots

by duane » Sun Dec 15, 2019 09:06

Wuzzy wrote:Image


Oooo. I like that one.


--------------------------

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Re: Post your screenshots!

by Army_bloodcore » Sun Dec 15, 2019 15:06

Wow, this looks funny! I need to spend more time to build some amazing architecture in minetest! I love it!
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Re: Post your screenshots!

by Krock » Sun Dec 15, 2019 17:56

Using rivers as drive-through station.

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Re: Post your screenshots!

by voxelproof » Tue Dec 17, 2019 11:44

@Wuzzy: charming! :)

Final polish of Valleys "Extreme" tweaking.

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And an idea, from another game, how to improve clouds... (Hope it won't be seen as a too violent breach of the Forum rules):

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Re: Post your screenshots!

by DS-minetest » Wed Dec 18, 2019 21:25

Some screenshots of a mesecons experiment:
Mesecon torches do not update after a delay but in global cycles:
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I've managed to get a very short signal (the and gate with the red arrow overheats) (it is very possible that there are smaller constructions that give the same short signal):
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It is also possible to get such a signal with luacontrollers:
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The things from my multimesecons mod do not do this:
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Re: Post your screenshots!

by DS-minetest » Wed Dec 18, 2019 21:26

<dummy post for file uploading>
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Testing stuff

by Wuzzy » Thu Dec 19, 2019 01:55

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Re: Post your screenshots!

by voxelproof » Thu Dec 19, 2019 16:18

While blockiness of MT worlds seems to render them completely incompatible with painting art, the funny fact is that despite its rough simplicity it nevertheless allows to depict all common landscape motifs of so-called 'high art'.

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Re: Post your screenshots!

by duane » Fri Dec 20, 2019 01:38

voxelproof wrote:blockiness of MT worlds seems to render them completely incompatible with painting art


The last time I went to my local gallery, there was very little there that looked as natural as a minetest screenshot. I've been told that painting has to be unnatural in order to differentiate itself from photography. (I don't agree, but that's what I've been told.)

--------------------------------------

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Re: Post your screenshots!

by voxelproof » Fri Dec 20, 2019 19:06

duane wrote:The last time I went to my local gallery, there was very little there that looked as natural as a minetest screenshot. I've been told that painting has to be unnatural in order to differentiate itself from photography. (I don't agree, but that's what I've been told.)



Personally I was never very much fond of photography as an artistic medium (although I took hundreds of shots during my voyages, but they serve more as a personal memoir than any artistic creation). In fact photorealism of 19th-century academic style marked deep crisis of western painting art which was overcome only by the impressionist movement.

I also think that art should offer something "beyond the world", and allow to tresspass our mundane experience. Kind of escapism perhaps.

But this is why I'll probably never get tired of walking amidst these wondrous grassy hills of materialized dreams.

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Re: Post your screenshots!

by DS-minetest » Fri Dec 20, 2019 20:04

With my new meseconometer mod, I figured out that gates have a delay of 2 globalsteps. I challenge you to build a circuit that makes a one globalstep long signal into a two globalstep long signal (or vice versa) with the least possible delay and without using very complex nodes (like luacontroller).
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Re: Post your screenshots!

by Linuxdirk » Fri Dec 20, 2019 22:56

A modular walls concept I currently work on that is easy to build in survival mode of vanilla Minetest Game. (Looks better with world-aligned textures, though which are not in the game because of this issue, so you might need at least one mod if you don’t want to turn on world-aligned textures globally.)

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Done so far: Straight wall, inwards/outwards corners, staircase to access the walkway on top of the wall, building concept (you first build the inner perimeter and then extend the wall outwards). Missing a corner tower (light blue outline for placement), a gatehouse an a wall to get up/down the terrain (which is not possible with the current straight wall because of the concept of this walls).
 

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Re: Post your screenshots!

by Krock » Sat Dec 21, 2019 10:01

Linuxdirk wrote:A modular walls concept I currently work on that is easy to build in survival mode of vanilla Minetest Game.


These wall segments could be integrated really well into mg_villages (at least concept-wise). If there are schematics I'd first try to generate fortress walls. :)
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Re: Post your screenshots!

by Linuxdirk » Sat Dec 21, 2019 16:53

Krock wrote:These wall segments could be integrated really well into mg_villages (at least concept-wise). If there are schematics I'd first try to generate fortress walls. :)

I tried to create a schematic of the corner piece (see attachment), but I got a warning: "The schematic contains excessive free space and WILL be misaligned when allocated or loaded. To avoid this, shrink your area to cover exactly the nodes to be saved.". I closed the whole corner and because the corner being a corner there is some free space covered by the area since the area is always squared …

corner.we
Schematic of the corner piece
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Here’s two pictures with Sam so there is an idea on how large the walls look compared to the default player model.

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I also worked on the corner tower concept. The tower itself is symmetrical so it can be placed anywhere changing a few nodes (remove 4 nodes for the doors and place 8 additional cobblestone nodes, the additional wall is built around the outer corner of the tower and is not connected to it). It sticks out on the outside of the wall. But I am super unhappy how the upper part looks …

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s.jpg
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Maybe have it higher …? I am not sure about this. The tower is not the main watchtower but a simple tower that can be placed on wall corners so it should not stick out too much from the rest of the wall.
 

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Re: Post your screenshots!

by Krock » Sat Dec 21, 2019 19:03

Linuxdirk wrote:I tried to create a schematic of the corner piece (see attachment), but I got a warning: "The schematic contains excessive free space and WILL be misaligned when allocated or loaded. To avoid this, shrink your area to cover exactly the nodes to be saved.".

That warning originates in worldedit. It's probably to warn casual players about the missing origin node which is rather useful, but not needed for schematics. It's a warning that can be ignored unless there's really a Minetest bug behind this message.

The tower looks quite good as-is IMO.
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Re: Post your screenshots!

by Wuzzy » Sat Dec 21, 2019 22:05

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