Post your blueprints!

ptvirgo
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Re: Post your blueprints!

by ptvirgo » Post

Linuxdirk wrote:I’m all in for the Small House Movement.
Linuxdirk - is that house on a public server I could visit?

Image
Here's another small house.
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firefox
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Re: Post your blueprints!

by firefox » Post

time to revive this topic.

this is the blueprint for the Heaven Gate(s) on Xanadu.
originally, i build the first one without plan. then i had to copy it, since the entrance and exit locations should look the same. now that i'm building another entrance location and have planned a third one, i thought i must make a blueprint. teleporting forth and back every few minutes is very annoying.

Image

because of limited paper space, i drew only half of it. it is symmetrical, so that's enough.
teleport nodes are placed in the center of the inner circle.

1st Heaven Gate:
Image

exit location - the Heaven Islands, main island
Image

2nd Heaven Gate:
Image

3rd Heaven Gate:
(not yet)
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Last edited by firefox on Tue Nov 26, 2019 21:27, edited 1 time in total.
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Pyrollo
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Re: Post your blueprints!

by Pyrollo » Post

Moussin Lard gardens on Aurelium server

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Spoiler
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[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

bzt
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Re: Post your blueprints!

by bzt » Post

Hi Everybody,

Maybe this is interesting to you. If not, then sorry to bother this topic. I've written a Minetest Schematic editor, which can generate blueprint images and previews from .mts files with a single keypress.

How to use:
1. install MTSEdit (available for Linux, Windows and MacOSX)
2. start Minetest and enable MTSEdit Minetest mod (no dependencies, works with all games)
3. select an area in the world, then in the chat window type "/mtsedit save something"
4. open "(world folder)/schems/something.mts" with the MTSEdit application
5. to save preview png, press P
6. to export blueprint png, press E

It can also import and convert many formats (Tiled, Goxel, Magicavoxel, Qubicle etc.) into .mts files, so that you can load your schematic directly into the Minetest game. No need to copy your blueprints in external tools into the world using creative mode any more! MTSEdit does that for you with a single click! :-) (A simple to use, dependency-free Minetest mod is provided to load .mts files into the world)

Examples:
Spoiler
Image
Image
(The red line marks the ground level, which is the bottom layer here)
Cheers,
bzt

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firefox
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Re: Post your blueprints!

by firefox » Post

not really a blueprint yet, but good enough:

Player Model Statues

like this one
Image

the size of the player model goes like this:

head - 8x8x8
torso - 8x4 x12
arms and legs - 4x4 x12

and this is where it gets difficult. to get them into a good-looking pose, arms and legs must bend, and the hands should be formed out. i have yet to find a good formula, i'm mostly doing it by looks and trying to keep the sizes.
what i can say for sure, is that the 12 node arms and legs cannot be parted just anywhere.
i designed the hands and feet to be 3 nodes long. this leaves 9 nodes for the rest, 4 nodes for the lower arm/leg and 5 nodes for the upper arm/leg, of which 1 is used for the knee/elbow.

hands are a 4x4 x3 block. to form out fingers (for signs or holding items) the total number of nodes must not change. assuming the block represents an empty fist, nodes from one side can be moved to the other side to represent extended fingers. taking 1 node from the last and adding it to the middle gives a more realistic shape.

working on a pair of statues currently, i'll try to draw up a blueprint sheet when they are done.

hair and highlights on clothing are placed 1 layer outwards. by alternating between full blocks and slabs, detailed depth can be achieved.
having at least 4 nodes free space towards neighbouring structures, i recommend to secure a 24x24 area for the statue. this gives enough space front and back for positioning arms and legs.
if you want to reach out an arm all the way to the side, you'll need 12 mode nodes in that direction.


edit: almost done with the 1st one, actually the limbs are easier than expected.
i split them into 3 4x4x4 cuboids and made rules about placement and smoothing.
but the hands were very difficult.
i'll update the manual when i'm done.
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firefox
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Re: Post your blueprints!

by firefox » Post

ok, here we go:

Image
viewtopic.php?p=378733#p378733
on a side note: the screenshots are no longer up to date, i already made some small adjustments


i did a quick and dirty sketch about how to bend the limbs:
Spoiler
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IMG_20200802_204702.jpg
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arms and legs are 12 nodes long, so i partitioned them into 3 equal sized segments.
the segments can be shifted in (almost) any direction, but not more than 2 nodes away from their original position.
a 1-node shift looks fine, but a 2-node shift looks clunky. this is where we need to smooth the edges.

there is only 1 rule: the number of blocks must not change.
the most simple fix, that is enough for most cases, is to relocate 1 row of blocks to the other side.
this transforms a 2-node shift into a 1-node shift.

hands and feet are 3 nodes high/long. the top layer of the segment is the joint.
the middle segment contains the elbows/knees. it should always be the 3rd layer, so that the upper part is slightly longer than the lower. keep that in mind when smoothing the edges.

then there are also slightly more complex transformations:
reducing a full block to a slab, means you have to add the other half slab somewhere else.
ok, that was simple, but here comes the tricky one: stairs.
replacing a full block with stairs creates the smoothest edge, but there is no quarter block to add.
instead you have to use stairs in pairs. for every 2 stairs, the cut out part is the size of 1 slab.

of course this only applies to the main body. additional layers of clothing don't need to keep the same number of blocks. for example when a part of cloth is stretched or squeezed by limb bending.

and most important:
before you bend anything, try out the pose yourself. if it feels uncomfortable, don't build it.
also, pay attention to the angles of your legs. there is only 1 knee and the upper and lower leg cannot curve around other points. (unless you have bird legs)
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firefox
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Re: Post your blueprints!

by firefox » Post

yinyang48.png
yinyang48.png (540 Bytes) Viewed 6088 times
just a bigger version of the yin yang pattern, the size was based on my Gate Guardians.
i made it with Gimp. i could still draw the small circles by hand, but the larger ones were impossible.
using the circle selection tool to highlight a circular area, then painting it, then sharpening the edge by maximising contrast works really well. (for large patterns at least)
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firefox
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Re: Post your blueprints!

by firefox » Post

Image
blueprint for the giant moon gate i'm working on. it's designed to fit around my Gate Guardians.
Spoiler
Image
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firefox
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Re: Post your blueprints!

by firefox » Post

finally finished the Gate Guardians

Image
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PEAK
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Re: Post your blueprints!

by PEAK » Post

Pattern for an efficient underground farm.

Image

blue: soil with water beneath (or only water if you are on bedrock)
dark brown: soil
light brown: dirt (for saplings)
light grey: any block with a mese post light on top
dark grey: decorative border
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I am okay with using the screenshots in all my posts for the website of Minetest (http://minetest.net).

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56independent_actual
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Re: Post your blueprints!

by 56independent_actual » Post

I know this isn't a bluePRINT, it's a blueTEXT (mainly because i don't want to place blocks on paper when i can doit in minetest), but this is a plan i made for a linear city (with details on one module as of now):

http://56i.duckdns.org/dokuwiki/doku.ph ... osals:neom
Warnig: Al my laguage ekscept English is bad, includig Hungarian (magyàränoлиски), Spanish (esпagnyoл), and Russian (рÿсскïанöл).

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firefox
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Re: Post your blueprints!

by firefox » Post

pattern for the moon gate on the Great Ninja Bridge
moongate.png
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Image
Image
Image
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iisu
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Re: Post your blueprints!

by iisu » Post

Blueprint for a doge pixel art I was going to build on JT2 in the place of the griefed sand Mystery Ghost:
6A 1S 5D
5A 3S 5D 1S
5A 3S 4D 5S
5A 3S 3D 12S 3A 9S
4A 4S 3D 26S
4A 1S 6D 11S 1D 6S 1C 1S 2C 2D 2S 1D
3A 1S 7D 10S 2D 5S 1C 1S 3C 2D 1C 1A 2D
2A 1S 1D 2S 4D 10S 2D 6S 1C 2S 2C 2D 2C 1S 2C
2A 1D 4S 3D 10S 2D 5S 1C 5S 4D 1S 8D
1A 1S 1D 5S 1D 10S 3D 5S 1C 5S 5D 1S 6D
1A 1S 1D 5S 1D 10S 3D 6S 1C 2S 12D
1A 2S 1D 4S 2D 9S 3D 6S 1C 3S 4D 1S 5D
1A 3S 1D 3S 2D 10S 2D 11S 1D 1S 1C 2S 3D
1A 3S 1D 2S 3D 10S 2D 10S 2D 1C 1A 2S 3D
1A 3S 1D 1S 4D 11S 2D 9S 2D 2C 5D
1A 2S 1D 2S 4D 12S 1D 10S 8D
2A 8D 12S 2D 10S 7D
3A 6D 25S 8D
2A 7D 25S 9D
2A 6D 14S 2D 10S 4D 2C 4D
2A 6D 14S 3D 7S 8D 1C 4D
2A 1S 5D 6S 2D 6S 8D 1S 14D
3A 1S 6D 4S 3D 5S 15D 2A 4D
5A 13D 6S 7D
10A 10D 4S 4D
18A 3D 4S

A - air
S - sand
D - desert sand
C - coal block
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Roses are red, violets are blue. Omae wa mou shindeiru.

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iisu
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Re: Post your blueprints!

by iisu » Post

Blueprint of my (never finished) castle on S521 with color-coded terrain height map and protection range marked in brown. I kept it in an .xcf file so I had multiple layers to work on.
hill.png
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Roses are red, violets are blue. Omae wa mou shindeiru.

MegaMegaMega
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Re: Post your blueprints!

by MegaMegaMega » Post

Linuxdirk wrote:
Mon Dec 31, 2018 17:58
I’m all in for the Small House Movement.
It looks very appealing!
I'd prefer pine wood over default wood for the boards.

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Re: post your blueprints =(^.^)=

by Alatarius » Post

sorcerykid wrote:
Wed Sep 20, 2017 17:04
I love this castle build. Would it be possible to see the block grid so I can build this in my world? The long segments are a bit hard to figure out the spacing.

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