Minetest Natural Beauty Texure Pack
- Neuromancer
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- GitHub: Neuromancer56
Minetest Natural Beauty Texure Pack
Minetest Default Textures:
With Natural Beauty Textures:
The purpose of this texture pack is to create a texture pack that contains only natural, realistic looking beautiful textures. Any one can contribute to the texture pack here. But know that I am really picky about textures. If they aren't really natural and beautiful they won't get added.
Here's the github.
Download Texture Pack:
https://github.com/Neuromancer56/NaturalBeauty
See Licence.txt.
For the tweaked versions, see the licences in the original mods/sources.
The rest are created by me and are WTFPL.
Also, there are a good number of these textures that made it into the original Mods, and have been removed from this pack as they are no longer needed here. It is my hope that all of the textures created in this pack make it into the original Mods. If you are the Mod author, and like these textures, please feel free to use them. Let me know, so they can be removed here.
I have created an alternate experimental version of this texture pack. In some ways it looks better than this one. The textures are much lighter. If you want to use it, copy the Natural beauty standard texture pack ( the first link) because it has all the textures, and then copy the files from the following link over top of them (these are the textures that are different).
https://github.com/Neuromancer56/Natura ... master.zip
A good way to see these different textures in action is to use a pre-built village, such as one found in the map/world called DesDes:
viewtopic.php?id=1941
With Natural Beauty Textures:
The purpose of this texture pack is to create a texture pack that contains only natural, realistic looking beautiful textures. Any one can contribute to the texture pack here. But know that I am really picky about textures. If they aren't really natural and beautiful they won't get added.
Here's the github.
Download Texture Pack:
https://github.com/Neuromancer56/NaturalBeauty
See Licence.txt.
For the tweaked versions, see the licences in the original mods/sources.
The rest are created by me and are WTFPL.
Also, there are a good number of these textures that made it into the original Mods, and have been removed from this pack as they are no longer needed here. It is my hope that all of the textures created in this pack make it into the original Mods. If you are the Mod author, and like these textures, please feel free to use them. Let me know, so they can be removed here.
I have created an alternate experimental version of this texture pack. In some ways it looks better than this one. The textures are much lighter. If you want to use it, copy the Natural beauty standard texture pack ( the first link) because it has all the textures, and then copy the files from the following link over top of them (these are the textures that are different).
https://github.com/Neuromancer56/Natura ... master.zip
A good way to see these different textures in action is to use a pre-built village, such as one found in the map/world called DesDes:
viewtopic.php?id=1941
- Attachments
-
- Sample Image Natural Beauty Textures
- Untitled.jpg (123.07 KiB) Viewed 2727 times
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- Sample Image Minetest Default Textures
- UntitleDdEF.jpg (153.07 KiB) Viewed 2726 times
Last edited by Neuromancer on Sat Aug 30, 2014 02:15, edited 5 times in total.
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Can you post images- Like an example or a template?
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- Evergreen
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No, the textures were not by Pilzadam. Most of the 0.4.x textures came from cisoun's texture pack for 0.3.xNeuromancer wrote:The purpose of this texture pack is to create a texture pack that contains only natural, realistic looking beautiful textures. Any one can contribute to the texture pack here. But know that I am really picky about textures. If they aren't really natural and beautiful they won't get added.
Here's the github.
https://github.com/Neuromancer56/NaturalBeauty
Dryplants & Ferns: Tweaked versions of Mossmanikin's original textures.
Gravel: created by sdzen
Default: Grass, Grass Side, Grass Footsteps, and water textures: Tweaked versions from default. I'm guessing these were created by PilzAdam.
For the tweaked versions, see the licences in the mods.
The rest are created by me and are WTFPL.
Also, there are a good number of these textures that made it into the original Mods, and have been removed from this pack as they are no longer needed here. It is my hope that all of the textures created in this pack make it into the original Mods. If you are the Mod author, and like these textures, please feel free to use them. Let me know, so they can be removed here.
Back from the dead!
- Neuromancer
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Done. Most of what is in the screenshot in the first post (aside from the trees) are from this texture pack.Annahstas wrote:Can you post images- Like an example or a template?
Last edited by Neuromancer on Sun Nov 10, 2013 02:22, edited 1 time in total.
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- Evergreen
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- Neuromancer
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Thanks! I was kind of thinking about tackling the leaves in the standard trees.Evergreen wrote:The trees look kind of like they're made of plastic next to your textures.
Last edited by Neuromancer on Sun Nov 10, 2013 02:45, edited 1 time in total.
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- general3214
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Woahh, that screenshot looks so... beautifully natural!
Last edited by general3214 on Sun Nov 10, 2013 04:53, edited 1 time in total.
Avatar made by Annahstas
Neuromancer tree a shade lighter on the trees and on the right edge of the leaves texture give it a little more lighter shades. WIll make it look like the adam and eve garden like.
“If you live to be a hundred, I want to live to be a hundred minus one day so I never have to live without you.”
― A.A. Milne, Winnie-the-Pooh
“I'm not lost for I know where I am. But however, where I am may be lost.”
― A.A. Milne, Winnie-the-Pooh My Texture Packs'
― A.A. Milne, Winnie-the-Pooh
“I'm not lost for I know where I am. But however, where I am may be lost.”
― A.A. Milne, Winnie-the-Pooh My Texture Packs'
- Neuromancer
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Improved default leaf & tree textures.
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- Evergreen
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- Neuromancer
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Sorry it took so long. I added a screenshot of the new leaves in the original post.Evergreen wrote:Screenies?Neuromancer wrote:Improved default leaf & tree textures.
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- rubenwardy
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- Neuromancer
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Thanks! While I tweaked the default leaves from RealBadAngel's bumped texture pack, these textures do not support bumpmaps or parallax. I just didn't like the look of them. They are shiny or glossy, and I don't like the effect on plants and such. From what I've seen this is an effect of bumpmaps/parallax in general and isn't specific to RBA's shaders.rubenwardy wrote:This. Is. Amazing.
Does it take advantage of RealBadAngel's shader code yet?
(ie: bump maps, parallax, etc)
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- RealBadAngel
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- Neuromancer
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I have to admit these look really nice and don't have a shiny or glossy look. Though where I had the issue was with the grasses in the Eden game. Nice that you can autogenerate the "normal maps". What I really bow down to you for is the waving shaders in Eden. That is just insanely good! You add all the really awesome features to minetest.RealBadAngel wrote:Some screenshots with upcoming autogenerating normal maps feature of shaders:
http://i.imgur.com/EALLC1S.png
http://i.imgur.com/c3w7siA.png
http://i.imgur.com/ban4Tg3.png
Mods:Immersive Sounds
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- RealBadAngel
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Maybe you will like the other effect too
And about waving, indeed so. All those plants waving are just amazing.
And about waving, indeed so. All those plants waving are just amazing.
Last edited by RealBadAngel on Fri Dec 20, 2013 10:32, edited 1 time in total.
That is the lego effect that I heard about a few days ago.RealBadAngel wrote:Maybe you will like the other effect too
And about waving, indeed so. All those plants waving are just amazing.
http://i.imgur.com/d6SyKa3.png
http://i.imgur.com/zmQrA2i.png
http://i.imgur.com/Awyvx34.png
http://i.imgur.com/7Eie2lb.png
http://i.imgur.com/xwVkd83.png
I am interested in seeing what VanessaE's HDX Texture Packs look like with your shaders.
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- Neuromancer
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The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?RealBadAngel wrote:Maybe you will like the other effect too
And about waving, indeed so. All those plants waving are just amazing.
http://i.imgur.com/d6SyKa3.png
http://i.imgur.com/zmQrA2i.png
http://i.imgur.com/Awyvx34.png
http://i.imgur.com/7Eie2lb.png
http://i.imgur.com/xwVkd83.png
Mods:Immersive Sounds
Phonics
Eden Game Natural Beauty Textures
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- Neuromancer
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I have created a bold new look for stone. Let me know what you think. I realized that real stone and real caves while they look greyish from far away are not really gray, they are a mixture of all kinds of minerals and debris. It really adds some realism to stone.
Mods:Immersive Sounds
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- RealBadAngel
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Waving has nothing to do with any mod.Neuromancer wrote: The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?
Its just vertex shader transformations. More you have, more work is needed.
- Neuromancer
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Right, I was just saying the waving is cool, not that I want that speeded up. I just thought it might be easy to convert some of the code in the plantslib mod to C++, since terrains rich with plants rely heavilly on plantslib code, running it over and over again.RealBadAngel wrote:Waving has nothing to do with any mod.Neuromancer wrote: The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?
Its just vertex shader transformations. More you have, more work is needed.
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- RealBadAngel
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hmmmz, lately even trees were moved back to lua, i dont think that request of moving plantslib into core could have any chance for succesNeuromancer wrote:Right, I was just saying the waving is cool, not that I want that speeded up. I just thought it might be easy to convert some of the code in the plantslib mod to C++, since terrains rich with plants rely heavilly on plantslib code, running it over and over again.RealBadAngel wrote:Waving has nothing to do with any mod.Neuromancer wrote: The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?
Its just vertex shader transformations. More you have, more work is needed.
EDIT: please do note that waving is just in node definition. Once its defined and placed in the world, Lua has nothing to do with it. It just waves. Only thing that could be done to make it faster overall is: a) making spawning/growing code faster (which is non shaders dependent b) once you have really zillions of plants, buyin better GPU
Last edited by RealBadAngel on Sat Dec 21, 2013 15:36, edited 1 time in total.
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Hm. Perhaps it might help to define two types of plants each...one that waves at you and one that doesn't, and spawn both. Might be a bit of tradeof between CPU and GPU - more complex spawning, easier graphics. Might look anything from good to extremly odd.RealBadAngel wrote: b) once you have really zillions of plants, buyin better GPU
A list of my mods can be found here.
- Neuromancer
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I don't think buying a better gpu is a good answer. I'm not suggesting that content such as individual plants and trees be added to the engine. What I'm suggesting is that the infrastructure (spawing algorythms etc.) are added to the engine so they work faster.RealBadAngel wrote:hmmmz, lately even trees were moved back to lua, i dont think that request of moving plantslib into core could have any chance for succesNeuromancer wrote:Right, I was just saying the waving is cool, not that I want that speeded up. I just thought it might be easy to convert some of the code in the plantslib mod to C++, since terrains rich with plants rely heavilly on plantslib code, running it over and over again.RealBadAngel wrote:
Waving has nothing to do with any mod.
Its just vertex shader transformations. More you have, more work is needed.
EDIT: please do note that waving is just in node definition. Once its defined and placed in the world, Lua has nothing to do with it. It just waves. Only thing that could be done to make it faster overall is: a) making spawning/growing code faster (which is non shaders dependent b) once you have really zillions of plants, buyin better GPU
Mods:Immersive Sounds
Phonics
Eden Game Natural Beauty Textures
Try out dropbox and get me free space: https://db.tt/JjjTr7fl
Phonics
Eden Game Natural Beauty Textures
Try out dropbox and get me free space: https://db.tt/JjjTr7fl
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