Neuromancer 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.
hmmmz, lately even trees were moved back to lua, i dont think that request of moving plantslib into core could have any chance for succes
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
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.
Buyin a GPU is an answer, but for shaders working faster.
About spawning things in the engine im afraid its not my playground.
But i have to repeat once again. Once thingy is spawned, it doesnt matter its done by engine or lua.
Speed (FPS) will depend only on how fast ur GPU is.
Great pack you got here, Neuro. Added the dryplants and grass textures to the grasses/dryplants mod (except default_grass_footsteps.png and dryplants_reedmace_water.png).
Nice how the textures add realism on one hand and remind of the old textures by celeron55 on the other hand.
Mossmanikin wrote:Great pack you got here, Neuro. Added the dryplants and grass textures to the grasses/dryplants mod (except default_grass_footsteps.png and dryplants_reedmace_water.png).
Nice how the textures add realism on one hand and remind of the old textures by celeron55 on the other hand.
Awesome! I was hoping you would add them. Glad to see you are back!
I have one that has potential, but it looks a lot better from far away that from up close. If anyone wants to take a crack at making it look better. have at it.
Neuromancer wrote:Awesome! I was hoping you would add them. Glad to see you are back!
Normally I would've asked if it was ok. But after what you said here and how we worked together I just felt like doin it.
Thanks for your welcome back.
I've been playing around with and adding a bunch of new textures.
The wood & fence is interesting, I started with a really light, fresh cut wood but then went with a much darker more weathered look. I like the stone, stone bricks, and cobble individually, but they don't exactly go perfect with each other.
I'd like to hear your opinions on the direction I'm taking these textures.
Last edited by Neuromancer on Wed Dec 25, 2013 03:19, edited 1 time in total.
Neuromancer wrote:I've been playing around with and adding a bunch of new textures.
The wood & fence is interesting, I started with a really light, fresh cut wood but then went with a much darker more weathered look. I like the stone, stone bricks, and cobble individually, but they don't exactly go perfect with each other.
I'd like to hear your opinions on the direction I'm taking these textures.
Luv the brick texture, like the choice of colours in general.
I'm not a big fan of minetest's cobble texture, personally prefer dark spaces between the cobblestones.
Wouldn't change the stone texture, maybe make the stone bricks a bit darker.
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.
Is there a way that this feature can be tested? How is progress on it?
Neuromancer wrote:I've been playing around with and adding a bunch of new textures.
The wood & fence is interesting, I started with a really light, fresh cut wood but then went with a much darker more weathered look. I like the stone, stone bricks, and cobble individually, but they don't exactly go perfect with each other.
I'd like to hear your opinions on the direction I'm taking these textures.
Luv the brick texture, like the choice of colours in general.
I'm not a big fan of minetest's cobble texture, personally prefer dark spaces between the cobblestones.
Wouldn't change the stone texture, maybe make the stone bricks a bit darker.
Thanks for your suggestions! I changed the cobble as you suggested and made the spaces between the cobblestones darker.
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 in the orignal post) because it has all the textures, and then copy the files from the following link over top of them (these are the experimental 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
Please let me know which one you prefer and why! I'm really starting to like the light wood in DesDes.
<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate