Style advice needed
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Style advice needed
Hi Everyone,
I found this great map design on the 'net and decided to have a go at building it.
http://paratime.ca/images/fantasy/temple006.jpg
Now I'm not sure wether or not to use rounded corners from the Angled Walls mod. Please advise.
Cheers,
Andrew.
I found this great map design on the 'net and decided to have a go at building it.
http://paratime.ca/images/fantasy/temple006.jpg
Now I'm not sure wether or not to use rounded corners from the Angled Walls mod. Please advise.
Cheers,
Andrew.
- Attachments
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- Temple 01.jpg (204.05 KiB) Viewed 509 times
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- Temple 02.jpg (201.96 KiB) Viewed 509 times
Re: Style advice needed
I think, it depends on the building style.
If it should look Egyptian, build it without rounded corners. If it should look modern, build it with rounded corners, if it should look roman or greek, build it with rounded corners only on the big pillars and the pillardesigned walls with nishes not at the wall-corners.
If it should look Egyptian, build it without rounded corners. If it should look modern, build it with rounded corners, if it should look roman or greek, build it with rounded corners only on the big pillars and the pillardesigned walls with nishes not at the wall-corners.
- Linuxdirk
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Re: Style advice needed
What solars said.
I would extend that with: If you plan to release a schematic file of it try to use as less mods as possible.
Btw. you can rotate stairs in vanilla Minetest Game just fine with the screwdriver so there already is a way to a “curved” structure.
With “world aligned” textures in 0.5 rotated nodes would not have rotated textures and will fit in properly :)
I would extend that with: If you plan to release a schematic file of it try to use as less mods as possible.
Btw. you can rotate stairs in vanilla Minetest Game just fine with the screwdriver so there already is a way to a “curved” structure.
With “world aligned” textures in 0.5 rotated nodes would not have rotated textures and will fit in properly :)
- v-rob
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Re: Style advice needed
Are world aligned textures planned or implemented? They should be. I don't use upside down stairs for this reason. It should at least be some sort of option.Linuxdirk wrote:What solars said.
I would extend that with: If you plan to release a schematic file of it try to use as less mods as possible.
Btw. you can rotate stairs in vanilla Minetest Game just fine with the screwdriver so there already is a way to a “curved” structure.
With “world aligned” textures in 0.5 rotated nodes would not have rotated textures and will fit in properly :)
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Re: Style advice needed
I wish to thank the three of you.
I was tending towards "No Mods" myself, and to me it does appear to be Egyptian which makes life easier - flat rooves.
Thanks for the input. I've worked it so that each grid square in that original image I found is 9 squares in mine, (3 X 3). The final product should end up being about 80 X 250 squares. I tried working it with 2 squares (2 X 2) and four squares (4 X 4) and I just couldn't seem to make it look right. 3 squares seems to work. Ceilings are going to be very high though, bad lighting.
Here's a schematic file of the base floor plan, the one with the square corners because no mods are required. It might be interesting to see what a few different people can make with it.
Cheers,
Andrew.
I was tending towards "No Mods" myself, and to me it does appear to be Egyptian which makes life easier - flat rooves.
Thanks for the input. I've worked it so that each grid square in that original image I found is 9 squares in mine, (3 X 3). The final product should end up being about 80 X 250 squares. I tried working it with 2 squares (2 X 2) and four squares (4 X 4) and I just couldn't seem to make it look right. 3 squares seems to work. Ceilings are going to be very high though, bad lighting.
Here's a schematic file of the base floor plan, the one with the square corners because no mods are required. It might be interesting to see what a few different people can make with it.
Cheers,
Andrew.
- Attachments
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- temple.mts
- (3.44 KiB) Downloaded 74 times
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Re: Style advice needed
OK, here's my first attempt. I'm not really happy with it but it'll do for a test run.
No Mods Required.
Huge Temple.zip ~7 Mb
http://s000.tinyupload.com/index.php?fi ... 2716629103
Cheers,
Andrew.
No Mods Required.
Huge Temple.zip ~7 Mb
http://s000.tinyupload.com/index.php?fi ... 2716629103
Cheers,
Andrew.
- Attachments
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- Huge Temple 02.jpg (186.55 KiB) Viewed 509 times
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- Huge Temple 01.jpg (208.79 KiB) Viewed 509 times
- Phoenixflo44
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Re: Style advice needed
Thanks, I'm not real happy with how it looks on the outside but I think I did alright on the inside.Phoenixflo44 wrote:It looks like always beautiful
Cheers,
Andrew.
- Linuxdirk
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Re: Style advice needed
It is implemented, see tile definition. Also there were pull requests changing the texture behavior of stairs and some other nodes.v-rob wrote:Are world aligned textures planned or implemented?
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Re: Style advice needed
Hi Linuxdirk,
A few issues that slightly skew your assessment though.
I always play the dev version of the game for several reasons. The default Fedora install has bugs that I'm not happy with. The default Fedora install means I need root permissions to edit my game and make it the way I like it so I compile a dev version as a stand alone app. I also really really hate the new creative menu and I still run a version of minetest_game from a version of minetest about 0.4.13, once again a dev version.
Still very clever of you.
Cheers,
Andrew.
This was very cleverly worked out, I'm impressed.Linuxdirk wrote:.....Also there were pull requests changing the texture behavior of stairs and some other nodes.
A few issues that slightly skew your assessment though.
I always play the dev version of the game for several reasons. The default Fedora install has bugs that I'm not happy with. The default Fedora install means I need root permissions to edit my game and make it the way I like it so I compile a dev version as a stand alone app. I also really really hate the new creative menu and I still run a version of minetest_game from a version of minetest about 0.4.13, once again a dev version.
Still very clever of you.
Cheers,
Andrew.
- v-rob
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Re: Style advice needed
Is that the creative inventory before sfinv with the creative inventory on the left and has a crafting grid as well? If so, then you can take the mods sfinv and creative from Voxelgarden II. It uses the old creative inventory but uses the features of sfinv. The most noticeable difference is the tabs at the top and the search bar. It works a lot better than the old crative inventory.slopsbucket wrote:I also really really hate the new creative menu and I still run a version of minetest_game from a version of minetest about 0.4.13, once again a dev version.
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