Style advice needed

slopsbucket
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Style advice needed

by slopsbucket » Tue May 29, 2018 02:26

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

Image

Image

Now I'm not sure wether or not to use rounded corners from the Angled Walls mod. Please advise.

Cheers,

Andrew.
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solars
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Re: Style advice needed

by solars » Tue May 29, 2018 16:57

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.
My big Minetest map Karsthafen: English thread / German thread / Youtube
 

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Linuxdirk
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Re: Style advice needed

by Linuxdirk » Tue May 29, 2018 17:40

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.

Image

With “world aligned” textures in 0.5 rotated nodes would not have rotated textures and will fit in properly :)
 

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v-rob
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Re: Style advice needed

by v-rob » Tue May 29, 2018 23:37

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.

Image

With “world aligned” textures in 0.5 rotated nodes would not have rotated textures and will fit in properly :)


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.
 

slopsbucket
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Re: Style advice needed

by slopsbucket » Wed May 30, 2018 09:51

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.
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temple.mts
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slopsbucket
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Re: Style advice needed

by slopsbucket » Fri Jun 01, 2018 00:28

OK, here's my first attempt. I'm not really happy with it but it'll do for a test run.
Image

Image

No Mods Required.

Huge Temple.zip ~7 Mb

http://s000.tinyupload.com/index.php?fi ... 2716629103

Cheers,

Andrew.
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Huge Temple 01.jpg
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Phoenixflo44
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Re: Style advice needed

by Phoenixflo44 » Sat Jun 02, 2018 18:31

It looks like always beautiful
You can't see it here. I'm doing everything wrong anyway.
 

slopsbucket
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Re: Style advice needed

by slopsbucket » Mon Jun 11, 2018 00:28

Phoenixflo44 wrote:It looks like always beautiful


Thanks, I'm not real happy with how it looks on the outside but I think I did alright on the inside.

Cheers,

Andrew.
 

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Linuxdirk
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Re: Style advice needed

by Linuxdirk » Mon Jun 11, 2018 07:03

v-rob wrote:Are world aligned textures planned or implemented?

It is implemented, see tile definition. Also there were pull requests changing the texture behavior of stairs and some other nodes.
 

slopsbucket
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Re: Style advice needed

by slopsbucket » Tue Jun 12, 2018 03:43

Hi Linuxdirk,

Linuxdirk wrote:.....Also there were pull requests changing the texture behavior of stairs and some other nodes.


This was very cleverly worked out, I'm impressed.

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.
 

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v-rob
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Re: Style advice needed

by v-rob » Tue Jun 12, 2018 23:03

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.


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.

Image
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