Post your screenshots!
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Re: Post your screenshots!
The following shots expose an area approximately 3.5 km long by about 1 km wide. They are from two seperate time periods, with some mod editing done in between, which accounts for the different flora layouts. This is from my own favorite seed, (shown in screenie), with some edits to the default v7 parameters. Namely, terrain_base, terrain_alt, and height_select. Mountains, caverns, ridges, and floatlands are all disabled.
Looking North
Zoomed In
Looking south from interior lake
Looking East, across beach from above images
Looking North
Zoomed In
Looking south from interior lake
Looking East, across beach from above images
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- TumeniNodes
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Re: Post your screenshots!
Now this I would really love to have the settings for. (I would leave ridges enabled though)ShadMOrdre wrote:The following shots expose an area approximately 3.5 km long by about 1 km wide. They are from two seperate time periods, with some mod editing done in between, which accounts for the different flora layouts. This is from my own favorite seed, (shown in screenie), with some edits to the default v7 parameters. Namely, terrain_base, terrain_alt, and height_select. Mountains, caverns, ridges, and floatlands are all disabled.
This gives even closer results to what I was working toward some time back, before I got distracted by other things)
A Wonderful World
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Re: Post your screenshots!
Ask, and you shall receive. This is the complete map_meta.txt file. The seed from above images is included.
Other notes about the seed. There is a mountain, 700+ meters high, at -4800, 700, -4100 or there abouts. There is also a volcano in the making at 3200, 300, 3200, or there abouts.
As for ridges, IMHO, they are too unnatural looking. I am considering disecting the valleys_c mapgen, removing extraneous code, leaving only the river noises and the clay/sand/silt noises. This should, IMHO, create for more realistic rivers.
OSS:
This Island becomes the above continent using the map_meta.txt settings.
The volcano.
Another landscape, this one looking east across inland lake and sea, north of origin.
Other notes about the seed. There is a mountain, 700+ meters high, at -4800, 700, -4100 or there abouts. There is also a volcano in the making at 3200, 300, 3200, or there abouts.
As for ridges, IMHO, they are too unnatural looking. I am considering disecting the valleys_c mapgen, removing extraneous code, leaving only the river noises and the clay/sand/silt noises. This should, IMHO, create for more realistic rivers.
Spoiler
mgv7_np_cave2 = {
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (67,67,67)
seed = 10325
octaves = 3
persistence = 0.5
}
mgv7_np_cave1 = {
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (61,61,61)
seed = 52534
octaves = 3
persistence = 0.5
}
mgv7_np_cavern = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (384,128,384)
seed = 723
octaves = 5
persistence = 0.63
}
mgv7_cave_width = 0.09
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 5349
octaves = 3
persistence = 0.5
}
mgv7_lava_depth = -256
mgv7_np_mount_height = {
flags = defaults
lacunarity = 2
offset = 256
scale = 112
spread = (1000,1000,1000)
seed = 72449
octaves = 3
persistence = 0.6
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 90003
octaves = 2
persistence = 1
}
mgv7_np_ridge = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (100,100,100)
seed = 6467
octaves = 4
persistence = 0.75
}
mgv7_large_cave_depth = -33
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 842
octaves = 3
persistence = 0.5
}
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 13
octaves = 2
persistence = 1
}
mgv7_floatland_level = 1280
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 2
offset = 4
scale = 800
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.2
}
mgv7_np_float_base_height = {
flags = defaults
lacunarity = 2
offset = 48
scale = 24
spread = (300,300,300)
seed = 907
octaves = 4
persistence = 0.7
}
seed = 16096304901732432682
water_level = 1
mapgen_limit = 31000
mg_name = v7
mgv7_cavern_threshold = 0.7
mgv7_dungeon_ymin = -31000
chunksize = 5
mg_flags = nocaves, nodungeons, light, decorations, biomes
mgv7_np_height_select = {
flags = defaults
lacunarity = 2
offset = -0.8
scale = 2
spread = (1000,1000,1000)
seed = 4213
octaves = 8
persistence = 0.2
}
mgv7_np_mountain = {
flags = defaults
lacunarity = 2
offset = -0.6
scale = 1
spread = (250,350,250)
seed = 5333
octaves = 5
persistence = 0.63
}
mgv7_shadow_limit = 1024
mgv7_float_mount_height = 128
mgv7_float_mount_exponent = 0.75
mgv7_np_terrain_persist = {
flags = defaults
lacunarity = 2
offset = 0.6
scale = 0.1
spread = (2000,2000,2000)
seed = 539
octaves = 3
persistence = 0.6
}
mgv7_cavern_limit = -256
mgv7_cavern_taper = 256
mgv7_dungeon_ymax = 31000
mgv7_float_mount_density = 0.6
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 2
offset = -4
scale = 100
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.3
}
mgv7_spflags = nomountains, noridges, nofloatlands, nocaverns
mgv7_np_filler_depth = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.2
spread = (150,150,150)
seed = 261
octaves = 3
persistence = 0.7
}
mgv7_mount_zero_level = 0
mgv7_np_ridge_uwater = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (1000,1000,1000)
seed = 85039
octaves = 5
persistence = 0.6
}
mgv7_np_floatland_base = {
flags = defaults
lacunarity = 2
offset = -0.6
scale = 1.5
spread = (600,600,600)
seed = 114
octaves = 5
persistence = 0.6
}
[end_of_params]
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (67,67,67)
seed = 10325
octaves = 3
persistence = 0.5
}
mgv7_np_cave1 = {
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (61,61,61)
seed = 52534
octaves = 3
persistence = 0.5
}
mgv7_np_cavern = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (384,128,384)
seed = 723
octaves = 5
persistence = 0.63
}
mgv7_cave_width = 0.09
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 5349
octaves = 3
persistence = 0.5
}
mgv7_lava_depth = -256
mgv7_np_mount_height = {
flags = defaults
lacunarity = 2
offset = 256
scale = 112
spread = (1000,1000,1000)
seed = 72449
octaves = 3
persistence = 0.6
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 90003
octaves = 2
persistence = 1
}
mgv7_np_ridge = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (100,100,100)
seed = 6467
octaves = 4
persistence = 0.75
}
mgv7_large_cave_depth = -33
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 842
octaves = 3
persistence = 0.5
}
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 13
octaves = 2
persistence = 1
}
mgv7_floatland_level = 1280
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 2
offset = 4
scale = 800
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.2
}
mgv7_np_float_base_height = {
flags = defaults
lacunarity = 2
offset = 48
scale = 24
spread = (300,300,300)
seed = 907
octaves = 4
persistence = 0.7
}
seed = 16096304901732432682
water_level = 1
mapgen_limit = 31000
mg_name = v7
mgv7_cavern_threshold = 0.7
mgv7_dungeon_ymin = -31000
chunksize = 5
mg_flags = nocaves, nodungeons, light, decorations, biomes
mgv7_np_height_select = {
flags = defaults
lacunarity = 2
offset = -0.8
scale = 2
spread = (1000,1000,1000)
seed = 4213
octaves = 8
persistence = 0.2
}
mgv7_np_mountain = {
flags = defaults
lacunarity = 2
offset = -0.6
scale = 1
spread = (250,350,250)
seed = 5333
octaves = 5
persistence = 0.63
}
mgv7_shadow_limit = 1024
mgv7_float_mount_height = 128
mgv7_float_mount_exponent = 0.75
mgv7_np_terrain_persist = {
flags = defaults
lacunarity = 2
offset = 0.6
scale = 0.1
spread = (2000,2000,2000)
seed = 539
octaves = 3
persistence = 0.6
}
mgv7_cavern_limit = -256
mgv7_cavern_taper = 256
mgv7_dungeon_ymax = 31000
mgv7_float_mount_density = 0.6
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 2
offset = -4
scale = 100
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.3
}
mgv7_spflags = nomountains, noridges, nofloatlands, nocaverns
mgv7_np_filler_depth = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.2
spread = (150,150,150)
seed = 261
octaves = 3
persistence = 0.7
}
mgv7_mount_zero_level = 0
mgv7_np_ridge_uwater = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (1000,1000,1000)
seed = 85039
octaves = 5
persistence = 0.6
}
mgv7_np_floatland_base = {
flags = defaults
lacunarity = 2
offset = -0.6
scale = 1.5
spread = (600,600,600)
seed = 114
octaves = 5
persistence = 0.6
}
[end_of_params]
This Island becomes the above continent using the map_meta.txt settings.
The volcano.
Another landscape, this one looking east across inland lake and sea, north of origin.
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- voxelproof
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Re: Post your screenshots!
A beginning of a Minetest_5 series of screenshots. All scenes are not edited (only resized) and no tweakings were applied to the map generators of the depicted landscapes.
An astounding example of a 'natural sculpture'. (mg v5).
Maternity
An astounding example of a 'natural sculpture'. (mg v5).
Maternity
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To miss the joy is to miss all. Robert Louis Stevenson
- sorcerykid
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Re: Post your screenshots!
This past weekend I managed to recover about 70% of the posts that were lost in the recent server crash. The entire archive can be browsed on GitHub pages at http://sorcerykid.github.io/minetest-forums/
Using a custom awk script, I was able to parse the 400+ cached pages and generate listings of topics (organized by forum) and of posts (sorted by author) for easy reference:
Snapshot of forum statistics from March 19, 2019 (top) vs April 28, 2019 (bottom):
Using a custom awk script, I was able to parse the 400+ cached pages and generate listings of topics (organized by forum) and of posts (sorted by author) for easy reference:
Snapshot of forum statistics from March 19, 2019 (top) vs April 28, 2019 (bottom):
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Re: Post your screenshots!
The Western Coast. 3km in length. The rendered patch in the background is 1sqkm at Origin.
Looking South
Looking North
Looking South
Looking North
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Re: Post your screenshots!
Again looking north, zooming in across the shore from the south.
Looking west from .5km east of Origin. Origin is on the small hill in the center of this area, just above and to the right of the fortress.
Looking west from .5km east of Origin. Origin is on the small hill in the center of this area, just above and to the right of the fortress.
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- voxelproof
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Re: Post your screenshots!
More from MT 5.
The texture pack is Dokucraft.
The texture pack is Dokucraft.
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To miss the joy is to miss all. Robert Louis Stevenson
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Re: Post your screenshots!
Eastern Shore. This is roughly 2km east of Origin, and this stretch is about 2km x .5km.
Looking north along the shore. The volcano is 2.5km distant, at x3000, z3000. The crater is about 300m high, with the peak about 30-40m higher.
And looking across from Origin. The volcano from here is over 4km in the distance.
Looking north along the shore. The volcano is 2.5km distant, at x3000, z3000. The crater is about 300m high, with the peak about 30-40m higher.
And looking across from Origin. The volcano from here is over 4km in the distance.
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- sorcerykid
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Re: Post your screenshots!
This is a repost from March 13, 2019, due to the forum rollback.
The Avatars mod is finally nearing completion! Now patrol points and flee points can be viewed and edited interactively using markers, which are essentially entities with nametags.The benefit of this approach is that patrol points and fleepoints are saved within the mapblock and loaded/unloaded dynamically by the engine. It is also possible to link patrol points into a series so as to form a continuous route.
From the coding side, there is also great deal of versatility afforded. For example, the get_random_trolpoint() or get_direct_trolpoint() functions accept a variety of parameters such as maximum distance, maximum altitude, and maximum rotation delta so that patrol points can be sampled and sorted to find the optimal destination based on the AI's current location and direction. Patrolling itself is engaged via the the set_travel_destination() function, which invokes the custom pathfinder. The AI will follow the calculated route, avoiding obstacles -- even opening doors and climbing ladders automatically as depicted in the animated GIF below!
Here the AI is travelling between designated TrolPoints (the makers are hidden by default, but can be shown with the /mark command). The red and white dots are just pathfinder debugging visuals, of course.
The Avatars mod is finally nearing completion! Now patrol points and flee points can be viewed and edited interactively using markers, which are essentially entities with nametags.The benefit of this approach is that patrol points and fleepoints are saved within the mapblock and loaded/unloaded dynamically by the engine. It is also possible to link patrol points into a series so as to form a continuous route.
From the coding side, there is also great deal of versatility afforded. For example, the get_random_trolpoint() or get_direct_trolpoint() functions accept a variety of parameters such as maximum distance, maximum altitude, and maximum rotation delta so that patrol points can be sampled and sorted to find the optimal destination based on the AI's current location and direction. Patrolling itself is engaged via the the set_travel_destination() function, which invokes the custom pathfinder. The AI will follow the calculated route, avoiding obstacles -- even opening doors and climbing ladders automatically as depicted in the animated GIF below!
Here the AI is travelling between designated TrolPoints (the makers are hidden by default, but can be shown with the /mark command). The red and white dots are just pathfinder debugging visuals, of course.
Re: Post your screenshots!
So I really liked playing around with AiTechEye's Space mod, and I decided to try making my own space modpack.
Here's a gas giant planet
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Re: Post your screenshots!
wip....
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- v-rob
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Re: Post your screenshots!
I've pretty much finished my pull request for a new FormSpec coordinate system. The pull request can be found at https://github.com/minetest/minetest/pull/8524.
Shows all elements affected, with the exception of background for clarity.
An example showing the simplicity of using the new coordinating system to make a complex FormSpec.
These are just examples; the second screenshot is not a browser in Minetest. It's just a mockup!
Some other formspec-related PRs:
Add formspec styling using a style[] tag (#8383)
Better scrollbars (#8507)
FormSpec: support custom size and spacing for slots in list (#7971)
Shows all elements affected, with the exception of background for clarity.
An example showing the simplicity of using the new coordinating system to make a complex FormSpec.
These are just examples; the second screenshot is not a browser in Minetest. It's just a mockup!
Some other formspec-related PRs:
Add formspec styling using a style[] tag (#8383)
Better scrollbars (#8507)
FormSpec: support custom size and spacing for slots in list (#7971)
- texmex
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Re: Post your screenshots!
Good work v-rob. Let’s hope best (formspec replacement) is not made the enemy of good (formspec improvement).
Last edited by texmex on Sun May 12, 2019 11:22, edited 1 time in total.
Re: Post your screenshots!
+1v-rob wrote:I've pretty much finished my pull request for a new FormSpec coordinate system. The pull request can be found at https://github.com/minetest/minetest/pull/8524.
Shows all elements affected, with the exception of background for clarity.
An example showing the simplicity of using the new coordinating system to make a complex FormSpec.
These are just examples; the second screenshot is not a browser in Minetest. It's just a mockup!
Some other formspec-related PRs:
Add formspec styling using a style[] tag (#8383)
Better scrollbars (#8507)
FormSpec: support custom size and spacing for slots in list (#7971)
My YouTube-Site with Minetest-LetsPlays and some of my Servers: Carpathian Ethereal Vanilla Creative MineClone2 --- Discord
- davidthecreator
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Re: Post your screenshots!
+1 for the cheesecake.v-rob wrote:I've pretty much finished my pull request for a new FormSpec coordinate system. The pull request can be found at https://github.com/minetest/minetest/pull/8524.
Shows all elements affected, with the exception of background for clarity.
An example showing the simplicity of using the new coordinating system to make a complex FormSpec.
These are just examples; the second screenshot is not a browser in Minetest. It's just a mockup!
Some other formspec-related PRs:
Add formspec styling using a style[] tag (#8383)
Better scrollbars (#8507)
FormSpec: support custom size and spacing for slots in list (#7971)
- texmex
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- voxelproof
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Re: Post your screenshots!
Fantastic (you can experiment with other tps, I suppose some would add a lot of expression to this apparently very solid and realistic architecture).SB66 wrote:wip....
_______________________________________
The end of MT 5 series.
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To miss the joy is to miss all. Robert Louis Stevenson
Re: Post your screenshots!
These village mods are getting crazier by the second.
☆ unadoomer ☆ :: i'm a teethgrinder
- voxelproof
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Re: Post your screenshots!
Broken Mountain, Raging Earth.
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To miss the joy is to miss all. Robert Louis Stevenson
Re: Post your screenshots!
...
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Re: Post your screenshots!
The following shots show my standard map seed using somewhat standard v7 mapgen parameters. The island on the right is scaled up 8 times in my previous screenshot postings.
Not sure if ecosystems works? When this.....
Can be found in this....
And a birds-eye view of the map....
Not sure if ecosystems works? When this.....
Can be found in this....
And a birds-eye view of the map....
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- voxelproof
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Re: Post your screenshots!
I've realized that jamming several screenshots in one post, when the aesthetic values are at stake, is not good. So from now on, shots taken in MT 5 and posted here to showcase the merits of MT's graphics (and of course those of different texture packs) will appear one by one, rarely and in higher resolutions.
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To miss the joy is to miss all. Robert Louis Stevenson
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