Post your screenshots!
- duane
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Re: Post your screenshots!
For my next silly trick, I decided to make an underworld with a 4:1 horizontal correspondence to the surface world -- similar to the nether, but without all the annoying fire and brimstone. At the moment, I use a chat command to teleport between the corresponding points. It's a bit like walking around on a map of the world.
This is hard to convey in a screenshot, but here's an attempt.
Space:
Hyperspace:
I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.
This is hard to convey in a screenshot, but here's an attempt.
Space:
Hyperspace:
I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.
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- texmex
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Re: Post your screenshots!
That’s brilliant, duane! Is there code coming out? :)
- davidthecreator
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Re: Post your screenshots!
Is that a skeleton T-Posing?duane wrote:For my next silly trick, I decided to make an underworld with a 4:1 horizontal correspondence to the surface world -- similar to the nether, but without all the annoying fire and brimstone. At the moment, I use a chat command to teleport between the corresponding points. It's a bit like walking around on a map of the world.
This is hard to convey in a screenshot, but here's an attempt.
Space:I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.Spoiler
Hyperspace:
- Hume2
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Re: The Brown Streak
Ah, cool!duane wrote: Line of sight teleporter.
If you lack the reality, go on a trip or find a job.
- The Pioneer
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Re: Post your screenshots!
My Sea Tower, still under construction, created and viewable on VanessaE's Dreambuilder Creative Server.
It has a rooftop pool at the 65th floor, which is about 360 m above the sea level (The Tower itself is about 640 m tall, making it taller than Tokyo Sky Tree, the tallest structure in my country).
Other images are available at my fan wiki for the Japanese Minetest players. Or you can simply pay a visit on VanessaE's server :)
The Wiki Page (in Japanese)
It has a rooftop pool at the 65th floor, which is about 360 m above the sea level (The Tower itself is about 640 m tall, making it taller than Tokyo Sky Tree, the tallest structure in my country).
Other images are available at my fan wiki for the Japanese Minetest players. Or you can simply pay a visit on VanessaE's server :)
The Wiki Page (in Japanese)
Re: Post your screenshots!
Your work interests me and even it is a fork, it's more the operation that interests me. Do you have a link to test your change?sorcerykid wrote:Here's a sneak peak of Ratio Workspace, the most advanced formspec editor for Minetest. The following screencaps depict the latest fully-working prototype now in testing.
No more messing around with Minetest's awkward coordinate system. Ratio is a full featured IDE that works in conjunction with Scarlet Formspec Preprocessor, providing all the tools needed to design forms from the ground up without a single line of code!
Customizable rulers, guides, and grids ensure that every element is exactly where you expect it to be. And best of all you can input arithmetic formulas for any measurements -- including variables for standard padding and spacing.
Having trouble recalling which colors and textures to use? No worry, there are interactive color and texture pickers for this purpose!
Placement, alignment, distribution and ordering of elements is a breeze. And there is support for layers, so elements can be organized into groups for easier manipulation.
Projects can be saved in json format, and also exported as quoted strings for insertion directly into your Lua scripts.
Ratio Workspace has been an ongoing project of mine for the past couple months and is finally nearing completion at almost 2,500 lines of code. The anticipated release is early next week :)
- duane
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Re: Post your screenshots!
WTH! That guy keeps photobombing me.davidthecreator wrote:Is that a skeleton T-Posing?
There's not really much code involved. I just changed the noise spread values and ran the same mapgen in a different spot. Of course it's useless for the stock mapgens, but I suspect it would be easy to do with any of the realms mapgens, since the code to duplicate them is already there. I don't know how well it would work with 3D noise-based terrain.texmex wrote:That’s brilliant, duane! Is there code coming out? :)
A world in (even more) miniature -- this time, 8:1 scale:
------------------------------------
@The Pioneer, nice work!
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- voxelproof
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Re: Post your screenshots!
Rugged Polarity Game. Make it from -7800 to the top at 11300 in highly challenging terrain. Award awaits, and it's a great feeling of true relief :)) I bet this game can crush any mild low mood. Its design is based on some not verified scientifically psychological theories, so be careful when trying it by yourself -- I'm only a self-appointed psychologist ;)
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To miss the joy is to miss all. Robert Louis Stevenson
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Re: Post your screenshots!
Was gonna post some maps. Can't directly link to github images anymore. That's gonna suck.
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- duane
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Re: Post your screenshots!
ShadMOrdre wrote:Can't directly link to github images anymore.
I can. Are you sure it's not some other issue?
----------------------------------------------------------------
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- texmex
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Re: Post your screenshots!
Strict content blocking in Firefox or privacy addon is a common issue.duane wrote:Are you sure it's not some other issue?
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Re: Post your screenshots!
duane,
Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.
This link works:
This link does not work:
In an effort to speed up the page load time, map images are moved within a spoiler.
Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.
This link works:
Code: Select all
https://raw.githubusercontent.com/ShadMOrdre/Minetest_Maps/master/Terraria_v7.jpg
Code: Select all
https://github.com/ShadMOrdre/Minetest_Maps/blob/master/Terraria_v7.jpg
Spoiler
You scaled down. I scaled up.
My dev world, mgv7, scaled up by 2. Image dimensions -2400 0 -2400 2400 240 2400. 9sqm.
My dev world, mgv7, scaled up by 8. Image dimensions -6400 0 -6400 6400 240 6400. 64sqm.
A carpathian map. Image dimensions -3200 0 -3200 3200 240 3200. 16sqm.
My dev world, mgv7, scaled up by 2. Image dimensions -2400 0 -2400 2400 240 2400. 9sqm.
My dev world, mgv7, scaled up by 8. Image dimensions -6400 0 -6400 6400 240 6400. 64sqm.
A carpathian map. Image dimensions -3200 0 -3200 3200 240 3200. 16sqm.
Last edited by ShadMOrdre on Wed Jun 26, 2019 06:35, edited 1 time in total.
- texmex
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Re: Post your screenshots!
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- duane
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Re: Post your screenshots!
That's strange. Even after I log out of everything and clear my browser, the image still shows up for me. /shrugShadMOrdre wrote:Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.
--------------------------------------------------------
Making mini-worlds doesn't work nearly as well with 3d-noise-based mapgens. I got this simplified version of valleys (lua) to run as a layer, but it would take at least eight chunks of 3d noise per chunk of mini to make it work. /sigh The more complex a mapgen is, the less flexible it is.
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Re: Post your screenshots!
duane,
My bad. Your skeleton back looked more like that little image that pops up for dead links. Turns out, github is still fine for hosting large images, 25MB limit on all files on github.
Thanks for making me look into it a little more.... :)
OSS: This image inspires game ideas.
My bad. Your skeleton back looked more like that little image that pops up for dead links. Turns out, github is still fine for hosting large images, 25MB limit on all files on github.
Thanks for making me look into it a little more.... :)
OSS: This image inspires game ideas.
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- duane
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The Pillars of the Earth
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- v-rob
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Re: Post your screenshots!
Those are very interesting and nice, Duane. Looks fun to play around in. Hope you release that.
- duane
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Re: Post your screenshots!
The source code is on github. Pillars start at 4640 altitude. It's going to be a major pain to find anything that grows on the shore, since there isn't much. Lots of bridge-building though.v-rob wrote:Those are very interesting and nice, Duane. Looks fun to play around in. Hope you release that.
I'm trying to combine it with the other mapgens, but it's hard to find a place for them.
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- duane
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Re: Post your screenshots!
Some mapgens were not meant to coexist. (And why is valleys so freaking high?)
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Re: Post your screenshots!
duane,
What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.
You could alternately opt to make them into floatlands, appearing in the sky, and maybe biome based generated.
OSS:
Psilibin Acres - Homes Now Available...
What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.
You could alternately opt to make them into floatlands, appearing in the sky, and maybe biome based generated.
OSS:
Psilibin Acres - Homes Now Available...
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Re: Post your screenshots!
Survival X.
My mine:
And the miner:
My mine:
And the miner:
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- duane
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Re: Post your screenshots!
That's how it's done. The trick is finding a place where it isn't swamped by the existing terrain. I settled on putting it in very deep water, since I think it looks best in the water, and large stretches of open water bore me.ShadMOrdre wrote:What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.
The mapgen I'm using works a bit like Kilarin's brilliant, Realms, with modular mapgens that I can place on any part of the map. I managed to break out terrain, roads/ruins, planets, biomes, and caves into separate objects inheriting from the main mapgen. The pillars module just creates a heightmap and lets the main mapgen place terrain from it. This works really well with vertical layers, but horizontal placement could use some kind of blend. It's probably more complicated than it needs to be.
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Re: Post your screenshots!
Those pillars look like they'd make good mesas in a desert setting. I do like the "coastal" cliff look where you spawn them in water. Could you spawn them depending on the biome?
An another note, your segmented horizontal layer, combined with kilarins' vertical layers would allow to create some amazing spaces. In a game, I really can't see anyone walking 60+km over an entire world. However, in most games, I've walked far further in the various little "spaces" in which various game scenes play out. Rather than provide a game with such a large world to explore, it just might be easier to tell a game story in multiple scenes, where world spaces are divided into game spaces, and the story progresses from space to space. I think it'd be easier to better define smaller spaces, giving them a richer depth, than to do so over an entire 3600sqkm area. Combined with a settable skybox, there is room for amazing customization.
Most players probably don't play with a view distance greater than about 120m. This means that spaces could be as small as 2 to 4sqkm horizontally, 2000m vertically, and provide hundreds, if not thousands of individual scene spaces that game devs could work within. Games can reallistically be played out in as little as 3 or 4 scenes, depending on the depth of the game involved.
OSS:
An another note, your segmented horizontal layer, combined with kilarins' vertical layers would allow to create some amazing spaces. In a game, I really can't see anyone walking 60+km over an entire world. However, in most games, I've walked far further in the various little "spaces" in which various game scenes play out. Rather than provide a game with such a large world to explore, it just might be easier to tell a game story in multiple scenes, where world spaces are divided into game spaces, and the story progresses from space to space. I think it'd be easier to better define smaller spaces, giving them a richer depth, than to do so over an entire 3600sqkm area. Combined with a settable skybox, there is room for amazing customization.
Most players probably don't play with a view distance greater than about 120m. This means that spaces could be as small as 2 to 4sqkm horizontally, 2000m vertically, and provide hundreds, if not thousands of individual scene spaces that game devs could work within. Games can reallistically be played out in as little as 3 or 4 scenes, depending on the depth of the game involved.
OSS:
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Re: Post your screenshots!
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