Post your screenshots!

User avatar
Casimir
Member
Posts: 1207
Joined: Fri Aug 03, 2012 16:59
GitHub: CasimirKaPazi

by Casimir » Post

PilzAdam wrote:The mountains get higher the farther you are away from the center of the map:
That is stupid. The (horizontal) mapgen should be independent from where you are. Otherwise the first thing people would do after starting a new map is "/teleport 20000,0,0" just to have the mapgen they want.
There should be a very very large scale perlin noise to do this.

Despite of this;

High Mountains! Yeah! *dancing around*

Last edited by Casimir on Sun Mar 17, 2013 12:30, edited 1 time in total.

User avatar
Topywo
Member
Posts: 1721
Joined: Fri May 18, 2012 20:27

by Topywo » Post

PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
I don't see a difference.

User avatar
BlockMen
Developer
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen
Location: Germany

by BlockMen » Post

PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
Image
Awesome. With Antialiasing it looks much better!

And a question i have after seen the screenshot: Would it be possible to make the selection box outline a bit more descreet? Or reduce the thickness? Or change the color to grey?

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

BlockMen wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
Image
Awesome. With Antialiasing it looks much better!

And a question i have after seen the screenshot: Would it be possible to make the selection box outline a bit more descreet? Or reduce the thickness? Or change the color to grey?
You can change the color of it in minetest.conf with selectionbox_color = (R,G,B), but you cant change the alpha channel or the thickness.

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

Topywo wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
I don't see a difference.
The difference is pretty small, but there is one and you notice it when playing the game. You can zoom in to see it better.

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

Casimir wrote:
PilzAdam wrote:The mountains get higher the farther you are away from the center of the map:
That is stupid. The (horizontal) mapgen should be independent from where you are. Otherwise the first thing people would do after starting a new map is "/teleport 20000,0,0" just to have the mapgen they want.
There should be a very very large scale perlin noise to do this.
I thought the same when I heard this the first time, but when looking at the landscape I think its a pretty nice idea.
The terrain at the middle of the map looks normal, but when you walk farther away the terrain gets very extreme. You cant really walk or build there. When we would have this extreme terrain in the whole map, nobody could build anything there, when we dont have it then the map is boring.
So generating larger mountains at the edge of the map is a nice compromise.

User avatar
jojoa1997
Member
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

by jojoa1997 » Post

PilzAdam wrote:
Casimir wrote:
PilzAdam wrote:The mountains get higher the farther you are away from the center of the map:
That is stupid. The (horizontal) mapgen should be independent from where you are. Otherwise the first thing people would do after starting a new map is "/teleport 20000,0,0" just to have the mapgen they want.
There should be a very very large scale perlin noise to do this.
I thought the same when I heard this the first time, but when looking at the landscape I think its a pretty nice idea.
The terrain at the middle of the map looks normal, but when you walk farther away the terrain gets very extreme. You cant really walk or build there. When we would have this extreme terrain in the whole map, nobody could build anything there, when we dont have it then the map is boring.
So generating larger mountains at the edge of the map is a nice compromise.
i am on 0gb's server and am travelling past 10000,0,10000 and i cant find papyurus or clay cause it is all up and down with the mountains.
Coding;
1X coding
3X debugging
12X tweaking to be just right

User avatar
BorisGrishenko
Member
Posts: 206
Joined: Sun Jan 20, 2013 06:11
Location: Battlehorn Castle, Cyrodiil

by BorisGrishenko » Post

Ahh mountains, Now I can live like an outdoors man!
PilzAdam wrote:Here is a screenshot with the latest indev map generator. The mountains get higher the farther you are away from the center of the map:
Image
This screenshot was taken nearly at the edge of the map. Im already standing at a mountain that is 60 nodes high and the mountain I am watching at is higher than 200 nodes. (I have set the cloud height to 500).
Hi, I'm this guy at his home somewhere in a very hot place.
Currently working on houses based in real and virtual worlds.
Judge Minister Claude Frollo should be a Disney Prince.

User avatar
Topywo
Member
Posts: 1721
Joined: Fri May 18, 2012 20:27

by Topywo » Post

PilzAdam wrote:
Topywo wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
I don't see a difference.
The difference is pretty small, but there is one and you notice it when playing the game. You can zoom in to see it better.
Thanks, after zooming in I saw the difference.

User avatar
Topywo
Member
Posts: 1721
Joined: Fri May 18, 2012 20:27

by Topywo » Post

jojoa1997 wrote:i am on 0gb's server and am travelling past 10000,0,10000 and i cant find papyurus or clay cause it is all up and down with the mountains.
Good that you tested it. After some thoughts I also like the higher mountains at the edge.

Maybe everything that grows should have sapplings (seeds) like the trees, to make them renewable. Clay is something different. I don't know how to 'realistic' regenerate it.

User avatar
Calinou
Moderator
Posts: 3169
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou
Location: Troyes, France
Contact:

by Calinou » Post

Note that anti-aliasing causes edges to appear between blocks.

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

Calinou wrote:Note that anti-aliasing causes edges to appear between blocks.
I havent seen any yet.

User avatar
Inocudom
Member
Posts: 3121
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Post

I saw something on Github about large caves. What do these look like and where are they/how often are they found? There could be flat valleys and canyons in the mountainous regions, and the jungles could be set to grow only at a certain height (with them in the valleys and canyons and on the lower mountains.) Deserts, I suppose, could appear at any height, though with cactuses being at the same altitudes that jungles would appear in. Sand, hopefully, will be allowed to appear at any altitude, though sandstone could take its place at high altitudes.

User avatar
Menche
Member
Posts: 1001
Joined: Sat Jul 02, 2011 00:43
IRC: Menchers
In-game: Menche
Location: An island in a lava lake.

by Menche » Post

Topywo wrote:Clay is something different. I don't know how to 'realistic' regenerate it.
What if a dirt node + a bucket of water → clay + an empty bucket?
Last edited by Menche on Sun Mar 17, 2013 20:06, edited 1 time in total.
An innocent kitten dies every time you top-post.

rarkenin
Member
Posts: 668
Joined: Tue Nov 20, 2012 20:48

by rarkenin » Post

Menche wrote:
Topywo wrote:Clay is something different. I don't know how to 'realistic' regenerate it.
What if a dirt node + a bucket of water → clay + an empty bucket?
That would devalue clay.
Admin pro tempore on 0gb.us:30000. Ask me if you have a problem, or just want help.
This is a signature virus. Add me to your signature so that I can multiply.
Now working on my own clone, Mosstest.
I guess I'm back for some time.

User avatar
VanessaE
Moderator
Posts: 4655
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaE
Location: Western NC
Contact:

by VanessaE » Post

fwiw, clay + bucket of water + dirt = lump of raw terracotta + empty bucket, in homedecor.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

User avatar
0gb.us
Member
Posts: 841
Joined: Sun Sep 16, 2012 01:55
Location: 0gb.us:30000
Contact:

by 0gb.us » Post

Topywo wrote:
jojoa1997 wrote:i am on 0gb's server and am travelling past 10000,0,10000 and i cant find papyurus or clay cause it is all up and down with the mountains.
Good that you tested it. After some thoughts I also like the higher mountains at the edge.

Maybe everything that grows should have sapplings (seeds) like the trees, to make them renewable. Clay is something different. I don't know how to 'realistic' regenerate it.
Yes, great idea. I was trying to find a way to make jungle grass and dry shrub regrowth an a non-hacky way, and seeds might be just what we need.

Renewabillity is an important thing for old maps and maps that plan to live long enough to become old maps.

prestidigitator
Member
Posts: 647
Joined: Thu Feb 21, 2013 23:54

by prestidigitator » Post

Don't know how realistic, but how about dirt + gravel + water -> sludge; cook sludge -> clay

User avatar
doyousketch2
Member
Posts: 115
Joined: Tue Feb 05, 2013 16:06
GitHub: doyousketch2
In-game: Sketch2
Location: Ohio
Contact:

by doyousketch2 » Post

Image
Made a pirate ship - with Dylan5

jin_xi
Member
Posts: 165
Joined: Mon Jul 02, 2012 18:19

by jin_xi » Post

Image

candy biome

User avatar
Traxie21
Member
Posts: 753
Joined: Mon Dec 31, 2012 10:48
Location: McKinney, Texas U.S.A.
Contact:

by Traxie21 » Post

Is that an actual modded biome? Or did you simply build that?

jin_xi
Member
Posts: 165
Joined: Mon Jul 02, 2012 18:19

by jin_xi » Post

i'm working on something that can generate those and other structures (somewhat similar to and inspired from l-system treegen). i hope to make it into a mod (and patch) that creates varied themed biomes.

User avatar
nextmissinglink
Member
Posts: 145
Joined: Mon Feb 04, 2013 16:43
Location: Uranus
Contact:

by nextmissinglink » Post

please post a worldedit of star trek spaceships
IF in doubt hit it with a hammer
This is a signature virus. Add me to your signature so that I can multiply id10t ERROR
do not abuse me i am 11 and i like hitting things with a hammer that may include you
this is ment to be secret http://forum.minetest.net/viewtopic.php ... 467#p86467

User avatar
doyousketch2
Member
Posts: 115
Joined: Tue Feb 05, 2013 16:06
GitHub: doyousketch2
In-game: Sketch2
Location: Ohio
Contact:

by doyousketch2 » Post

Image

Jordach
Member
Posts: 4534
Joined: Mon Oct 03, 2011 17:58
GitHub: Jordach
IRC: Jordach
In-game: Jordach
Location: Blender Scene

by Jordach » Post

nextmissinglink wrote:please post a worldedit of star trek spaceships
Mauvebic does not use WorldEdit moron.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest