[16px] Ambiguity

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TumeniNodes
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[16px] Ambiguity

by TumeniNodes » Thu Apr 06, 2017 01:20

Image

Download: https://github.com/TumeniNodes/ambiguity_16px/archive/master.zip

Source: https://github.com/TumeniNodes/ambiguity_16px

Ambiguity is simply the default textures from Minetest Game, set to grayscale..., but with some colour left to selected textures to offset the mood.
Just something new and different for you to try, and use once in a while to change things up a bit. It definitely gives a different feel to Minetest.

Leave all wonderful praise and gratitude below :P

I was going to call it 10,000 BC (Before Crayons) but then I decided to leave some colour in.
So then I chose:
* am·bi·gu·i·ty

[ˌambəˈɡyo͞owədē]

NOUN

* a lack of decisiveness or commitment resulting from a failure to make a choice between alternatives:
I hope you enjoy it.
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Re: [16px] Ambiguity

by TumeniNodes » Thu Apr 06, 2017 01:49

I wish I knew if there is some way to set the colour of the sky, from within a texture pack, via some sort of code..., because I would love to have the sky gray, as the blue sorta throws the whole idea/feel off.
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Re: [16px] Ambiguity

by kaeza » Thu Apr 06, 2017 02:41

You can set a per-player textured skybox, but that requires Lua. I don't recall if you can edit the default sky via textures (you can override sun.png and moon.png).
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Re: [16px] Ambiguity

by TumeniNodes » Thu Apr 06, 2017 03:13

kaeza wrote:You can set a per-player textured skybox, but that requires Lua. I don't recall if you can edit the default sky via textures (you can override sun.png and moon.png).


Yep, I have a few sets of textures I use with RBA's skybox mod. That was one of the first things I did when I began with MT : )

There must be some way to make a call to the engine code for the default sky from a bit of code in a TP... just no one has exploited it yet? :P
I know the sky colour is hard coded so not actual textures, just some text to use colour codes

But some script in the TP like "sky = (128,128,128)"
I know there would be more, I'm just giving the best example my unskilled brain can conjour up :D
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Re: [16px] Ambiguity

by TumeniNodes » Thu Apr 06, 2017 23:02

If people show an interest in this, I will continue on by converting as many mods for this as I can, and as time allows me.

Just sayin'
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Re: [16px] Ambiguity

by mahmutelmas06 » Sat Apr 08, 2017 08:23

https://github.com/xeranas/skycolor



Or you can make sky foggy, night or check wheather mods to make fully cloudy
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Re: [16px] Ambiguity

by MineYoshi » Sat Apr 08, 2017 21:46

Making a Black And White gameplay of Minetest with this can be interesting.
Pretty Good +10
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Re: [16px] Ambiguity

by TumeniNodes » Sat Apr 08, 2017 22:38

mahmutelmas06 wrote:https://github.com/xeranas/skycolor



Or you can make sky foggy, night or check wheather mods to make fully cloudy


But that would require the user installs a mod.
It would be nice to be able to do it from within the TP, while retaining then sun, moon, and clouds.

The default sky doesn't stand out as much as it would have, had I chose not to leave some color here and there.
That was actually why I chose to do so.

I have been thinking about adding a hint of color to the water... because it is almost impossible to see.

MineYoshi wrote:Making a Black And White gameplay of Minetest with this can be interesting.
Pretty Good +10


Thank you very much.
I just thought it looked cool.
For some reason I was thinking about old black and white movies and tv... next thing I knew, I was doing this.
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Re: [16px] Ambiguity

by MineYoshi » Sun Apr 09, 2017 00:32

TumeniNodes wrote:
MineYoshi wrote:Making a Black And White gameplay of Minetest with this can be interesting.
Pretty Good +10


Thank you very much.
I just thought it looked cool.
For some reason I was thinking about old black and white movies and tv... next thing I knew, I was doing this.

Well... Maybe we can re-do Charles Chaplin's with this >:D
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Re: [16px] Ambiguity

by PinkCat » Thu Jun 08, 2017 18:53

My friend has now made an upgraded version! He could not have done it without the real one and loves the results. Here is the link to download:
https://cloud.openmailbox.org/index.php ... oFxyTjck4L


PinkCat's Thoughts:

I LOVE Ambiguity! :D
 

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Re: [16px] Ambiguity

by TumeniNodes » Thu Jun 08, 2017 19:28

That's awesome!
Thank you.
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Re: [16px] Ambiguity

by TumeniNodes » Wed Jun 20, 2018 03:21

My brain, is AES256 encrypted, even I don't know wth I'm thinking...
 

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Re: [16px] Ambiguity

by random_geek » Sun Jul 29, 2018 02:07

It should be noted that the same effect can be achieved by adding:
Code: Select all
col.rgb = vec3(col.r * 0.3 + col.g * 0.59 + col.b * 0.11);

on line 200 of client/shaders/nodes_shader/opengl_fragment.glsl, no textures needed. Sorry. :)

The strange multiplication values are to make the result look more natural.
 

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Re: [16px] Ambiguity

by TumeniNodes » Sun Jul 29, 2018 02:14

But, a tp is useful for those who never plan to go into the shaders code, and start making changes. ; )
Most end users are not programmers/coders, try to keep that in mind.
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Re: [16px] Ambiguity

by random_geek » Mon Jul 30, 2018 23:19

TumeniNodes wrote:But, a tp is useful for those who never plan to go into the shaders code, and start making changes. ; )
Most end users are not programmers/coders, try to keep that in mind.


Lol... Adding one line of code is usually easier than installing a texture pack.
 

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Re: [16px] Ambiguity

by TumeniNodes » Tue Jul 31, 2018 02:13

random_geek wrote:Lol... Adding one line of code is usually easier than installing a texture pack.


So, what happens when they do not wish to have b&w textures?
"Just go back into the node shader code and comment it out"
Most end users do not even know what "comment the line out" means.

In the end, it is not easier to add a line of code, to most end users, than it is to install a TP.
In fact, simply telling all end users, "here, just do this with some code", could actually be potentially more dangerous, than to offer up a simple TP, which they can install, and then enable/disable via the menu. as they please.

It is very easy for those who know how to code/program to forget or not even realize that not everyone knows how to do things they do, or even understand what the coder/programmer is saying.
It is commonly seen when a user might ask a question, and then get an answer which, while it will solve their problem, is explained in a manner they do not even understand.
And many, will feel too embarrassed to say they do not understand.

There are a lot of things end users could do by editing code, anywhere throughout MT/MTG..., but if they were able to do it..., then why would they ask? Would they not just go ahead and do it in the first place?

So, not so much of an "lol" situation as you may think.

Editing code, is not something I would randomly throw around toward end users, in general. Especially in order to do something, which is far more in their best interest, done through the offer of a mod, or a texture pack.
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Re: [16px] Ambiguity

by Linuxdirk » Tue Jul 31, 2018 09:44

random_geek wrote:Lol... Adding one line of code is usually easier than installing a texture pack.

Yeah, totally, like, downloading the code, patching the file, installing all build-time dependencies, compiling the code, deinstalling all build-time dependencies, creating a package manager file, and installing via package manager on every new MT version ist totally easier than downloading and copying a folder into another folder that never changes.

So, a minimum of 7 steps every time instead of 2 steps only once ... "easier". Reminds me of this one special "super lightweight" internet browser where the binary is ist a few KiB large - that has nearly 1 GiB as dependencies.
 

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Re: [16px] Ambiguity

by random_geek » Thu Aug 02, 2018 18:20

Linuxdirk wrote:
random_geek wrote:Lol... Adding one line of code is usually easier than installing a texture pack.

Yeah, totally, like, downloading the code, patching the file, installing all build-time dependencies, compiling the code, deinstalling all build-time dependencies, creating a package manager file, and installing via package manager on every new MT version ist totally easier than downloading and copying a folder into another folder that never changes.

So, a minimum of 7 steps every time instead of 2 steps only once ... "easier". Reminds me of this one special "super lightweight" internet browser where the binary is ist a few KiB large - that has nearly 1 GiB as dependencies.


I never meant to start an argument. I understand the reasons for not changing the code, but shader code is compiled on game load and does not require any recompiling of the actual engine. At least on my system.
 

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