Post your screenshots!

User avatar
duane
Member
 
Posts: 1571
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: That Lonely Highway

by duane » Sat Mar 09, 2019 05:56

voxelproof wrote:I have a strange presentiment that you didn't build this road manually. How did it come into being? And these nice cuboid caves in your previous post? Is it perhaps a terrain generator feature?


The road is all noise, and extends pretty much everywhere. It's generated the same way Paramat did his roads mod (I think), except that my mapgen produces loads of flat terrain, so I don't have to deal with tunnels or hills. It wouldn't work on any other mapgen, and being noise-based, I get little bugs like this racetrack.

Image

The caves are a noiseless cave system I keep playing with (because 3D noise sucks up so much processor time). I started with spheroids, but they cause problems and don't look very pretty, so I'm leaning toward cubic shapes.

Image

It makes me think of the great machine of the Krell more than caves though.

Image

I still can't get the caves to stay below ground, despite my best efforts, so I keep turning them off.
Attachments
scen4.jpg
(231.3 KiB) Not downloaded yet
scen3.jpg
(279.58 KiB) Not downloaded yet
scen2.jpg
(360.89 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
duane
Member
 
Posts: 1571
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Houses of the Unholy

by duane » Sat Mar 09, 2019 07:04

Athletic training center?

Image

Needs some gardens and a few statues.

Image
Attachments
scen2.jpg
(259.23 KiB) Not downloaded yet
scen1.jpg
(327.94 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
Hybrid Dog
Member
 
Posts: 2718
Joined: Thu Nov 01, 2012 12:46

Re: Post your screenshots!

by Hybrid Dog » Sat Mar 09, 2019 17:00

For the fractured game I implemented caves which use the Weierstraß function as fractal noise.
ImageImageImage
Attachments
2019-03-09-175409_1920x1056_scrot.jpg
(110.4 KiB) Not downloaded yet
2019-03-09-175351_1920x1056_scrot.jpg
(117.18 KiB) Not downloaded yet
2019-03-09-175232_1920x1056_scrot.jpg
(126.64 KiB) Not downloaded yet

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪
 

User avatar
duane
Member
 
Posts: 1571
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Underdark

by duane » Sun Mar 10, 2019 03:45

Honestly, I think I like my flat caves the best. They may not be realistic, and they don't provide vertical access, but they're sure easier to deal with.

Image

----------------

Image

Image
Attachments
scen2.jpg
(331.52 KiB) Not downloaded yet
scen3.jpg
(304.18 KiB) Not downloaded yet
scen4.jpg
(267.51 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
Hume2
Member
 
Posts: 325
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: Post your screenshots!

by Hume2 » Sun Mar 10, 2019 09:17

Wow, I like your caves.
If you lack the reality, go on a trip or find a job.
 

DELTA_FORCE
Member
 
Posts: 131
Joined: Tue Oct 30, 2018 01:26
Location: Somewhere in the Atlantic
IRC: DELTA_FORCE
In-game: DELTA_FORCE

Re: Post your screenshots!

by DELTA_FORCE » Sun Mar 10, 2019 22:19

I am just playing with Blender, and made this for fun: Image
Now I have to make special textures for it, but it shouldn't be too hard :D (please note I know it is far from perfect)!
Attachments
Open_Chest.png
(877.08 KiB) Not downloaded yet
If you don't like something I say, you are too easily offended...
 

DELTA_FORCE
Member
 
Posts: 131
Joined: Tue Oct 30, 2018 01:26
Location: Somewhere in the Atlantic
IRC: DELTA_FORCE
In-game: DELTA_FORCE

Re: Post your screenshots!

by DELTA_FORCE » Mon Mar 11, 2019 23:49

Also, I would LOVE shadows like this in-game. I hope to see this implemented in the future.
Image
FYI I made that in Blender, just as an example. Please don't ask for a non-existent download for a non-existent shader.
Attachments
Shadow_Test.png
(1006.07 KiB) Not downloaded yet
If you don't like something I say, you are too easily offended...
 

User avatar
Wuzzy
Member
 
Posts: 3615
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Something went wrong

by Wuzzy » Tue Mar 12, 2019 02:33

Image
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

User avatar
Wuzzy
Member
 
Posts: 3615
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Developer's screenshot dump

by Wuzzy » Tue Mar 12, 2019 02:42

Image
Image
Image
Image
Image
Image
Image
Image

EDIT:
Image
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

User avatar
voxelproof
Member
 
Posts: 887
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: Post your screenshots!

by voxelproof » Tue Mar 12, 2019 12:57

@ Wuzzy: wonderful images, great gallery. I guess it's mostly MC2 (except Hades). I really like the ambience of your game.

oss:

Image
Attachments
mountain_glory.jpg
(63.55 KiB) Not downloaded yet
Game is the essence of life; therefore every good game makes life better.
 

User avatar
sorcerykid
Member
 
Posts: 1061
Joined: Fri Aug 26, 2016 15:36
Location: Illinois, USA
GitHub: sorcerykid
In-game: Nemo

Re: Post your screenshots!

by sorcerykid » Sat May 04, 2019 04:34

This is a repost from March 17, 2019, due to the forum rollback.

Hybrid Dog wrote:
sorcerykid wrote: Profiles allow users to build a personalized homepage, to describe themselves, their interests, etc. with access to the complete Bedrock Markup Language (also used in the signs_rx mod) -- which has been extended to with support for embedded images, hyperlinks, and dynamic variables.


This makes me think that a mod which converts markdown to a formspec could be a good idea, markdown is well-known and even readable as source after all.


I'd considered few different markup standards, including HTML and markdown. However, markdown would not suffice since formspecs do not support headings, subheadings, bold text, italic text, or underlined text which are integral to markdown. Likewise, the specification does not account whatsoever for colored text, bordered text, tab stops, pagination, paragraph spacing, etc.

HTML seemed like a better candidate, but it would have required a far more sophisticated parser, which was overkill for basic layout and formatting of signs. BBCode was a happy medium, and mostly inspired the Bedrock Markup Language syntax, albeit with simpler tags tailored for Minetest. Currently, the entire parser and renderer is a mere 270 lines, so it benefits from being economical and extensible.

Here's an example of a few signs from the JT2 server. I imagine it would be difficult to recreate these with just markdown alone.

Image

Image

Image
 

User avatar
Walker
Member
 
Posts: 377
Joined: Tue Oct 03, 2017 09:22
In-game: Walker

Re: Post your screenshots!

by Walker » Sat May 04, 2019 10:49

It was created in Let's Play ^^

German-Carpathian-server:
Image
Attachments
screenshot_20190504_123946.png
(736.14 KiB) Not downloaded yet
 

User avatar
voxelproof
Member
 
Posts: 887
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: Post your screenshots!

by voxelproof » Sat May 04, 2019 11:09

"Reflexion Hill" from "Raging Earth" tweaking of Valleys.

The name of this tweaking stems from the fact that its terrain is probably the most dangerous and treacherous one I've encountered so far. I lost several in-game characters because of sudden unexpected downcasts, hidden pits and precipices emerging from behind dense vegetation. Its mountains, albeit usually well below 1000 nodes high are hardly passable, and long stretches of calm and even flatlands and mild slopes put player's vigilance to sleep. Definitely an option for hardcore explorers only. No "floating rocks" makes the overall ambience very immersive and the landscapes are believable with considerably reduced "chunkiness" of rocky features.

Image
Attachments
Reflexion_Hill.jpg
(64.3 KiB) Not downloaded yet
Game is the essence of life; therefore every good game makes life better.
 

User avatar
TumeniNodes
Member
 
Posts: 2826
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: Post your screenshots!

by TumeniNodes » Sat May 04, 2019 17:11

voxelproof wrote:"Reflexion Hill" from "Raging Earth" tweaking of Valleys.

The name of this tweaking stems from the fact that its terrain is probably the most dangerous and treacherous one I've encountered so far. I lost several in-game characters because of sudden unexpected downcasts, hidden pits and precipices emerging from behind dense vegetation. Its mountains, albeit usually well below 1000 nodes high are hardly passable, and long stretches of calm and even flatlands and mild slopes put player's vigilance to sleep. Definitely an option for hardcore explorers only. No "floating rocks" makes the overall ambience very immersive and the landscapes are believable with considerably reduced "chunkiness" of rocky features.


Can you post the tweaks somewhere?
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
voxelproof
Member
 
Posts: 887
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: Post your screenshots!

by voxelproof » Sat May 04, 2019 20:14

TumeniNodes wrote:
Can you post the tweaks somewhere?


This is 'work in progress', however at this stage I can assume that I've probably made the best what I could, so yes, the tweaking is posted here.

The terrain in its lower parts looks awesome, the hills are perfect as shown in screenshots below; however mountains are still a little too 'smooth' and need some noise. As far as I figured out Valleys mg probably doesn't feature 'noise' parameter for terrain, so I think the only way to improve the landscapes and make them look more realistic is by adding more micro-caves to 'scrape' mountain slopes.

Image

Image

Image

"Raging Earth":

Code: Select all
mgvalleys_np_terrain_height = {
   flags = defaults
   lacunarity = 1
   offset = -10
   scale = 500
   spread = (8192,8192,128)
   seed = 12446
   octaves = 6
   persistence = 0.45
}
mgvalleys_np_inter_valley_slope = {
   flags = defaults
   lacunarity = 6
   offset = 0.5
   scale = 0.1
   spread = (4096,8192,4096)
   seed = 746
   octaves = 1
   persistence = 1
}
mgvalleys_np_inter_valley_fill = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1
   spread = (1024,1024,1024)
   seed = 1993
   octaves = 6
   persistence = 0.8
}
mgvalleys_np_filler_depth = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 0.5
   spread = (1024,256,1024)
   seed = 1605
   octaves = 3
   persistence = 0.5
}
mgvalleys_np_massive_caves = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1
   spread = (512,256,256)
   seed = 59033
   octaves = 6
   persistence = 0.63
}
mgvalleys_np_cave2 = {
   flags = defaults
   lacunarity = 5
   offset = 0
   scale = 13
   spread = (67,67,67)
   seed = 10325
   octaves = 3
   persistence = 0.5
}
mgvalleys_np_cave1 = {
   flags = defaults
   lacunarity = 5
   offset = 0
   scale = 13
   spread = (61,61,61)
   seed = 52534
   octaves = 3
   persistence = 0.3
}
mgvalleys_cave_width = 0.01
mgvalleys_river_size = 2
mg_flags = caves, dungeons, light, decorations
chunksize = 5
mgvalleys_lava_features = 0
mg_name = valleys
mapgen_limit = 31000
water_level = 1
seed = ***************************
mgvalleys_np_rivers = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1
   spread = (256,256,256)
   seed = -6050
   octaves = 5
   persistence = 0.6
}
mg_biome_np_heat = {
   flags = defaults
   lacunarity = 2
   offset = 50
   scale = 50
   spread = (1000,1000,1000)
   seed = 5349
   octaves = 3
   persistence = 0.5
}
mgvalleys_water_features = 0
mg_biome_np_heat_blend = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1.5
   spread = (8,8,8)
   seed = 13
   octaves = 2
   persistence = 1
}
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_humidity_blend = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1.5
   spread = (8,8,8)
   seed = 90003
   octaves = 2
   persistence = 1
}
mgvalleys_spflags = altitude_chill, humid_rivers
mgvalleys_np_valley_depth = {
   flags = defaults
   lacunarity = 3
   offset = 5
   scale = 6
   spread = (512,512,512)
   seed = -1914
   octaves = 1
   persistence = 5
}
mgvalleys_altitude_chill = 90
mgvalleys_np_valley_profile = {
   flags = defaults
   lacunarity = 2
   offset = 0.6
   scale = 0.5
   spread = (2048,2048,1024)
   seed = 777
   octaves = 1
   persistence = 1
}
mgvalleys_large_cave_depth = -33
mgvalleys_massive_cave_depth = -256
mgvalleys_river_depth = 5
[end_of_params]
Attachments
desert3.jpg
(64.07 KiB) Not downloaded yet
desert2.jpg
(63.71 KiB) Not downloaded yet
desert.jpg
(64.87 KiB) Not downloaded yet
Game is the essence of life; therefore every good game makes life better.
 

User avatar
voxelproof
Member
 
Posts: 887
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: Post your screenshots!

by voxelproof » Sun May 05, 2019 06:16

An example of a montainous terrain in "Raging Earth". Here you can see why it's so challenging and also you can recognize the somewhat unnatural smoothness of the slopes which however can be easily improved by adding noise.

Image
Attachments
raging_earth7.jpg
(64.78 KiB) Not downloaded yet
Game is the essence of life; therefore every good game makes life better.
 

User avatar
Phoenixflo44
Member
 
Posts: 636
Joined: Fri Jul 28, 2017 15:01
Location: Behind my PC, in Germany
In-game: Phoenixflo44

Re: Post your screenshots!

by Phoenixflo44 » Sun May 05, 2019 17:20

Image
screenshot_20190323_135036.jpg
(706.54 KiB) Not downloaded yet
Image
screenshot_20190323_135024.jpg
(880.46 KiB) Not downloaded yet
+ Spoiler
 

User avatar
sorcerykid
Member
 
Posts: 1061
Joined: Fri Aug 26, 2016 15:36
Location: Illinois, USA
GitHub: sorcerykid
In-game: Nemo

Re: Post your screenshots!

by sorcerykid » Mon May 06, 2019 02:16

This is a repost from April 26, 2019, due to the forum rollback.

talamh wrote: My giant Sam on just test has resisted many a determined greifer - they try to pour water or lava - like I'd build a Sam without placing a city protector to stop that happening pfff, you need to try harder. Trying to steal the wool blocks? They are all protected, do your worst!


LOL! That's crazy talamh. As they always say, it's important to have a good house on your shoulders :P

It doesn't seem possible that just test came back online almost exactly two years ago. Here's a screencap from April 17, 2017 at 2:30am. I was one of the first players to log in, right after maikerumine announced the relaunch. Gotta love lag's "welcome" message!

Image

This is spawn as it was in the spring of 2017:

Image

And this is spawn (aka Tring Square) as of yesterday:

Image

To commemorate the anniversary, I completed construction of a city hall on the site where the first picture was taken. It's the darkly clad International style skyscraper on the far right (an homage to Daley Plaza in Chicago), which I thought was fitting for the minimalist nature of just test server :)

Fun fact: Despite its simple appearance, the City Hall was a very costly project -- requiring over 1200 bones, due to the glass for the curtain wall as well the tiled flooring of the lobby.
 

User avatar
SB66
Member
 
Posts: 111
Joined: Sat May 17, 2014 17:50

Re: Post your screenshots!

by SB66 » Mon May 06, 2019 16:37

Repost.....


Image
Attachments
screenshot_20190317_205529.jpg
(123.72 KiB) Not downloaded yet
 

User avatar
SB66
Member
 
Posts: 111
Joined: Sat May 17, 2014 17:50
 

User avatar
Hugues Ross
Member
 
Posts: 33
Joined: Mon May 06, 2019 22:52
GitHub: Df458

Re: Post your screenshots!

by Hugues Ross » Mon May 06, 2019 23:05

Found a really nice natural arch in my test world:
Image
 

User avatar
Dokimi
Member
 
Posts: 146
Joined: Mon Sep 19, 2016 03:52
GitHub: DokimiCU

Re: Post your screenshots!

by Dokimi » Tue May 07, 2019 06:05

Image
Attachments
mgt_portal.jpg
(108.17 KiB) Not downloaded yet
 

Pokecat
Member
 
Posts: 11
Joined: Tue Jan 09, 2018 00:53

Re: Post your screenshots!

by Pokecat » Tue May 07, 2019 06:45

This is 90% of the map.
Image
Attachments
Screenshot_20190507-012909.png
(753.04 KiB) Not downloaded yet
 

User avatar
voxelproof
Member
 
Posts: 887
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: Post your screenshots!

by voxelproof » Tue May 07, 2019 09:54

SB66 wrote:Repost.....


Image


And I restate that this is possibly one of the finest if not the nicest piece of voxel landscape art in Minetest so far :)

oss:

An example of typical terrain in "Raging Earth" - this screenshot actually shows calm, rolling hills and the "raging" features (which are the characteristic rocky culminations) can be seen only in the far background.

Image

@Hugues Ross: great, tasty and very nice eye-candy and a very aesthetically pleasing shot.
Attachments
raging_earth3.jpg
(64.55 KiB) Not downloaded yet
Game is the essence of life; therefore every good game makes life better.
 

ShadMOrdre
Member
 
Posts: 521
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: Post your screenshots!

by ShadMOrdre » Tue May 07, 2019 16:40

Scenes from lib_materials / lib_ecology based worlds. Testing the addition of Aoteara, Australia, XOcean, and nsspf mods.

Image
Image
Image
Attachments
screenshot_20190429_013918.jpg
(314.16 KiB) Not downloaded yet
screenshot_20190429_013635.jpg
(290.68 KiB) Not downloaded yet
screenshot_20190427_230733.jpg
(375.85 KiB) Not downloaded yet
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

PreviousNext

Return to General Discussion



Who is online

Users browsing this forum: No registered users and 3 guests