[WIP] Undergrowth [GitHub]

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sun Sep 15, 2013 17:03

Evergreen wrote:[spoiler=Testing some stalactites (not generated naturally):]
http://i.imgur.com/M1ZEfpg.png
[/spoiler]

[spoiler=Also some pebbles: (generated naturally, also need a better nodebox)]
http://i.imgur.com/ST3r4b9.png
[/spoiler]
Do either of you know how to make the stalactites only be placeable on the ceiling? "attatched_node = 1" only does it with the ground.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Sun Sep 15, 2013 17:07

Sokomine wrote:The pebbles remind me a bit of mole hills. Would love to see those in the world from time to time! Hope this mod continues to develop. Bushes the size somewhere between the strawberry bushes and trees would be great.


Mole hills is a good idea. :)

Noob 4 life!
My stuff
 

User avatar
Zeg9
Member
 
Posts: 608
Joined: Fri Sep 21, 2012 11:02

by Zeg9 » Sun Sep 15, 2013 17:17

Looking forward to try this mod :D
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Sun Sep 15, 2013 17:18

Evergreen wrote:Do either of you know how to make the stalactites only be placeable on the ceiling? "attatched_node = 1" only does it with the ground.


I'd use:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
paramtype2 = "wallmounted"

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
on_place

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:stone" then

or something similar

Noob 4 life!
My stuff
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sun Sep 15, 2013 17:26

Mossmanikin wrote:
Evergreen wrote:Do either of you know how to make the stalactites only be placeable on the ceiling? "attatched_node = 1" only does it with the ground.


I'd use:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
paramtype2 = "wallmounted"

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
on_place

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:stone" then

or something similar
Okay, in that case then where would I put this code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:air" then
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Sun Sep 15, 2013 17:28

Neuromancer wrote:I'm thinking of changing the nodeboxes on the bushes from the nodebox that looks like plantlike X, to the parallel || nodebox that Mossmanikin gave me to start with. Then maybe forcing the branches to angle down into the center node by using facedir. Would make the branches look less random, but I'm not sure that's a good thing. I do like the uneven heights of the leaf nodes.


How about a hollow cube without bottom and top?

Noob 4 life!
My stuff
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Sun Sep 15, 2013 17:38

Evergreen wrote:Okay, in that case then where would I put this code


Looks like isn't as simple as I thought, or at least doesn't work like that. :D

Going to see if I can find an answer, 'cause I'd really like to know now too.

Noob 4 life!
My stuff
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sun Sep 15, 2013 17:40

Mossmanikin wrote:
Evergreen wrote:Okay, in that case then where would I put this code


Looks like isn't as simple as I thought, or at least doesn't work like that. :D

Going to see if I can find an answer, 'cause I'd really like to know now too.
The wall mount works, butit allows you to palce it on all sides. On another note, the way the mapgen is going to work for stalactites is it is going to look for a 2 block space beneath a stone block. The only problem is that I have no idea how to do that. :P
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Sun Sep 15, 2013 17:49

Evergreen wrote:The wall mount works, butit allows you to palce it on all sides. On another note, the way the mapgen is going to work for stalactites is it is going to look for a 2 block space beneath a stone block. The only problem is that I have no idea how to do that. :P


Except for simply copying some code and changing some node names I never really looked into mapgen.
Since this mod will have plants_lib as dependency anyway, we could "abuse" it for stalactites...

Noob 4 life!
My stuff
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sun Sep 15, 2013 17:52

Mossmanikin wrote:
Evergreen wrote:The wall mount works, butit allows you to palce it on all sides. On another note, the way the mapgen is going to work for stalactites is it is going to look for a 2 block space beneath a stone block. The only problem is that I have no idea how to do that. :P


Except for simply copying some code and changing some node names I never really looked into mapgen.
Since this mod will have plants_lib as dependency anyway, we could "abuse" it for stalactites...
I'm using "true" mapgen not plants lib for this. I just don't like having dependencies if possible, and the default way of doing it is faster anyway.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
LionsDen
Member
 
Posts: 525
Joined: Thu Jun 06, 2013 03:19

by LionsDen » Sun Sep 15, 2013 18:05

Evergreen wrote:
Neuromancer wrote:
Evergreen wrote:[spoiler=Testing some stalactites (not generated naturally):]
http://i.imgur.com/M1ZEfpg.png
[/spoiler]

[spoiler=Also some pebbles: (generated naturally, also need a better nodebox)]
http://i.imgur.com/ST3r4b9.png
[/spoiler]

Stalactites look cool! But if you have Stalactites, you gotta have stalagmites. Just flip what you have and make them come out of the floor.
Well, of course. The only problem is that I am too lazy, and don't want to take the time to flip the nodeboxes.


You wouldn't need to flip the node boxes I am guessing. I think you can use wallmounted or something that uses the param2 as a facedir and it would flip the box any way needed. Then you just need to add code to make sure they aren't placed on the sides of walls and such.
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sun Sep 15, 2013 18:08

LionsDen wrote:
Evergreen wrote:
Neuromancer wrote:Stalactites look cool! But if you have Stalactites, you gotta have stalagmites. Just flip what you have and make them come out of the floor.
Well, of course. The only problem is that I am too lazy, and don't want to take the time to flip the nodeboxes.


You wouldn't need to flip the node boxes I am guessing. I think you can use wallmounted or something that uses the param2 as a facedir and it would flip the box any way needed. Then you just need to add code to make sure they aren't placed on the sides of walls and such.
Good idea, that's what I'll do.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Sun Sep 15, 2013 23:46

[spoiler=Pebbles/rocks]
Image

Code for nodeboxes: pebble.zip
[/spoiler]

Noob 4 life!
My stuff
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Sun Sep 15, 2013 23:59

Mossmanikin wrote:[spoiler=Pebbles/rocks]
https://dl.dropboxusercontent.com/s/1e55sm36p9ulamw/screenshot_27160308.png

Code for nodeboxes: pebble.zip
[/spoiler]
Thank you Mossmanikin! Now I'll continue to work on the mapgen code.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Mon Sep 16, 2013 00:50

Evergreen wrote:Thank you Mossmanikin! Now I'll continue to work on the mapgen code.


You're welcome. :)


@ Evergreen & Neuromancer:

Since this mod is about a lot more than plants, I'm not really satisfied with the name "Undergrowth" anymore.
What do you think? Should we change it? And if so: any suggestions?

Noob 4 life!
My stuff
 

User avatar
Neuromancer
Member
 
Posts: 793
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Mon Sep 16, 2013 01:08

Mossmanikin wrote:
Evergreen wrote:Thank you Mossmanikin! Now I'll continue to work on the mapgen code.


You're welcome. :)


@ Evergreen & Neuromancer:

Since this mod is about a lot more than plants, I'm not really satisfied with the name "Undergrowth" anymore.
What do you think? Should we change it? And if so: any suggestions?

To be honest, I think this should be a modpack. Containing a bunch of separate mods. There's just too much here, and I'm not sure I want to put all of it in my game, I have to evaluate each sub mod and see how it impacts performance. The same way I think other people will want just some of the parts. I have no choice to split things out because performance on Immersive Fun has just really gotten bad as I have added all sorts of cool Mod's. To the point where I had to rip out most trees in More Trees, and still performance makes the game barely playable.

Bushes, Rocks, stalagmites/Stalagtites, Forest floor (roots, sticks, rotting logs, leaves, seedlings & saplings, patchy grass & dirt nodes). Rocks look awesome!
Last edited by Neuromancer on Mon Sep 16, 2013 01:50, edited 1 time in total.
 

User avatar
Neuromancer
Member
 
Posts: 793
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Mon Sep 16, 2013 01:28

Here's the way improved bushes Mod:

Fixed orientation of branches.
Totally improved look of branch nodeboxes.

https://www.dropbox.com/s/whs1owp458e9agf/bushes20130915.zip
Last edited by Neuromancer on Mon Sep 16, 2013 01:29, edited 1 time in total.
 

User avatar
Neuromancer
Member
 
Posts: 793
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Mon Sep 16, 2013 01:51

Mossmanikin wrote:[spoiler=Pebbles/rocks]
https://dl.dropboxusercontent.com/s/1e55sm36p9ulamw/screenshot_27160308.png

Code for nodeboxes: pebble.zip
[/spoiler]

These rocks look awesome, but shouldn't rocks be half buried in the dirt?
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Mon Sep 16, 2013 04:51

Neuromancer wrote:To be honest, I think this should be a modpack.


Yeah, thought about that too. Let's make a modpack out of this.

Neuromancer wrote:Here's the way improved bushes Mod:

Fixed orientation of branches.
Totally improved look of branch nodeboxes.

https://www.dropbox.com/s/whs1owp458e9agf/bushes20130915.zip


I think sequoia leaves are a good choice.
Earlier you said

Neuromancer wrote:make the bushes look less blocky by breaking leaf nodeboxes into 8 boxes, and randomly picking only a few of the 1/8 size boxes to be populated with leaves


maybe something like that would look really nice, since the bushes are quite small.

Neuromancer wrote:These rocks look awesome, but shouldn't rocks be half buried in the dirt?


Not necessarily, but maybe it's worth a try.

Noob 4 life!
My stuff
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Mon Sep 16, 2013 05:27

[spoiler=dry leaves test]
Image
Image
[/spoiler]
Last edited by Mossmanikin on Mon Sep 16, 2013 07:37, edited 1 time in total.

Noob 4 life!
My stuff
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Mon Sep 16, 2013 10:19

Those look great! If you want to get fancy, you might want to have some kind of smooth transition between normal grass and regular grass, like minecraft does.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Neuromancer
Member
 
Posts: 793
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Mon Sep 16, 2013 11:41

Evergreen wrote:
Those look great! If you want to get fancy, you might want to have some kind of smooth transition between normal grass and regular grass, like minecraft does.

You are totally on the right path with the dried leaves, however I agree with Evergreen, the transition needs to be smoother next to all grass nodes. I would do that by adding 1 extra node that is 3/4 grass and 1/4 dirt/leaves like you had earlier.
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Mon Sep 16, 2013 21:27

Evergreen wrote:Those look great! If you want to get fancy, you might want to have some kind of smooth transition between normal grass and regular grass, like minecraft does.


Neuromancer wrote:You are totally on the right path with the dried leaves, however I agree with Evergreen, the transition needs to be smoother next to all grass nodes. I would do that by adding 1 extra node that is 3/4 grass and 1/4 dirt/leaves like you had earlier.


Thanks. :)
You're right about the transition, I'm not satisfied with these hard edges either.

[spoiler=EDIT: Some pixx of smoother transition and how it looks when generated]
Smoother transition:
Image
Generated in jungle:
Image
With ferns, grasses and tiny trees:
Image
[/spoiler]
Last edited by Mossmanikin on Tue Sep 17, 2013 09:59, edited 1 time in total.

Noob 4 life!
My stuff
 

User avatar
Neuromancer
Member
 
Posts: 793
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Tue Sep 17, 2013 17:38

Mossmanikin wrote:[spoiler=EDIT: Some pixx of smoother transition and how it looks when generated]
Smoother transition:
https://dl.dropboxusercontent.com/s/xl16g23tdzy2aq7/screenshot_119604695.png
Generated in jungle:
https://dl.dropboxusercontent.com/s/yoyn56nyuiwn3bx/screenshot_146413953.png
With ferns, grasses and tiny trees:
https://dl.dropboxusercontent.com/s/s0v1fk0gev6jlfn/screenshot_146528783.png
[/spoiler]

Utterly beautiful!! When can I add this to our Immersive Fun game? Do you have to write the code yet? Minecraft will never be able to catch up with you!
Last edited by Neuromancer on Tue Sep 17, 2013 17:43, edited 1 time in total.
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Tue Sep 17, 2013 18:41

Neuromancer wrote:
Mossmanikin wrote:[spoiler=EDIT: Some pixx of smoother transition and how it looks when generated]
Smoother transition:
https://dl.dropboxusercontent.com/s/xl16g23tdzy2aq7/screenshot_119604695.png
Generated in jungle:
https://dl.dropboxusercontent.com/s/yoyn56nyuiwn3bx/screenshot_146413953.png
With ferns, grasses and tiny trees:
https://dl.dropboxusercontent.com/s/s0v1fk0gev6jlfn/screenshot_146528783.png
[/spoiler]

Utterly beautiful!! When can I add this to our Immersive Fun game? Do you have to write the code yet? Minecraft will never be able to catch up with you!
Mossmanikin wrote:
Evergreen wrote:Those look great! If you want to get fancy, you might want to have some kind of smooth transition between normal grass and regular grass, like minecraft does.


Neuromancer wrote:You are totally on the right path with the dried leaves, however I agree with Evergreen, the transition needs to be smoother next to all grass nodes. I would do that by adding 1 extra node that is 3/4 grass and 1/4 dirt/leaves like you had earlier.


Thanks. :)
You're right about the transition, I'm not satisfied with these hard edges either.

[spoiler=EDIT: Some pixx of smoother transition and how it looks when generated]
Smoother transition:
https://dl.dropboxusercontent.com/s/xl16g23tdzy2aq7/screenshot_119604695.png
Generated in jungle:
https://dl.dropboxusercontent.com/s/yoyn56nyuiwn3bx/screenshot_146413953.png
With ferns, grasses and tiny trees:
https://dl.dropboxusercontent.com/s/s0v1fk0gev6jlfn/screenshot_146528783.png
[/spoiler]
Absolutely beautiful! You work on the beauty of the overworld, while I work on the beauty of the underworld. I love how much depth this is going to give minetest when we finish this mod.
Last edited by Evergreen on Tue Sep 17, 2013 18:41, edited 1 time in total.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Chinchow
Member
 
Posts: 683
Joined: Tue Sep 18, 2012 21:37

by Chinchow » Tue Sep 17, 2013 20:02

What about Iron Ore Lumps that spawn similar to pebbles but only in open caves near Iron Ore?
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Tue Sep 17, 2013 20:13

Chinchow wrote:What about Iron Ore Lumps that spawn similar to pebbles but only in open caves near Iron Ore?
Good idea! I'll try doing that.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Wed Sep 18, 2013 00:23

Neuromancer wrote:Utterly beautiful!! When can I add this to our Immersive Fun game? Do you have to write the code yet? Minecraft will never be able to catch up with you!


Glad you like it.
I've written some abm's. There's too much forest soils with that (near every tree).
Code using plants_lib is finished. Looks fine, but is too slow.
I'm working on some code using "minetest.register_on_generated". Hopefully this will be faster.

Evergreen wrote:Absolutely beautiful! You work on the beauty of the overworld, while I work on the beauty of the underworld. I love how much depth this is going to give minetest when we finish this mod.


Glad you like it too.
Once more I'm surprised, how some small details can make a lot of difference.
Btw.: I'd love to see your code. I have the feeling I could learn from that.

Noob 4 life!
My stuff
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

by Evergreen » Wed Sep 18, 2013 00:31

Mossmanikin wrote:
Neuromancer wrote:Utterly beautiful!! When can I add this to our Immersive Fun game? Do you have to write the code yet? Minecraft will never be able to catch up with you!


Glad you like it.
I've written some abm's. There's too much forest soils with that (near every tree).
Code using plants_lib is finished. Looks fine, but is too slow.
I'm working on some code using "minetest.register_on_generated". Hopefully this will be faster.

Evergreen wrote:Absolutely beautiful! You work on the beauty of the overworld, while I work on the beauty of the underworld. I love how much depth this is going to give minetest when we finish this mod.


Glad you like it too.
Once more I'm surprised, how some small details can make a lot of difference.
Btw.: I'd love to see your code. I have the feeling I could learn from that.
I actually haven't done too much, but I'll give you it once I figure out how to get the stalactites to work.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26

by Mossmanikin » Wed Sep 18, 2013 00:36

Evergreen wrote:I actually haven't done too much, but I'll give you it once I figure out how to get the stalactites to work.


Can't wait (actually I can :D)

Noob 4 life!
My stuff
 

PreviousNext

Return to Old Mods

Who is online

Users browsing this forum: No registered users and 29 guests

cron