[WIP] Undergrowth [GitHub]

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by Neuromancer » Sat Oct 12, 2013 15:24

Mossmanikin and I worked together to fix up the bushes, adding leaves to the branch nodes. It's in github. The bushes look much better. Thanks for the idea Jack!
Last edited by Neuromancer on Sat Oct 12, 2013 15:25, edited 1 time in total.
 

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by JackGruff » Sat Oct 12, 2013 16:51

Neuromancer wrote:Mossmanikin and I worked together to fix up the bushes, adding leaves to the branch nodes. It's in github. The bushes look much better. Thanks for the idea Jack!


Nice. They're looking more natural now.

I think all we need now is for MT to render the inside surfaces of blocks which use transparent textures.
 

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by Neuromancer » Sun Oct 13, 2013 00:13

I was playing around with a darker seaweed texture, and at first I thought all seaweed textures should all be the same (all light or all dark) but I'm liking the mixture. What do you all think?
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by VanessaE » Sun Oct 13, 2013 15:11

More variation in color and "texture" of a particular plant is always a good thing.

Meanwhile, I've since merged a9393832 from Mossmanikin's fork of Plantlife into my upstream.
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by Mossmanikin » Sun Oct 13, 2013 17:16

Neuromancer wrote:I was playing around with a darker seaweed texture, and at first I thought all seaweed textures should all be the same (all light or all dark) but I'm liking the mixture. What do you all think?
https://dl.dropboxusercontent.com/s/ged6dsc9h77ofm9/SeaweedTexturePic2.jpg

VanessaE wrote:More variation in color and "texture" of a particular plant is always a good thing.

I might play a bit with it. ;)

VanessaE wrote:Meanwhile, I've since merged a9393832 from Mossmanikin's fork of Plantlife into my upstream.

That was fast. :)

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by Mossmanikin » Wed Oct 16, 2013 17:09

Roots, finally!
Support for moretrees and trees.
Image
Please tell me what you think. Any ideas to improve'em?

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by webdesigner97 » Wed Oct 16, 2013 17:11

Mossmanikin wrote:Roots, finally!
Support for moretrees and trees.
https://dl.dropboxusercontent.com/s/kgd0826rrqenka4/roots.png
Please tell me what you think. Any ideas to improve'em?

Awesome!
 

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by Mossmanikin » Wed Oct 16, 2013 17:12

webdesigner97 wrote:
Mossmanikin wrote:Roots, finally!
Support for moretrees and trees.
https://dl.dropboxusercontent.com/s/kgd0826rrqenka4/roots.png
Please tell me what you think. Any ideas to improve'em?

Awesome!


Thank you. :)

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by Inocudom » Wed Oct 16, 2013 18:33

Mossmanikin wrote:Roots, finally!
Support for moretrees and trees.
https://dl.dropboxusercontent.com/s/kgd0826rrqenka4/roots.png
Please tell me what you think. Any ideas to improve'em?


Will this mod support tiny_trees too? That mod does have a few nice trees.
 

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by twoelk » Wed Oct 16, 2013 18:36

drool sabber

I love the roots
what happens if the tree stands on a single grassblock though? do they stretch out into the air?
... and do they interfere with the ivy and vines on the trunk?
... will they allow flowers and bushes close to the trunk?
 

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by Mossmanikin » Wed Oct 16, 2013 19:46

Inocudom wrote:
Mossmanikin wrote:Roots, finally!
Support for moretrees and trees.
https://dl.dropboxusercontent.com/s/kgd0826rrqenka4/roots.png
Please tell me what you think. Any ideas to improve'em?


Will this mod support tiny_trees too? That mod does have a few nice trees.


Yes, it already supports Tiny Trees.

twoelk wrote:drool sabber

I love the roots
what happens if the tree stands on a single grassblock though? do they stretch out into the air?
... and do they interfere with the ivy and vines on the trunk?
... will they allow flowers and bushes close to the trunk?


Thanks. :)
Yeah, sometimes there's roots in the air.
Not every tree has four root nodes (or any), so there's still other stuff near trees.

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by Neuromancer » Wed Oct 16, 2013 22:17

I'd make tree roots much longer
Image
and maybe nodebox them so they are thicker?

Image

Image
Last edited by Neuromancer on Wed Oct 16, 2013 22:28, edited 1 time in total.
 

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by Mossmanikin » Wed Oct 16, 2013 23:22



Roots like on those pics would be very nice.
I tried longer roots and nodeboxes, didn't look that good, but maybe I'll experiment further with it.

Edit: of course, if you like, feel free to do the same. :)

Edit: on GitHub
Last edited by Mossmanikin on Thu Oct 17, 2013 11:23, edited 1 time in total.

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by Neuromancer » Sat Oct 19, 2013 01:48

When I walked in the woods, I saw saplings. Not just a few of them, there were saplings everywhere. Many more saplings than trees. I studied a sapling very closely and realized it is so simple, with such a skinny trunk that it could easilly be represented using a plant like draw type. I checked in to github the beginnings of a sapling mod. Feel free to play around with it. Maybe between the 3 of us we can come up with something nice.
 

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by VanessaE » Sat Oct 19, 2013 02:13

As long as these "saplings" don't grow into trees - otherwise we'll just end up with impassible walls of trunks after a while.

Perhaps a different term should be used, seeing as how we already have growable saplings.
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by general3214 » Sat Oct 19, 2013 02:44

VanessaE wrote:As long as these "saplings" don't grow into trees - otherwise we'll just end up with impassible walls of trunks after a while.

Perhaps a different term should be used, seeing as how we already have growable saplings.

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by Neuromancer » Sat Oct 19, 2013 03:20

VanessaE wrote:As long as these "saplings" don't grow into trees - otherwise we'll just end up with impassible walls of trunks after a while.

Perhaps a different term should be used, seeing as how we already have growable saplings.

The definition of a sapling is from 2-10 feet tall. The existing growing saplings are 2-3 feet tall. I'm looking to make something from 6-10 feet tall. These will be large saplings. And I definitely do not want them to grow.
Last edited by Neuromancer on Sat Oct 19, 2013 03:23, edited 1 time in total.
 

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by Evergreen » Sat Oct 19, 2013 11:31

Neuromancer wrote:
VanessaE wrote:As long as these "saplings" don't grow into trees - otherwise we'll just end up with impassible walls of trunks after a while.

Perhaps a different term should be used, seeing as how we already have growable saplings.

The definition of a sapling is from 2-10 feet tall. The existing growing saplings are 2-3 feet tall. I'm looking to make something from 6-10 feet tall. These will be large saplings. And I definitely do not want them to grow.
It would be cool to see stages of growth for saplings, maybe turning into a tree at the last stage.
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by Neuromancer » Sat Oct 19, 2013 11:58

I'm thinking if saplings name is already taken that this mod could be called young trees, using node boxes to create trees with thin trunks and even thinner branches with leaves.

If someone wants to implement growing that would be ok, but I'd prefer to allow the user to choose to turn off growing altogether.
 

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by Neuromancer » Sat Oct 19, 2013 14:30

A working though early young trees mod is now part of the Undergrowth download from github. Everyone please feel free to improve it or expand it. License: WTFPL.

@MM: I have an idea for roots, not sure if it is a good one. Maybe you could do simpler nodeboxes like the ones I did for bush branches (maybe a little more complex), and then layer cool looking textures over them. Sometimes getting a good rough shape and layering a good looking illusion over the top is the way to go.
Last edited by Neuromancer on Sat Oct 19, 2013 14:35, edited 1 time in total.
 

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by Mossmanikin » Sat Oct 19, 2013 16:07

general3214 wrote:Ferns!... I'm just thinking of Minecraft... XD

If you'd like to see some ferns you could check this mod.

Neuromancer wrote:A working though early young trees mod is now part of the Undergrowth download from github. Everyone please feel free to improve it or expand it. License: WTFPL.

Really love the look of those young trees!

Neuromancer wrote:@MM: I have an idea for roots, not sure if it is a good one. Maybe you could do simpler nodeboxes like the ones I did for bush branches (maybe a little more complex), and then layer cool looking textures over them. Sometimes getting a good rough shape and layering a good looking illusion over the top is the way to go.

I'll see if playing with this gives a satisfying result.

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by cHyper » Sat Oct 19, 2013 17:49

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
19:45:20: ERROR[main]: ========== ERROR FROM LUA ===========
19:45:21: ERROR[main]: Failed to load and run script from
19:45:21: ERROR[main]: C:\Users\cHyper\Documents\miniecraft[64]\minetest-0.4.7-d
ev-win64-19742d8d98\bin\..\mods\undergrowth\trunks\init.lua:
19:45:21: ERROR[main]: ...19742d8d98\bin\..\mods\undergrowth\trunks/generating.l
ua:221: attempt to index a nil value
19:45:21: ERROR[main]: stack traceback:
19:45:21: ERROR[main]:  ...19742d8d98\bin\..\mods\undergrowth\trunks/generating.
lua:221: in main chunk
19:45:21: ERROR[main]:  [C]: in function 'dofile'
19:45:21: ERROR[main]:  ...win64-19742d8d98\bin\..\mods\undergrowth\trunks\init.
lua:11: in main chunk
19:45:21: ERROR[main]: =======END OF ERROR FROM LUA ========
--------------------------------------------------------
 

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by Mossmanikin » Sat Oct 19, 2013 19:30

cHyper wrote:
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
19:45:20: ERROR[main]: ========== ERROR FROM LUA ===========
19:45:21: ERROR[main]: Failed to load and run script from
19:45:21: ERROR[main]: C:\Users\cHyper\Documents\miniecraft[64]\minetest-0.4.7-d
ev-win64-19742d8d98\bin\..\mods\undergrowth\trunks\init.lua:
19:45:21: ERROR[main]: ...19742d8d98\bin\..\mods\undergrowth\trunks/generating.l
ua:221: attempt to index a nil value
19:45:21: ERROR[main]: stack traceback:
19:45:21: ERROR[main]:  ...19742d8d98\bin\..\mods\undergrowth\trunks/generating.
lua:221: in main chunk
19:45:21: ERROR[main]:  [C]: in function 'dofile'
19:45:21: ERROR[main]:  ...win64-19742d8d98\bin\..\mods\undergrowth\trunks\init.
lua:11: in main chunk
19:45:21: ERROR[main]: =======END OF ERROR FROM LUA ========


I'm not able to reproduce that error. Which other mods do you have installed?

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by cHyper » Sat Oct 19, 2013 19:49

Mossmanikin wrote:I'm not able to reproduce that error. Which other mods do you have installed?


a lot of mods...

i get this error-message with the 64bit version of fess win-minetest..
with 32bit latest version i do not have this problem...
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by Mossmanikin » Sat Oct 19, 2013 20:09

cHyper wrote:i get this error-message with the 64bit version of fess win-minetest..
with 32bit latest version i do not have this problem...


Sorry, I have a 32bit OS, no idea what could cause this.

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by Neuromancer » Sun Oct 20, 2013 19:21

I added a second kind of young tree, but put it in the bushes mod because it uses the bushes nodes. It is checked in to github. It needs it's textures improved, and maybe a little variety, but the concept seems to look ok. Everyone feel free to play around with it and improve it.
Last edited by Neuromancer on Sun Oct 20, 2013 19:34, edited 1 time in total.
 

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by VanessaE » Sun Oct 20, 2013 22:37

Actually those new plants look pretty good as-is. Only needs some tweaks here and there to fix the occasional missing/mismatched pixel, but nothing major.
You might like some of my stuff:
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by tkerwel » Mon Oct 21, 2013 10:28

Mistake in the trunks part in last build ..

i always get the following mistakes, when i remove trunks game is running again.

Dateien\Downloads\minetest-0.4.7-a924409-win32\bin\..\games\minetest_game\mods\trunks\init.lua:
12:26:33: ERROR[main]: ...32\bin\..\games\minetest_game\mods\trunks/generating.lua:221: attempt to index a nil value
12:26:33: ERROR[main]: stack traceback:
12:26:33: ERROR[main]: ...32\bin\..\games\minetest_game\mods\trunks/generating.lua:221: in main chunk
12:26:33: ERROR[main]: [C]: in function 'dofile'
12:26:33: ERROR[main]: ...09-win32\bin\..\games\minetest_game\mods\trunks\init.lua:11: in main chunk
12:26:33: ERROR[main]: =======END OF ERROR FROM LUA ========

something wrong with the generating.lua and description (des) cause of no data for the index ?!?!!?!!??
Last edited by tkerwel on Mon Oct 21, 2013 10:36, edited 1 time in total.
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by Mossmanikin » Mon Oct 21, 2013 14:38

Neuromancer wrote:I added a second kind of young tree, but put it in the bushes mod because it uses the bushes nodes. It is checked in to github. It needs it's textures improved, and maybe a little variety, but the concept seems to look ok. Everyone feel free to play around with it and improve it.


VanessaE wrote:Actually those new plants look pretty good as-is. Only needs some tweaks here and there to fix the occasional missing/mismatched pixel, but nothing major.


I agree, they already look good the way they are. Just a few pixels should do it.


tkerwel wrote:Mistake in the trunks part in last build ..

i always get the following mistakes, when i remove trunks game is running again.

Dateien\Downloads\minetest-0.4.7-a924409-win32\bin\..\games\minetest_game\mods\trunks\init.lua:
12:26:33: ERROR[main]: ...32\bin\..\games\minetest_game\mods\trunks/generating.lua:221: attempt to index a nil value
12:26:33: ERROR[main]: stack traceback:
12:26:33: ERROR[main]: ...32\bin\..\games\minetest_game\mods\trunks/generating.lua:221: in main chunk
12:26:33: ERROR[main]: [C]: in function 'dofile'
12:26:33: ERROR[main]: ...09-win32\bin\..\games\minetest_game\mods\trunks\init.lua:11: in main chunk
12:26:33: ERROR[main]: =======END OF ERROR FROM LUA ========

something wrong with the generating.lua and description (des) cause of no data for the index ?!?!!?!!??


I'm still not able to reproduce this error (neither with 0.4.7 stable, nor with the build you used).
Are you sure you have the latest versions of undergrowth/plantlife/moretrees/trees?

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by tkerwel » Mon Oct 21, 2013 16:11

@Mossmanikin
i will use tomorrow a clean new minetest-0.4.7-a924409-win32 and then add only the newest undergrowth from github, looks like there is something interfearing with the other mods i add.

in the moment i only can say that the mistakes occurs when i put the trunk part into the game from the undergrowth, as soon as i remove this the game is running again.

i think you are right that this must be a interaction with plantlife or moretrees/trees...


okay i found the problem... i use JKMurray Mod => JKFarming looks like there are changes in this mod with plants_lib and trees....

sorry for the confusion
Last edited by tkerwel on Mon Oct 21, 2013 16:17, edited 1 time in total.
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