Post your screenshots!

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Re: Post your screenshots!

by TG-MyinaWD » Mon Jun 27, 2016 05:19

solars wrote:I was building at a labyrinth on my Karsthafen-map, there I had a view, that you can have only in the fly modus on the map:

Image

This image is taken with Minetest Vanilla (without mods or post processing except a convert from .png to .jpg)...

And what is it, what you see? Its a iluminated sphere seen from a big tunnel.

Wow. Nice just looking at it looks like a Illustion.
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Re: Post your screenshots!

by burli » Mon Jun 27, 2016 09:34

I think, this looks better than the default. Full (dry) grass blocks with random (dry) grass on each node. I'm waiting for the random position/rotation of plantlike nodes. Or is this already possible?



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Re: Post your screenshots!

by azekill_DIABLO » Mon Jun 27, 2016 11:04

YES it's possible

N-U-K-E:Image
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Re: Post your screenshots!

by burli » Mon Jun 27, 2016 14:58

This is odd

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Re: Post your screenshots!

by azekill_DIABLO » Mon Jun 27, 2016 16:03

looks like avatar floating islands
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: Post your screenshots!

by ABJ » Mon Jun 27, 2016 16:22

azekill_DIABLO wrote:YES it's possible

-snip-



That is very retarded. I hate it. And you are an idiot.

lol jk v nice how did u do it?
 

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Re: Post your screenshots!

by azekill_DIABLO » Mon Jun 27, 2016 17:07

ABJ wrote:And you are an idiot.

i was about to call the police

lol jk

ok i prefer that...

nice how did u do it?

by changing texture of tnt_boom :)
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: Post your screenshots!

by ABJ » Mon Jun 27, 2016 18:18

Now what does THAT mean? Can tnt_boom be refitted - or, rather, IS IT big enough for that texture?
 

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Re: Post your screenshots!

by paramat » Mon Jun 27, 2016 21:39

burli, we intend to merge sofar's PR, just still discussing stuff.
I prefer full grass sides too, but we compromised for new grass.
Long grass on every node slows down rendering and reduces the randomness, also makes grass more difficult to clear.
Nice screenshot though.
 

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Re: Post your screenshots!

by duane » Tue Jun 28, 2016 03:13

A big shadow bug caused by a tree growing. /sigh

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Re: Post your screenshots!

by Inocudom » Tue Jun 28, 2016 03:55

burli wrote:I think, this looks better than the default. Full (dry) grass blocks with random (dry) grass on each node. I'm waiting for the random position/rotation of plantlike nodes. Or is this already possible?



Image

That looks significantly better than default.
 

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Re: Post your screenshots!

by burli » Tue Jun 28, 2016 04:21

@paramat: I place random length. I even have a second pair of grass with slightly different color now, but I want more vegetation

@duane: ouch
 

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Re: Post your screenshots!

by duane » Tue Jun 28, 2016 07:03

burli wrote:@paramat: I place random length. I even have a second pair of grass with slightly different color now, but I want more vegetation

@duane: ouch


That much grass would annoy me. I think you're right about the node sides though (plus, it's easier). I'm going to change mine.

Yep. much better.

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Re: Post your screenshots!

by burli » Tue Jun 28, 2016 07:32

paramat wrote:Long grass on every node slows down rendering


The grass isn't really a problem. Even with a view range of 400 I get a frame rate of ~30 in this scene. And this just with an AMD FX 6300 and a Geforce GT730, but with no filter and no antialiasing. Only tone mapping and weaving plants

I made the grass and the grass blocks a bit darker and more saturated. And I have 10 different grass textures, not only 5. I made a copy of the default 5 and modified the color a little bit.

The biggest issue is, that I use a lbm to place the grass and if you walk you see the grass popping up in front of you. But I don't have a better solution right now

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Re: Post your screenshots!

by ABJ » Tue Jun 28, 2016 07:35

duane wrote:A big shadow bug caused by a tree growing. /sigh

-snip-


Somebody should do something about these annoying shadow bugs in Minetest. So many things cause them.
 

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Re: Post your screenshots!

by paramat » Tue Jun 28, 2016 08:39

The problem is 'updateLighting()' in the C++ code, it causes lighting problems in many ways (l-system, schematics, luavoxelmanip), maybe i'll attempt a fix, but it's very scary complex code.
 

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Re: Post your screenshots!

by ABJ » Tue Jun 28, 2016 09:47

Well, I can't disagree with that statement when such a person as you is forced to make it...........it sucks lol
 

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Re: Post your screenshots!

by azekill_DIABLO » Tue Jun 28, 2016 09:56

ABJ wrote:Now what does THAT mean? Can tnt_boom be refitted - or, rather, IS IT big enough for that texture?


just pust visual_scale = 10, it's like the grass or the apples :)
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Re: Post your screenshots!

by ABJ » Tue Jun 28, 2016 11:54

Does that command scale up the boom model?
 

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Re: Post your screenshots!

by burli » Tue Jun 28, 2016 12:34

duane wrote:That much grass would annoy me.


Everyone has a different preference. I don't like the monotone green.

duane wrote:I think you're right about the node sides though (plus, it's easier). I'm going to change mine.


It's not just the full block. I also add grass on the block below. But it's still not perfect

Image

I think about forking the lua version of vmg to build my own world cause the default mapgens are too much basic and mods can't make it much better. I want to use slightly different grass textures for default dirt, sandy dirt and so on and maybe also much more grass, flowers and other plants
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Re: Post your screenshots!

by azekill_DIABLO » Tue Jun 28, 2016 13:23

burli wrote:
duane wrote:That much grass would annoy me.


Everyone has a different preference. I don't like the monotone green.

duane wrote:I think you're right about the node sides though (plus, it's easier). I'm going to change mine.


It's not just the full block. I also add grass on the block below. But it's still not perfect

Image

I think about forking the lua version of vmg to build my own world cause the default mapgens are too much basic and mods can't make it much better. I want to use slightly different grass textures for default dirt, sandy dirt and so on and maybe also much more grass, flowers and other plants


i've done it using noboxes but it seem to make the game crashes sometimes
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Re: Post your screenshots!

by burli » Tue Jun 28, 2016 13:32

azekill_DIABLO wrote:i've done it using noboxes but it seem to make the game crashes sometimes

What exactly do you mean?
 

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Re: Post your screenshots!

by azekill_DIABLO » Tue Jun 28, 2016 15:09

actuallyi 've done a big nodebox for the grass covering half of the block under it :)
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Re: Post your screenshots!

by burli » Tue Jun 28, 2016 15:12

azekill_DIABLO wrote:actuallyi 've done a big nodebox for the grass covering half of the block under it :)

Not a good idea I guess.

I defined a new node with "side grass" and place it under the full grass block if there is no air, but I have to change that
 

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Re: Post your screenshots!

by ABJ » Tue Jun 28, 2016 16:08

So, what's the problem? Can't it be made to check if the block above is grass block and not just have to leave it at no-air any-block? Or am I thinking on the wrong problem?
 

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by Hybrid Dog » Tue Jun 28, 2016 18:36

The so called "shadow bug" is a feature of minetest, sometimes there are invisible dense clouds which cause the shadow area and because lighting happens perpendicular to the surface (-y) independently of the sun/moon position the shadow does not move.

paramat, in the c++ source code you can even find obscene words
 

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Re: Post your screenshots!

by TumeniNodes » Tue Jun 28, 2016 20:08

ABJ wrote:So, what's the problem? Can't it be made to check if the block above is grass block and not just have to leave it at no-air any-block? Or am I thinking on the wrong problem?


That is the same solution I mentioned to azeKILL a while back. It would require adding two new nodes (default_grass & default_dry_grass). Then, change the dirt with grass to use, as you mention, IF grass/dry grass above THEN dirt w grass sides.
But, I have another idea..., but I think I will mention it in the feature discussion topic, because this is cluttering the screenshots topic with dev discussion :P
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Re: Post your screenshots!

by azekill_DIABLO » Wed Jun 29, 2016 09:05

screenshot_20160629_110441.png
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i think my solution is great actually...
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Re: Post your screenshots!

by paramat » Wed Jun 29, 2016 15:00

Image
 

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Re: Post your screenshots!

by ExeterDad » Wed Jun 29, 2016 15:08

^^ That is very interesting!
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