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paramat
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by paramat » Tue Aug 13, 2013 05:58

Beautiful.
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paramat
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by paramat » Wed Aug 14, 2013 00:39

I love that invert explosion. Not sure what the 3rd screenshot is. Are you going to nuke the meru tower?
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PilzAdam
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by PilzAdam » Wed Aug 14, 2013 00:51

Hybrid Dog wrote:I edited the nuke mod and made a big hole with vm (it took ca. 8min) (r=120):

8 minutes? oO
I tried it myself and it took more like 20 seconds. Here is the relevant 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
        local vm = minetest.get_voxel_manip()
        local p1, p2 = vm:read_from_map(
            {x=-IRON_TNT_RANGE+pos.x, y=-IRON_TNT_RANGE+pos.y, z=-IRON_TNT_RANGE+pos.z},
            {x=IRON_TNT_RANGE+pos.x, y=IRON_TNT_RANGE+pos.y, z=IRON_TNT_RANGE+pos.z}
        )
        local va = VoxelArea:new{MinEdge=p1, MaxEdge=p2}
        local data = vm:get_data()
        for x=-IRON_TNT_RANGE,IRON_TNT_RANGE do
        for y=-IRON_TNT_RANGE,IRON_TNT_RANGE do
        for z=-IRON_TNT_RANGE,IRON_TNT_RANGE do
            if x*x+y*y+z*z <= IRON_TNT_RANGE * IRON_TNT_RANGE + IRON_TNT_RANGE then
                local i = va:index(pos.x+x, pos.y+y, pos.z+z)
                --activate_if_tnt(data[i], {x=pos.x+x,y=pos.y+y,z=pos.z+z}, pos, IRON_TNT_RANGE)
                data[i] = c_air
            end
        end
        end
        end
        vm:set_data(data)
        vm:write_to_map()
        vm:update_map()

Make sure that c_air is defined.
Also the mapblock sending takes long, you are faster when you just rejoin the server (or restart singleplayer).
 

Shire
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by Shire » Wed Aug 14, 2013 01:46

Image


A "small" part to a much larger project that I hope to complete some time soon. EDIT! I've come to the conclusion that this'll take a week or so. There's going to be four towers, each comprised of seven layers and a glass roof. The seven layers will be as followed:

22 blocks
20 blocks
18 blocks
16 blocks
14 blocks
12 blocks
10 blocks

...And then each tower will be capped by triangular, obsidian glass roof. The four towers will be connected by halls that will be eighty-six blocks in length...at an unknown height of blocks. I have no idea what'll be in the center of this.
Last edited by Shire on Wed Aug 14, 2013 02:12, edited 1 time in total.
 

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Inocudom
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by Inocudom » Wed Aug 14, 2013 03:38

Shire wrote:http://i1203.photobucket.com/albums/bb381/save-the_rejects/screenshot_2912227440_zps1ecf7d4c.png


A "small" part to a much larger project that I hope to complete some time soon. EDIT! I've come to the conclusion that this'll take a week or so. There's going to be four towers, each comprised of seven layers and a glass roof. The seven layers will be as followed:

22 blocks
20 blocks
18 blocks
16 blocks
14 blocks
12 blocks
10 blocks

...And then each tower will be capped by triangular, obsidian glass roof. The four towers will be connected by halls that will be eighty-six blocks in length...at an unknown height of blocks. I have no idea what'll be in the center of this.


It looks like you are using the building_blocks mod. There is a newer version of it out than what you have. You might want to get it.

Your project looks like it could be interesting.
Last edited by Inocudom on Wed Aug 14, 2013 03:40, edited 1 time in total.
 

Shire
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by Shire » Wed Aug 14, 2013 04:01

Inocudom wrote:
Shire wrote:http://i1203.photobucket.com/albums/bb381/save-the_rejects/screenshot_2912227440_zps1ecf7d4c.png


A "small" part to a much larger project that I hope to complete some time soon. EDIT! I've come to the conclusion that this'll take a week or so. There's going to be four towers, each comprised of seven layers and a glass roof. The seven layers will be as followed:

22 blocks
20 blocks
18 blocks
16 blocks
14 blocks
12 blocks
10 blocks

...And then each tower will be capped by triangular, obsidian glass roof. The four towers will be connected by halls that will be eighty-six blocks in length...at an unknown height of blocks. I have no idea what'll be in the center of this.


It looks like you are using the building_blocks mod. There is a newer version of it out than what you have. You might want to get it.

Your project looks like it could be interesting.
I'll look into updating and downloading that mod then as soon as possible.
Last edited by Shire on Wed Aug 14, 2013 04:02, edited 1 time in total.
 

Shire
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by Shire » Wed Aug 14, 2013 04:03

Image
Due to it looking a bit thin, I think I'm going to bump it up to seven towers instead of the original four. This is just a skeleton of the first tower, just to give an idea of what it'll look like.
Last edited by Shire on Wed Aug 14, 2013 04:04, edited 1 time in total.
 

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vqrulane
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by vqrulane » Wed Aug 14, 2013 10:25

My current city map.
Image
 

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PilzAdam
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by PilzAdam » Wed Aug 14, 2013 11:09

Hybrid Dog wrote:
PilzAdam wrote:
Hybrid Dog wrote:I edited the nuke mod and made a big hole with vm (it took ca. 8min) (r=120):

8 minutes? oO
I tried it myself and it took more like 20 seconds. Here is the relevant 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
        local vm = minetest.get_voxel_manip()
        local p1, p2 = vm:read_from_map(
            {x=-IRON_TNT_RANGE+pos.x, y=-IRON_TNT_RANGE+pos.y, z=-IRON_TNT_RANGE+pos.z},
            {x=IRON_TNT_RANGE+pos.x, y=IRON_TNT_RANGE+pos.y, z=IRON_TNT_RANGE+pos.z}
        )
        local va = VoxelArea:new{MinEdge=p1, MaxEdge=p2}
        local data = vm:get_data()
        for x=-IRON_TNT_RANGE,IRON_TNT_RANGE do
        for y=-IRON_TNT_RANGE,IRON_TNT_RANGE do
        for z=-IRON_TNT_RANGE,IRON_TNT_RANGE do
            if x*x+y*y+z*z <= IRON_TNT_RANGE * IRON_TNT_RANGE + IRON_TNT_RANGE then
                local i = va:index(pos.x+x, pos.y+y, pos.z+z)
                --activate_if_tnt(data[i], {x=pos.x+x,y=pos.y+y,z=pos.z+z}, pos, IRON_TNT_RANGE)
                data[i] = c_air
            end
        end
        end
        end
        vm:set_data(data)
        vm:write_to_map()
        vm:update_map()

Make sure that c_air is defined.
Also the mapblock sending takes long, you are faster when you just rejoin the server (or restart singleplayer).

this is my 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
local function explode(pos, range)
    local t1 = os.clock()
    local manip = minetest.get_voxel_manip()
    local width = range+1
    local emerged_pos1, emerged_pos2 = manip:read_from_map({x=pos.x-width, y=pos.y-width, z=pos.z-width},
        {x=pos.x+width, y=pos.y+width, z=pos.z+width})
    local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})

    local nodes = {}
    local ignore = minetest.get_content_id("ignore")
    for i = 1, get_volume(emerged_pos1, emerged_pos2) do
        nodes[i] = ignore
    end

    local c_air = minetest.get_content_id("air")

    local radius = range^2 + range
    for x=-range,range do
        for y=-range,range do
            for z=-range,range do
                local r = x^2+y^2+z^2
                if r <= radius then
                    local np={x=pos.x+x, y=pos.y+y, z=pos.z+z}
                    local n = minetest.env:get_node(np)
                    if n.name ~= "air"
                    and n.name ~= "default:chest" then
    --                and math.random(1,2^rad) < range*8 then
                        if math.floor(math.sqrt(r) +0.5) > range-1 then
                            if math.random(1,5) >= 2 then
                                destroy_node(np)
                                if minetest.env:get_node(np).name ~= "default:chest" then
                                    nodes[area:index(np.x, np.y, np.z)] = c_air
                                end
                            elseif math.random(1,10) == 1 then
                                minetest.sound_play("default_glass_footstep", {pos = np, gain = 0.5, max_hear_distance = 4})
                            end
                        else
                            destroy_node(np)
                            if minetest.env:get_node(np).name ~= "default:chest" then
                                nodes[area:index(np.x, np.y, np.z)] = c_air
                            end
                        end
                    --[[elseif n.name == "default:chest" then
                        local p = np
                        while minetest.env:get_node({x=p.x, y=p.y-1, z=p.z}).name == "air" do
                            p.y=p.y-1

                        end

                        minetest.env:add_node(p, {name="default:chest"})
--                        copy_meta(np, p)
                        minetest.env:remove_node(np)

                        --minetest.env:get_meta(minetest.env:get_meta(pos))]]
                    end
                    activate_if_tnt(n.name, np, pos, range)
                end
            end
        end
    end
    manip:set_data(nodes)
    manip:write_to_map()
    print(string.format("[nuke] exploded in: %.2fs", os.clock() - t1))
    local t1 = os.clock()
    manip:update_map()
    print(string.format("[nuke] map updated in: %.2fs", os.clock() - t1))
end

So it's not necessary to set ignore everywhere?

You do have too much code in the time critical part.
Calling get_node() in there makes it a lot slower.
What does destroy_node() do? If it removes the node at the position then its not needed at all. Setting another value in the data of the vmanip is enough to replace a node.
I dont know how sound_play() behaves, it might be too slow.
 

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PilzAdam
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by PilzAdam » Wed Aug 14, 2013 12:40

Hybrid Dog wrote:
PilzAdam wrote:
Hybrid Dog wrote:this is my 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
local function explode(pos, range)
    local t1 = os.clock()
    local manip = minetest.get_voxel_manip()
    local width = range+1
    local emerged_pos1, emerged_pos2 = manip:read_from_map({x=pos.x-width, y=pos.y-width, z=pos.z-width},
        {x=pos.x+width, y=pos.y+width, z=pos.z+width})
    local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})

    local nodes = {}
    local ignore = minetest.get_content_id("ignore")
    for i = 1, get_volume(emerged_pos1, emerged_pos2) do
        nodes[i] = ignore
    end

    local c_air = minetest.get_content_id("air")

    local radius = range^2 + range
    for x=-range,range do
        for y=-range,range do
            for z=-range,range do
                local r = x^2+y^2+z^2
                if r <= radius then
                    local np={x=pos.x+x, y=pos.y+y, z=pos.z+z}
                    local n = minetest.env:get_node(np)
                    if n.name ~= "air"
                    and n.name ~= "default:chest" then
    --                and math.random(1,2^rad) < range*8 then
                        if math.floor(math.sqrt(r) +0.5) > range-1 then
                            if math.random(1,5) >= 2 then
                                destroy_node(np)
                                if minetest.env:get_node(np).name ~= "default:chest" then
                                    nodes[area:index(np.x, np.y, np.z)] = c_air
                                end
                            elseif math.random(1,10) == 1 then
                                minetest.sound_play("default_glass_footstep", {pos = np, gain = 0.5, max_hear_distance = 4})
                            end
                        else
                            destroy_node(np)
                            if minetest.env:get_node(np).name ~= "default:chest" then
                                nodes[area:index(np.x, np.y, np.z)] = c_air
                            end
                        end
                    --[[elseif n.name == "default:chest" then
                        local p = np
                        while minetest.env:get_node({x=p.x, y=p.y-1, z=p.z}).name == "air" do
                            p.y=p.y-1

                        end

                        minetest.env:add_node(p, {name="default:chest"})
--                        copy_meta(np, p)
                        minetest.env:remove_node(np)

                        --minetest.env:get_meta(minetest.env:get_meta(pos))]]
                    end
                    activate_if_tnt(n.name, np, pos, range)
                end
            end
        end
    end
    manip:set_data(nodes)
    manip:write_to_map()
    print(string.format("[nuke] exploded in: %.2fs", os.clock() - t1))
    local t1 = os.clock()
    manip:update_map()
    print(string.format("[nuke] map updated in: %.2fs", os.clock() - t1))
end

So it's not necessary to set ignore everywhere?

You do have too much code in the time critical part.
Calling get_node() in there makes it a lot slower.
What does destroy_node() do?
It's used to preserve the items which would be dropped (I disabled it so it did nothing.):
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
local function describe_chest()
    if math.random(5) == 1 then return "You nuked. I HAVE NOT!" end
    if math.random(10) == 1 then return "Hehe, I'm the result of your explosion hee!" end
    if math.random(20) == 1 then return "Look into me, I'm fat!" end
    if math.random(30) == 1 then return "Please don't rob me. Else you are as evil as the other persons who took my inventoried stuff." end
    if math.random(300) == 1 then return "I'll follow you until I ate you. Like I did with the other objects here..." end
    return "Feel free to take the nuked items out of me!"
end



local function set_chest(p) --add a chest if the previous one is full
    local pos = p
    while minetest.env:get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "air" do
        pos.y=pos.y-1
    end
    minetest.env:add_node(pos, {name="default:chest"})
    local meta = minetest.get_meta(pos)
    meta:set_string("formspec",default.chest_formspec)
    meta:set_string("infotext", describe_chest())
    local inve = meta:get_inventory()
    inve:set_size("main", 8*4)
    nuke_chestpos = pos
end

local function destroy_node(pos)
    if nuke_preserve_items then
        local drops = minetest.get_node_drops(minetest.env:get_node(pos).name)
        if nuke_drop_items then
            for _, item in ipairs(drops) do
                if item ~= "default:cobble" then
                    minetest.env:add_item(pos, item)
                end
            end
        elseif nuke_puncher ~= nil then
            local inv = nuke_puncher:get_inventory()
            if inv then
                for _, item in ipairs(drops) do
                    if inv:room_for_item("main", item) then
                        inv:add_item("main", item)
                    else
                        if nuke_chestpos == nil then
                            set_chest(pos)
                        end
                        local chestinv = minetest.get_meta(nuke_chestpos):get_inventory()
                        if not chestinv:room_for_item("main", item) then
                            set_chest(pos)
                        end
                        chestinv:add_item("main", item)
                    end
                end
            end
        end
    end
end

Maybe math.random causes the lags.
Is it faster if I use PseudoRandom?

math.random() shouldnt be a problem, you should rather not use minetest.get_node() at all. You could instead check the content ID of the chest.
 

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mauvebic
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by mauvebic » Thu Aug 15, 2013 00:32

Image
Image
Image
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jojoa1997
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by jojoa1997 » Thu Aug 15, 2013 13:53

Now that would be a good nether. Add a couple evels above it and put it underground and it would look like a real biome
Coding;
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paramat
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by paramat » Thu Aug 15, 2013 21:51

Interesting structures and nice mese texture.
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by Inocudom » Fri Aug 16, 2013 16:00

Hybrid Dog wrote:A chunk took ca. 3s to generate.
I had to use GIMP else it would bee too dark because the calc_lighting() and update_liquids() don't work for me.

[spoiler=At the moment it looks like this.]http://ubuntuone.com/0qFI5ROgk3gsV8HCIe6PIN
http://ubuntuone.com/01ZtPp3Mhh4RrKaOqGnkTD[/spoiler]

[spoiler=You can only come out of a lavasee]
if you swim up to an lavafall (if update_liquids() would work)
or if you use a pick (the shift elevator could be useful).
http://ubuntuone.com/410pvtgm17nk4CTcDvauNU

diving...
http://ubuntuone.com/7MTaeACpaBqn5D8pk2AIRr[/spoiler]


This nether is better than the other one.
 

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by Mossmanikin » Fri Aug 16, 2013 21:42

Hybrid Dog wrote:[spoiler=At the moment it looks like this.]http://ubuntuone.com/0qFI5ROgk3gsV8HCIe6PIN
http://ubuntuone.com/01ZtPp3Mhh4RrKaOqGnkTD[/spoiler]

Wow, this looks awesome.

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by Sokomine » Mon Aug 19, 2013 17:28

Two sheep take a stroll at a beach, while an ostrich watches over another sheep:
Image
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Mossmanikin
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by Mossmanikin » Mon Aug 19, 2013 18:53

Sokomine wrote:Two sheep take a stroll at a beach, while an ostrich watches over another sheep:
http://mg.viewskew.com/mgoblin_media/media_entries/338/screenshot_2475470946.png


Cute. :)
That's the alternative to struggle for existence. ;)

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Shire
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by Shire » Mon Aug 19, 2013 19:43

Image

My feels :')

Image
 

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mauvebic
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by mauvebic » Tue Aug 20, 2013 01:10

the Louis Quatorze store in South Korea (another MVRDV design)
Image
Image
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paramat
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by paramat » Tue Aug 20, 2013 01:25

I prefer your version to the real thing. How did you do those blue windows? I thought semi-transparency was glitchy?
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by mauvebic » Tue Aug 20, 2013 01:37

i used colouredglass, it's only glitchy when placed on/in water so i avoid using it for platforms atm.
Last edited by mauvebic on Tue Aug 20, 2013 01:40, edited 1 time in total.
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mauvebic
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by mauvebic » Tue Aug 20, 2013 19:17

Last edited by mauvebic on Tue Aug 20, 2013 23:12, edited 1 time in total.
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LionsDen
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by LionsDen » Tue Aug 20, 2013 21:22

I have to say that I would never go into these crazy buildings in real life. They may be safe but they look like a horrible place to spend time. One good earthquake or explosion and down they come. A regular building could also succumb to an earthquake or explosion but these just look far more fragile.
 

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Casimir
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by Casimir » Tue Aug 20, 2013 22:32

Those buildings must comply the same standards as all the others. So the have to be build as safe as "normal" buildings, but it is way more expensive to do so. The most effective shape for a skyscraper is a vertical tube, thats why this things look so strange - they are very uneffective.
 

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by philipbenr » Tue Aug 20, 2013 23:43

paramat wrote:I prefer your version to the real thing. How did you do those blue windows? I thought semi-transparency was glitchy?


only really in 0.4.6 or 5 or something like that... I've made a stained glass thing for myself in 0.4.7
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by sdzen » Tue Aug 20, 2013 23:58

Image
I haven't posted a screenshot in some time, so I might as well now :-)
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by Inocudom » Wed Aug 21, 2013 01:07

sdzen wrote:http://i3.minus.com/i4zLfMW5Y9iKE.png
I haven't posted a screenshot in some time, so I might as well now :-)


What is that building supposed to be? Whatever it is, it looks very interesting.

That player skin could be a nice addition to Zeg9's skins mod.
Last edited by Inocudom on Wed Aug 21, 2013 01:08, edited 1 time in total.
 

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sdzen
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by sdzen » Wed Aug 21, 2013 02:04

Inocudom wrote:
sdzen wrote:http://i3.minus.com/i4zLfMW5Y9iKE.png
I haven't posted a screenshot in some time, so I might as well now :-)


What is that building supposed to be? Whatever it is, it looks very interesting.

That player skin could be a nice addition to Zeg9's skins mod.

that is my servers unfinished arena building, and the skin is my personal one :)
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by paramat » Wed Aug 21, 2013 02:30

mauvebic wrote:i used colouredglass, it's only glitchy when placed on/in water so i avoid using it for platforms atm.

Thanks, that uses what Bas080 used for the leaves in the OCD game, 'use_texture_alpha = true' in the node definition and editing the alpha channel of the texture to be lower than 255.
I made my leaf nodes semi transparent with an alpha of 239 and 'drawtype = glasslike', they cetainly are glitchy ... water normally obscured by a node shines right through, making the leaves flicker-invisible ... also multiple layers of other semi transparent nodes become brighter with distance.
However i like the effect, it is like light flickering through trees, it also makes the leaf nodes seem less bulky, so i continue to use this. I have also been experimenting with 'drawtype = plantlike' for leaves, since they are foliage like other plants, again this reduces the visual bulk.
Last edited by paramat on Wed Aug 21, 2013 02:32, edited 1 time in total.
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by Mossmanikin » Thu Aug 22, 2013 16:54

Working on giant tree ferns:

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