HDX Textures (16 - 512 px) [git rolling release]

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Dan Duncombe
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by Dan Duncombe » Wed Jun 26, 2013 21:13

Errrm... With Unified_Inventory, there were 31 pages of stuff.
VanessaE wrote:How many items were defined by those mods? :)
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VanessaE
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by VanessaE » Wed Jun 26, 2013 21:20

Wow - I have to wonder then what it is that MT does on my box that consumes so much RAM by comparison, as I "only" have 19 pages in UI, plus another roughly 14 pages' worth of items that aren't shown (because they're only available via a machine of some type or by crafting).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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Dan Duncombe
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by Dan Duncombe » Wed Jun 26, 2013 21:49

Quick question... What is the maximum number of items Minetest is able to handle? I know there is some kind of limit...
VanessaE wrote:Wow - I have to wonder then what it is that MT does on my box that consumes so much RAM by comparison, as I "only" have 19 pages in UI, plus another roughly 14 pages' worth of items that aren't shown (because they're only available via a machine of some type or by crafting).
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

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VanessaE
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by VanessaE » Thu Jun 27, 2013 00:20

4096, currently. There are possible plans to raise this limit to 65534.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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Inocudom
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by Inocudom » Tue Jul 09, 2013 15:31

Your textures for Sokomine's cottages mod are very good. Whenever you have the time and the will to do so, could you make textures for the darkage mod? Not many texture packs support it, even though most of its blocks consist of mud types, brick types, and rock types. One of the highlights of the mod is that it adds a little more diversity to generated worlds.

One thing you could do is have certain parts of your texture packs be separate downloads or separate folders. This would make it easier for people to pick and choose what they need.
Last edited by Inocudom on Tue Jul 09, 2013 15:36, edited 1 time in total.
 

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by Jordach » Tue Jul 09, 2013 16:07

VanessaE wrote:Wow - I have to wonder then what it is that MT does on my box that consumes so much RAM by comparison, as I "only" have 19 pages in UI, plus another roughly 14 pages' worth of items that aren't shown (because they're only available via a machine of some type or by crafting).
Vanessa, it is the renderer being a piece of shit. Your machine is fine otherwise.

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My image and media server is back online and is functioning as normal.
 

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by Inocudom » Tue Jul 09, 2013 16:27

Jordach wrote:
VanessaE wrote:Wow - I have to wonder then what it is that MT does on my box that consumes so much RAM by comparison, as I "only" have 19 pages in UI, plus another roughly 14 pages' worth of items that aren't shown (because they're only available via a machine of some type or by crafting).
Vanessa, it is the renderer being a piece of shit. Your machine is fine otherwise.


The renderer is causing it? If that is so, do you know of any way it could be fixed? If you do, the knowledge could be useful to the developers of Minetest. I too feel that RAM and CPU usage can be optimized, but that is no small task.
 

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VanessaE
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by VanessaE » Tue Jul 09, 2013 17:47

I may add support for it at some time, but not right now (there are quite a few texture files).

Pull requests are of course welcome (512px for all tools and in-world objects, 64px for inventory items; I'll handle downscaling them for 256px and lower).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by webdesigner97 » Wed Jul 10, 2013 18:17

Hello VE,
here the changes to textures in my StreetsMod:

In the textures containing labels, all asphalt has been removed. It will be put into the texture by the mod itself.

Image
 

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VanessaE
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by VanessaE » Wed Jul 10, 2013 22:51

Actually, do the related textures the same way as they are now, because they have to be rendered with a blend mode (in GIMP) that can't be done in realtime in the engine, in order to get the right look.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by webdesigner97 » Thu Jul 11, 2013 06:09

Of course you can still keep your textures as they are now, it wouldn't change the result ;) Just wanted to tell you about the changes :D
 

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VanessaE
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by VanessaE » Thu Jul 11, 2013 08:30

Actually I went ahead and did as you did in your originals, but retained the extra texturing. The updates just went up to the HDX git repo and should work out pretty well.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by VanessaE » Sun Jul 21, 2013 01:56

Minor update: added support for DanDucombe's camo mod. see git commit history for other recent changes.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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VanessaE
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by VanessaE » Fri Aug 02, 2013 20:39

Update: Added "stable" release ZIPs containing only the stuff needed for minetest_game.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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VanessaE
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by VanessaE » Sat Aug 03, 2013 07:20

Multiple updates:

  • Added screenshot and info.txt files for upcoming main menu texture pack selector.
  • Fixed accidental inversion of Y direction on normalmaps for most glass-block-based objects, default ladder, windowed pipes, poisonivy.
  • Better normalmaps for bobblocks blocks.
  • Fixed incorrect visual division between tiles in default steel door, default wood door, and homedecor closet and glass/wood door normalmaps (all colors), and generally improved their quality.
  • Better quality for mesecons 'on' lightstones and their normalmaps.
  • Fixed incorrect offsets on NC normalmaps and improved overall quality of textures.
  • Fixed inverted Y in grass, grass-side and dirt normalmaps and slightly improved their quality.
  • Better tiling on default leaves (based on a suggestion from Jordach).
  • Fix bad normalmap for streets steel support, copy over to steel mod 'strut' also.

Updated the "stripped down" minetest_game releases accordingly.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by Inocudom » Mon Aug 05, 2013 17:22

Would you be able to make textures for Bas080's tree mod? It should only involve making a few recolors of your moretrees textures for it. Below is a link to the mod:
https://forum.minetest.net/viewtopic.php?id=5713
Last edited by Inocudom on Mon Aug 05, 2013 17:26, edited 1 time in total.
 

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by VanessaE » Mon Aug 05, 2013 23:27

Update: Added support for the above-mentioned Tiny Trees mod. :-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by Inocudom » Tue Aug 06, 2013 03:18

My internet connection is absolutely abysmal right now, so I can't download the file to look at the new textures. Can anybody post a screenshot?
 

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by VanessaE » Tue Aug 06, 2013 03:50

Update: Added the rest of the missing saplings for Moretrees, finished support for Tiny Trees.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by Inocudom » Tue Aug 06, 2013 20:25

VanessaE wrote:I may add support for [the DarkAge Mod], but not right now (there are quite a few texture files).

Pull requests are of course welcome (512px for all tools and in-world objects, 64px for inventory items; I'll handle downscaling them for 256px and lower).


The site commons.wikimedia.org is a good place to look for images for those that wish to make pull requests.

--
EDIT: Filled in the name of the mod my original comment was referring to. -Vanessa
 

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by VanessaE » Tue Aug 06, 2013 20:41

Indeed, most of the imagery in HDX came from Wikipedia or Wikimedia Commons. Some stuff came from public domain repositories, and a few things from my own photography or renderings in Inkscape.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by VanessaE » Wed Aug 07, 2013 00:06

Update: Added support for building_blocks mod (filenames fit today's git update).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by Inocudom » Wed Aug 07, 2013 02:17

Inocudom wrote:The textures of tar, tar knife, marble, and spleef stick do not have the name of this mod before their names. Could you fix that? Also, with VanessaE's HDX texture packs, the cast iron fireplace has the door on three sides and the iron surface on one side, the top, and the bottom. Try having the texturing of the cast iron stove work like it does with the stereo and tv of homedecor.


I mentioned these small glitches to sdzen concerning how your new textures work with his mod. I hope he will make the fixes I mentioned. Of course, the blocks of building_blocks not mentioned above work with the new textures without any issues. Speaking of your new textures, they look very nice and suit building_blocks very well (especially the cast iron fireplace.)
 

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by Arian101 » Tue Aug 13, 2013 00:15

http://aboutcolonblank.com/?p=10167

The Nyan Cat is gray-ish, not brown-ish

Please make this simple adaption
 

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by VanessaE » Tue Aug 13, 2013 00:56

Actually the colors I'm using are deliberate - the cat used for the HDX nyan was a one I used to keep, and the colors used are about what his were. Besides, I've long since given him away (a decision I will forever regret :-( ), so I'd rather keep the colors as they are.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by Inocudom » Tue Aug 13, 2013 02:38

VanessaE wrote:Actually the colors I'm using are deliberate - the cat used for the HDX nyan was a one I used to keep, and the colors used are about what his were. Besides, I've long since given him away (a decision I will forever regret :-( ), so I'd rather keep the colors as they are.


That makes a lot of sense. A friend is best remembered.
 

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by VanessaE » Tue Aug 13, 2013 03:07

Update: Added support for DanDuncombe's prefab concrete mod.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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Dan Duncombe
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by Dan Duncombe » Tue Aug 13, 2013 09:37

VanessaE wrote:Update: Added support for DanDuncombe's prefab concrete mod.

Thanks!
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

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by Inocudom » Tue Aug 13, 2013 23:12

The vessels and the tall grass of the default game don't have textures in this texture pack for them yet. You might also want to make textures for the rope box and the rope of the vines mod.

The textures you made for the technic mod so far are very good.
 

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VanessaE
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by VanessaE » Wed Aug 14, 2013 01:40

Yeah, I know those are missing. I've just been too lazy to make them :P
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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