New trees

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0gb.us
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by 0gb.us » Fri Dec 28, 2012 19:49

That would be too good of a tool for vandals to use on people's houses.
 

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Bas080
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by Bas080 » Mon Dec 31, 2012 05:48

Tried it out. Really like it BUT

- Can't change trunk thickness
- No control over the amount of fruit spawned in trees
- No control over the color of the leaves. (would be nice but not really important)

EDIT:
- I'm not sure but does the height vary. I don't think it does.
- The really big trees don't have connected branch but chunks of branch (Maybe because of the huge scale that it skips coordinates, the apple tree however doesn’t have this)

Image

I really want to implement this into the jungletree mod. This is gonna give more variety to the jungletrees.
Last edited by Bas080 on Mon Dec 31, 2012 06:00, edited 1 time in total.
 

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RealBadAngel
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by RealBadAngel » Mon Dec 31, 2012 07:17

Bas080 wrote:Tried it out. Really like it BUT

- Can't change trunk thickness
- No control over the amount of fruit spawned in trees
- No control over the color of the leaves. (would be nice but not really important)

EDIT:
- I'm not sure but does the height vary. I don't think it does.
- The really big trees don't have connected branch but chunks of branch (Maybe because of the huge scale that it skips coordinates, the apple tree however doesn’t have this)

Image

I really want to implement this into the jungletree mod. This is gonna give more variety to the jungletrees.


for thick trunks use thick_trunks=true
chance of spawning fruit is 10-iterations (%)
you can define leaves by setting leaves=node_name
about height: in general more iterations tree will be bigger
 

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Inocudom
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by Inocudom » Mon Dec 31, 2012 19:09

Where would I be able to find these new builds? Sfan5 doesn't seem to work on any as of late.
 

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by PilzAdam » Mon Dec 31, 2012 19:25

Inocudom wrote:Where would I be able to find these new builds? Sfan5 doesn't seem to work on any as of late.

http://minetest.net/forum/viewtopic.php?pid=60734
 

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by Inocudom » Mon Dec 31, 2012 19:42

I tried unpacking the .zip file for the latest build there, but I could not do so successfully. I used PeaZip to do so, which is a reliable program.

I wonder if more interesting cacti can be made with this tree generator?
 

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Rancon
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by Rancon » Tue Jan 01, 2013 15:02

How do you code trees, I only know basic LUA.
Any tips on blender, gimp, or codea?
 

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RealBadAngel
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by RealBadAngel » Tue Jan 01, 2013 18:32

Inocudom wrote:I tried unpacking the .zip file for the latest build there, but I could not do so successfully. I used PeaZip to do so, which is a reliable program.

I wonder if more interesting cacti can be made with this tree generator?


of course, just use cacti for trunk, air for leaves

Rancon wrote:How do you code trees, I only know basic LUA.


Please read 1st post in topic.
Last edited by RealBadAngel on Tue Jan 01, 2013 18:33, edited 1 time in total.
 

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Casimir
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by Casimir » Tue Jan 01, 2013 18:41

tekk wrote:It makes the game prettier when you spawn, but your world becomes ugly later. How many wood blocks are in each tree, roughly? Bear in mind that you have get rid of every wood block to make all of the leaves fall, otherwise it laeves you with just a bunch of floating leaves, which is unpleasant. In addition, clearing out a forest is far less practical, taking minutes with even an axe for each tree, which impedes large building projects.

I made leaves climbable for me. It is very easy to cut down big trees this way and makes more fun. Forests you can burn down (this is fun too).
Last edited by Casimir on Tue Jan 01, 2013 18:41, edited 1 time in total.
 

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Bas080
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by Bas080 » Thu Jan 03, 2013 05:54

RealBadAngel wrote:for thick trunks use thick_trunks=true

So there are two types of trunk. 1x1 and 3x3 with gaps in the corners. But i want 2x2 and 4x4.
Could it be possible to make thick_trunks an int where one can define the diameter?

Casimir wrote:Forests you can burn down (this is fun too).

I like your style!
 

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by RealBadAngel » Thu Jan 03, 2013 14:38

Bas080 wrote:
RealBadAngel wrote:for thick trunks use thick_trunks=true

So there are two types of trunk. 1x1 and 3x3 with gaps in the corners. But i want 2x2 and 4x4.
Could it be possible to make thick_trunks an int where one can define the diameter?

Casimir wrote:Forests you can burn down (this is fun too).

I like your style!


with the new update thin_trunks=true/false will be replaced with trunks=single/double/crossed
which will be 1 node trunks, 2x2 node trunks, 3x3 in cross shape
 

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by tinoesroho » Fri Jan 04, 2013 02:09

Nice.

Of course, with a lack of a decent "lumber physics" (you know, drop the tree down a block in level when part of the trunk is removed), floating tree-islands will propogate. Still, nothing a good [s]fire[/s] flaming arrow can't fix!
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by neko259 » Fri Jan 04, 2013 09:28

Can the runs on an existing tree trunk enlarge the tree, or it will look like a tree placed on a tree? I mean, can I make tree growing by running a treegen on an existing trees?
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by RealBadAngel » Fri Jan 04, 2013 15:46

neko259 wrote:Can the runs on an existing tree trunk enlarge the tree, or it will look like a tree placed on a tree? I mean, can I make tree growing by running a treegen on an existing trees?


technically it could be possible, mechanics is here
but it would be too much time consuming.
Thats why i introduced random_level to generate trees on random growth stages
 

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by lord_james » Sat Jan 05, 2013 01:12

Nice feature! You're pretty good. Could it be possible add vines/ladders with the trees generation?
 

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by neko259 » Mon Jan 07, 2013 14:39

RealBadAngel wrote:
neko259 wrote:Can the runs on an existing tree trunk enlarge the tree, or it will look like a tree placed on a tree? I mean, can I make tree growing by running a treegen on an existing trees?


technically it could be possible, mechanics is here
but it would be too much time consuming.
Thats why i introduced random_level to generate trees on random growth stages

I want to implement tree growing with l-systems. But I can't generate a tree on a later grow stage cause existing tree is already there. Removing it and re-running treegen is a bit strange.
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RealBadAngel
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by RealBadAngel » Thu Jan 10, 2013 00:54

some new screenshots:
Jungle trees:
Image
Birches:
Image
Spruces:
Image
Willows:
Image
 

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dannydark
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by dannydark » Thu Jan 10, 2013 01:17

Whoa nice set of trees RealBadAngel, very impressive :D
 

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by sdzen » Thu Jan 10, 2013 02:05

now we need them in the default mapgen. I like the tree's, their big but very cool :)
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by Inocudom » Thu Jan 10, 2013 02:08

Those trees are very nice looking, RealBadAngel. I really do hope that they will appear in mapgen v7.
Last edited by Inocudom on Thu Jan 10, 2013 02:10, edited 1 time in total.
 

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VanessaE
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by VanessaE » Thu Jan 10, 2013 03:41

This mod might be interesting to those reading this thread...

http://minetest.net/forum/viewtopic.php?id=4394
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by Neuromancer » Sat Jan 12, 2013 02:01

I downloaded xyz's 1/08/13 version, but still all the trees look like the old trees. What do I have to do to see the new trees?
 

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by VanessaE » Sat Jan 12, 2013 03:29

Download a mod such as More Trees (by me, with code from cisoun and bas080 and tweaks by RealBadAngel):

http://minetest.net/forum/viewtopic.php?id=4394

That mod requires plants_lib/plantlife mod from no earlier than Jan. 11 and minetest 0.4.4 git from no earlier than Jan. 7.

Also, look through the forums, there have been a few tree definitions posted that, if made into a mod, might also look nice.

Note that this and similar mods/trees code generally do not try to replace the default trees, but rather, they add new ones. Replacing default trees is possible, but I am not sure how it is done.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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RealBadAngel
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by RealBadAngel » Sat Jan 12, 2013 17:25

some new screenshots again:
oaks with acorns:
Image
spruces with cones
Image
palm trees:
Image
Image
 

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by Inocudom » Sat Jan 12, 2013 17:34

I don't know if this can be done, but you may want to make the palm trees look a little more solid. For variety reasons, I recommend that all trees do have slight height variations in terms of how high their leaves are on their trunks.

Is VanessaE working on this with you? I think that the palm trees and the birch trees would make good additions to her moretrees mod. Where are birch trees intended to appear anyway?
 

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Casimir
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by Casimir » Sat Jan 12, 2013 18:15

I can't wait for the new mapgen!

One suggestion: for the palms make the trunk go strait up and for the leaves use some drawtype like raillike or signlike.
 

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RealBadAngel
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by RealBadAngel » Wed Jan 16, 2013 18:21

another update. trees framework is gettin close to be finished. Today the planks:
Image
 

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0gb.us
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by 0gb.us » Wed Jan 16, 2013 18:44

Are these beautiful trees going in the default game, or are they just a demonstration of what can be done with your changes to the engine?
 

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dannydark
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by dannydark » Wed Jan 16, 2013 19:29

RealBadAngel wrote:another update. trees framework is gettin close to be finished. Today the planks:
Image


Nice ^_^, Can't wait to get my grubby hands on the new planks.

@0gb.us: These trees will be in the new mapgen (v7) and biome specific :D can't wait!
 

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by Spots » Wed Jan 16, 2013 19:39

kick ass Angel!!
 

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