Cool! Looking forward to it. Makes me wonder what wonderful ideas you have in mind.Evergreen wrote:Idea: Once I finish the cavestuff, I'll start working on "beach". ;)
I use ruben's nodebox editor, you can't use blender to create nodeboxes you know. :PNeuromancer wrote:What do you guys use to create your nodeboxes? Do you use blender, or something else?
VanessaE wrote:Idea: match on apples and on moretrees _ongen apple tree saplings (both at mapgen time). Generate a few "overripe" ones on the ground around/under those trees. Not sure what to DO with them if the player picks one up, maybe they can be cooked or something to make them edible.
Might be a good idea to use the signlike draw type so that the apple appers to be flat on the ground, or do like you're doing with the fallen leaves.
I think it is a glitch, it seems that modpacks disable themselves every time I quit the game. It is very strange.Neuromancer wrote:There's something odd about this Modpack and other Modpacks. Even when it appears I have all dependencies satisified, this Modpack won't work. If I enable it and save it, and come back in, I see that it isn't saved, or if I just go hit play and go into the world the modpack isn't enabled. But if I throw this modpack into my game, then it works just fine. My guess is that there is a hidden dependency that is met by my game, but I'm not sure what it is.
Evergreen wrote:Idea: Once I finish the cavestuff, I'll start working on "beach". ;)
Neuromancer wrote:I was watching a documentary on spirituality, and thought it might be a cool idea to create a spirituality mod, but then I realized that this mod, and the other mods that bring natural beauty bring a spirituality to Minetest. I find myself wandering the landscape just reveling in the beauty of it all.
Neuromancer wrote:What do you guys use to create your nodeboxes? Do you use blender, or something else?
Neuromancer wrote:@MM: I like what you are doing with the twigs, laying them on top of the ground as a flat texture. I think this would be a great idea for adding moss, fungus and decay to rotting logs. But there is something wrong with the twigs, they are too regular. I think you need at least 1 more variation slightly off the 45 degree angle that the current twig is at, and at a different length. Otherwise the pattern is too predictable and looks fake.
Neuromancer wrote:Also: thanks for fixing the allsides optional in the bushes mod!
VanessaE wrote:Idea: match on apples and on moretrees _ongen apple tree saplings (both at mapgen time). Generate a few "overripe" ones on the ground around/under those trees. Not sure what to DO with them if the player picks one up, maybe they can be cooked or something to make them edible.
Might be a good idea to use the signlike draw type so that the apple appers to be flat on the ground, or do like you're doing with the fallen leaves.
Neuromancer wrote:The more I think of it the more I like moss. It can grow on the side of fallen logs, trees, natural stone, stone monuments, ruins, etc.
Neuromancer wrote:I often feel guilty about how I always point out the flaws in MM's creations, or how I come up with an endless supply of ideas for him to implement while I barely have the time to implement anything myself. Then I play the game with all of his mods and I think to myself I'm so glad I have done this! It was worth it! He has achieved something absolutely incredible! I used to look at Minetest as something fun and addictive but fairly clunky looking, but MM has turned it into something that goes beyond anything I have imagined possible. MM, we all owe you a huge debt of gratitude.
VanessaE wrote:This modpack is now supported by HDX :)
(or at least, it supports what was present as of a few hours ago. :D )
Neuromancer wrote:I know we're supposed to fork, and I will if you want me to, but I added a moss texture and node to the trunks mod because it seems to make sense that moss would most likely grow on the side of fallen logs. Feel free to rip it out if you want. It probably needs variations on the texture to make it look more realistic. I decided to go with signlike just to see how that looked and worked. Whats cool as you can stick it on top of or on the side of just about anything.
Neuromancer wrote:I added a moss texture and node to the trunks mod because it seems to make sense that moss would most likely grow on the side of fallen logs. Feel free to rip it out if you want. It probably needs variations on the texture to make it look more realistic. I decided to go with signlike just to see how that looked and worked. Whats cool as you can stick it on top of or on the side of just about anything.
I could do that. Sorry for not working on it, I am just lazy. :PMossmanikin wrote:Neuromancer wrote:I added a moss texture and node to the trunks mod because it seems to make sense that moss would most likely grow on the side of fallen logs. Feel free to rip it out if you want. It probably needs variations on the texture to make it look more realistic. I decided to go with signlike just to see how that looked and worked. Whats cool as you can stick it on top of or on the side of just about anything.
Looks great, fits very well to logs and soil.
Will certainly not rip it out, instead write a few lines for spawning. :)
Maybe mossy rocks would also look nice.
Evergreen wrote:I could do that.
Evergreen wrote:Sorry for not working on it, I am just lazy. :P
Mossmanikin wrote:Neuromancer wrote:I added a moss texture and node to the trunks mod because it seems to make sense that moss would most likely grow on the side of fallen logs. Feel free to rip it out if you want. It probably needs variations on the texture to make it look more realistic. I decided to go with signlike just to see how that looked and worked. Whats cool as you can stick it on top of or on the side of just about anything.
Looks great, fits very well to logs and soil.
Will certainly not rip it out, instead write a few lines for spawning. :)
Maybe mossy rocks would also look nice.
If you could make some textures, that would be great.Neuromancer wrote:Mossmanikin wrote:Neuromancer wrote:I added a moss texture and node to the trunks mod because it seems to make sense that moss would most likely grow on the side of fallen logs. Feel free to rip it out if you want. It probably needs variations on the texture to make it look more realistic. I decided to go with signlike just to see how that looked and worked. Whats cool as you can stick it on top of or on the side of just about anything.
Looks great, fits very well to logs and soil.
Will certainly not rip it out, instead write a few lines for spawning. :)
Maybe mossy rocks would also look nice.
I think mossy rocks would look great! I was considering trying some other textures for rocks rather than just the standard gray, but I wasn't sure what. I think the moss textures need more variety or need to be tweaked. Oddly enough on logs moss seems to go in straight bands down the length of the log. In my walks in the woods I noticed that the moss (especially) and fungus seem to go more towards the top of the log rather than the bottom.

Neuromancer wrote:I have an idea for the twig textures. The existing one looks great, but I would add additional textures that maybe have multiple twigs on one node and/or have twigs that when the nodes are oriented the right way combine to make one long twig, otherwise make 2 short twigs when not oriented toward each other.
VanessaE wrote:For the twig textures, I'd recommend making say 6 different sticks textures and just let facedir handle the rest. No need to try to make joinable ones, as they'll look cut off when not joined.
Neuromancer wrote:I changed the nodebox for the bush branches to instead of being 2 nodeboxes standing next to each other in the middle, to be 3 nodeboxes stacked on top of each other, each one above the last branching out further. The old look was much more predictable. The new one looks radically different based on the angle you take, but may look more natural. Guys, please let me know your opinion, have I improved the look of the bush branches or have I made them worse?
VanessaE wrote:Side note: When the player digs dirt/grass with leaves, it should split the leaves off first and give those to the player (perhaps dead leaves), and then the dirt node next. Perhaps have some code that allows the leaves to be re-joined with on-ground dirt/grass nodes. See the behavior of homedecor's signs-on-posts to see what I mean.


Neuromancer wrote:I'm not sure sticks float on water.

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