Post your screenshots!

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AMMOnym
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Re: Post your screenshots!

by AMMOnym » Sat Oct 04, 2014 09:33

Esteban wrote:Working on a better look for the default doors... what do you think?
Image

I think that this doors looks like mc doors.
 

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hassage
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Re: Post your screenshots!

by hassage » Sat Oct 04, 2014 12:41

A screen of a house on the server "Minetestforfun":
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Esteban
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Re: Post your screenshots!

by Esteban » Sat Oct 04, 2014 17:06

AMMOnym wrote:
Esteban wrote:Working on a better look for the default doors... what do you think?
-snip-
I think that this doors looks like mc doors.

I used MC's door as an inspiration. If you look closely, the design is the original minetest door.
ImageImage
 

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Re: Post your screenshots!

by AMMOnym » Sat Oct 04, 2014 18:07

I used MC's door as an inspiration. If you look closely, the design is the original minetest door.
ImageImage[/quote][/quote]
I like it :D
 

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Re: Post your screenshots!

by SAMIAMNOT » Sun Oct 05, 2014 21:23

Nice!
I test mines.
 

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Re: Post your screenshots!

by Hybrid Dog » Mon Oct 06, 2014 17:23

I like it too, you could make a door_overlay_top.png and door_overlay_bottom.png similar to the fence_overlay to let it always use the newest wood texture. The same could be done with the bookshelf.
 

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Re: Post your screenshots!

by Amaz » Tue Oct 07, 2014 19:49

Image
Sunrise on Silvercrab! (The rebooted version of Redcrab.)
 

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Re: Post your screenshots!

by Wuzzy » Tue Oct 07, 2014 20:20

Some weird screenshot from SkyTest:

Image
https://i.imgur.com/05GSOeE.png

It’s a nyan cat rainbow without the nyan cat! It actually spawned this way and you can try to reproduce it. Seed and coordinates are in screenshot.
 

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Re: Post your screenshots!

by Krock » Wed Oct 08, 2014 08:38

The game does the difference

Image
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Re: Post your screenshots!

by MirceaKitsune » Wed Oct 08, 2014 12:38

Krock wrote:The game does the difference

http://i.imgur.com/obmzABB.png


Aha... so that's what the new drawtype I saw in the GIT logs does. That's a very nice feature... now you can make actual glass blocks out of multiple nodes!
 

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Re: Post your screenshots!

by Krock » Wed Oct 08, 2014 13:04

MirceaKitsune wrote:Aha... so that's what the new drawtype I saw in the GIT logs does. That's a very nice feature... now you can make actual glass blocks out of multiple nodes!

That new drawtype was an extention to the one in the screenshot. (The one I used is already a bit longer in the minetest core)

New screenshot:
Image
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Re: Post your screenshots!

by srifqi » Wed Oct 08, 2014 14:43

Krock wrote:New screenshot:
img

Two nyan cats!
Cactus forest!
I'm from Indonesia! Saya dari Indonesia!
Terjemahkan Minetest!
Mods by me. Modifikasi oleh saya.

Pronounce my nick as in: es-rifqi (IPA: /es rifˈki/)
 

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Re: Post your screenshots!

by SAMIAMNOT » Wed Oct 08, 2014 14:52

A pond in Minecraft Classic 1.1 (I made it, you can find it on the Minecraft Game topic):
Image
I test mines.
 

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Re: Post your screenshots!

by Esteban » Thu Oct 09, 2014 19:09

A quick visit to New York City!
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Re: Post your screenshots!

by Esteban » Fri Oct 10, 2014 22:55

Image
Image
 

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Wuzzy
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Re: Post your screenshots!

by Wuzzy » Sat Oct 11, 2014 03:23

A funny error message I got a few times while modding:

Image
Large image

Sadly, I don’t know anymore when this error occoured.
Attachments
Error in error handling.png
Error in error handling.png (4.08 KiB) Viewed 2531 times
 

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Re: Post your screenshots!

by Dragonop » Sat Oct 11, 2014 03:49

@Wuzzy:
Errorception
 

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Re: Post your screenshots!

by Hybrid Dog » Sat Oct 11, 2014 10:08

Wuzzy wrote:A funny error message I got a few times while modding:

Image
Large image

Sadly, I don’t know anymore when this error occoured.

https://github.com/minetest/minetest/issues/1423
 

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Re: Post your screenshots!

by SAMIAMNOT » Sat Oct 11, 2014 12:49

Krock wrote:The game does the difference

Image

How did you get that??? Thats awesome!!!
I test mines.
 

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Re: Post your screenshots!

by Krock » Sat Oct 11, 2014 15:22

SAMIAMNOT wrote:
Krock wrote:The game does the difference

http://i.imgur.com/obmzABB.png

How did you get that??? Thats awesome!!!

That's a screenie from the base_game.
The latest minetest_game uses this glasslike drawtype too
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Re: Post your screenshots!

by Esteban » Sat Oct 11, 2014 19:15

Image

Somehow they were unable to do damage, so I had to make them use projectiles.
Image

Also, a fork of [Mod] Fire extinguisher [extinguisher], to remove and fix air leaks.
Image
 

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Re: Post your screenshots!

by paramat » Sun Oct 12, 2014 04:58

Image


Webworld mapgen.
 

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Re: Post your screenshots!

by Calinou » Sun Oct 12, 2014 20:42

Just a cave in Carbone…

Image

Down in the water, there was a dirt monster and sand monster.
 

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Re: Post your screenshots!

by ArguablySane » Sun Oct 12, 2014 22:04

I've been playing around with cave generation algorithms to get a feel for modding Minetest.
The following screenshots show caves which smoothly vary in size and density in all 3 dimensions.

A typical unassuming cave entrance on the surface. This particular one goes a lot deeper than it looks.
+ click for image


The number of caves near the surface varies according to "biome":
+ click for images


Going deeper, the caves get larger and more spread out:
+ click for image


After 500 metres depth the algorithm no longer cares about surface cave density.
+ click for image


Almost 2 km below the surface, and we can see the largest tunnels (the size increase actually caps out at 1 km depth). These twist and turn through all three dimensions, so navigating them on foot would be extremely difficult and rather dangerous. Once I get ore generation working though, there should be some valuable resources down there which make the caves worth exploring.
+ click for image


Please excuse the inconsistent lighting. I tried to set everything to be fully illuminated, but that's apparently easier said than done.
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
 

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Re: Post your screenshots!

by ExeterDad » Mon Oct 13, 2014 00:55

WOW! Very interesting work!
Welcome to the forums by the way :D
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

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Re: Post your screenshots!

by Krock » Mon Oct 13, 2014 16:20

\o/ I like all those mapgen screenshots.


If you use perlin noise there, you can minimalize that to two 3d-noise.
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Re: Post your screenshots!

by Calinou » Mon Oct 13, 2014 20:59

This one reminds me of Minecraft a lot:
Image
 

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Re: Post your screenshots!

by ArguablySane » Mon Oct 13, 2014 22:43

I'm glad people like the screenshots.

Krock wrote:If you use perlin noise there, you can minimalize that to two 3d-noise.

All my caves are actually generated by the intersection of two thresholded 3D noise functions. I took a bit of inspiration from paramat's code for that, so if he's reading this, thanks. I have just tested adding a third set of 3D noise to generate more interconnected caves, and that seems to work well.

The main modification is a blending function which takes multiple octaves of 3D perlin noise and combines them in varying proportions to produce a smooth noise function with varying spatial frequency. I also use a spherical "cutting head" when carving out the caves so that narrow caves are usually navigable without digging and larger caves have slightly rounded corners.

If people are interested, I could write up a larger post explaining how this technique works in more detail. I'd be happy to share my code, but it still has one annoying bug in it which I'm trying to find. Coincidentally you can actually see the bug in the screenshot above - a vertical line of not-quite-continuity down the middle of the image.

EDIT: Fixed the bug. It turns out the 2D perlin noise function takes slightly different parameters than the 3D one. There were huge discontinuities in the cavernosity map, leading to slight discontinuities in the cave systems at y>-500.

EDIT2: Pastebin of the init.lua source: http://pastebin.com/DhHFESb4
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Re: Post your screenshots!

by paramat » Tue Oct 14, 2014 02:10

I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.

Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:

Image
 

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Re: Post your screenshots!

by ExeterDad » Tue Oct 14, 2014 02:22

Paramat... I'm thinking that last image is only missing a dude on a skateboard catching extreme air!
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

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