

Esteban wrote:Small Teaser for a map I am working on:
AMMOnym wrote:Esteban wrote:Small Teaser for a map I am working on:
Scary....


Esteban wrote:I still don't understand why semi transparent textures look white -.-
Anyways, update of the map:
https://cdn.mediacru.sh/ht3N77sc2A-l.png
https://cdn.mediacru.sh/SQPWKFzZ0N3I.png
MirceaKitsune wrote:Esteban wrote:I still don't understand why semi transparent textures look white -.-
Anyways, update of the map:
https://cdn.mediacru.sh/ht3N77sc2A-l.png
https://cdn.mediacru.sh/SQPWKFzZ0N3I.png
Aaah, it took me a few seconds to realize what that is. Awesome work :D Just needs a few mobs to do the rest, hehe.

Esteban wrote:Thanks. Finished the map! What is left is to add finishing touches....do you have any recommendations on what mob mod to use? :D I originally planed just use static npcs...
https://cdn.mediacru.sh/CjG7KkdhJBGq.png
Esteban wrote:MirceaKitsune wrote:Esteban wrote:I still don't understand why semi transparent textures look white -.-
Anyways, update of the map:
https://cdn.mediacru.sh/ht3N77sc2A-l.png
https://cdn.mediacru.sh/SQPWKFzZ0N3I.png
Aaah, it took me a few seconds to realize what that is. Awesome work :D Just needs a few mobs to do the rest, hehe.
Thanks. Finished the map! What is left is to add finishing touches....do you have any recommendations on what mob mod to use? :D I originally planed just use static npcs...
Hybrid Dog wrote:please make a violin which moves and plays sounds when you can't see it (when it's behind you and without F7)...
Hybrid Dog wrote:...and please make it higher, add windows, a roof and an entrance and paste it into a forest
local function get_random(a, b, seed)
return PseudoRandom(math.abs(a+b*50)+seed)
end
local r_chs = {}
local function hnoise_single(t)
local t1 = os.clock()
local s = t.scale
if not r_chs[s] then
r_chs[s] = math.floor(s/3+0.5)
end
local minp = t.minp
local seed = t.seed
local size = t.size
--local height = t.height or 10
size = size or 15
local r_ch = r_chs[s]
local maxp = vector.add(minp, size)
local tab = {}
local sm = t.range or (s+r_ch)*2
for z = -sm, size+sm do
local pz = z+minp.z
if pz%s == 0 then
for x = -sm, size+sm do
local px = x+minp.x
if px%s == 0 then
local pr = get_random(px, pz, seed)
local pstring = px+pr:next(-r_ch, r_ch).." "..pz+pr:next(-r_ch, r_ch)
tab[pstring] = pr:next(0, s)
end
end
end
end
s = s+r_ch
local s_max = math.sqrt(2)*s
local tab2,n = {},1
for z = minp.z, maxp.z do
for x = minp.x, maxp.x do
local h = 0
for p,h2 in pairs(tab) do
local x2,z2 = unpack(string.split(p, " "))
x2 = math.abs(x2-x)
z2 = math.abs(z2-z)
if x2 <= s
and z2 <= s then
local dist = math.hypot(z2, x2)
dist = dist-h2
dist = s*math.acos(dist/s)/(0.5*math.pi)
h = math.max(h, dist)
end
end
--[[for z2 = -s, s do
for x2 = -s, s do
local h2 = tab[x+x2.." "..z+z2]
if h2 then
--local dist = math.max(math.abs(z2), math.abs(x2))
local dist = math.hypot(z2, x2)
dist = dist-h2
--h2 = 10-dist
h = math.max(h, dist)
end
end
end]]
h = h/s_max-0.5
--tab2[n] = {x=x, y=maxp.y-h, z=z}
tab2[n] = {x=x, y=h, z=z}
n = n+1
end
end
print(string.format("[hnoise] calculated after ca. %.2fs", os.clock() - t1))
return tab2
end
function hnoise(t)
local n1 = hnoise_single(t)
t.seed = t.seed+1
local n2 = hnoise_single(t)
t.seed = t.seed-1
for i = 1,#n1 do
n1[i].y = n1[i].y+n2[i].y
end
return n1
endHybrid Dog wrote:You use perlin noise, don't you?

Esteban wrote:Map Update:
Using compassgps as the security monitor! Just grant tp to the guard and he can check any area! And used a little trick to avoid him exploring the map.
-snip-

Evergreen wrote:Esteban wrote:Map Update:
Using compassgps as the security monitor! Just grant tp to the guard and he can check any area! And used a little trick to avoid him exploring the map.
-snip-
I suggest that you make some heavy modifications to the compassgps mod, because it looks a bit cluttered for what it is used for. I think all you should have are the camera destinations, and nothing else. (in the formspec that is)



indriApollo wrote:Buildings on minetest-france.fr
Some extra pictures :
+ Spoiler

paramat wrote:
Riverdev mapgen (it has a silly name like mine-test).
Esteban wrote:For now, I will avoid changing the compassgpas mod. I don't want to break anything, I am not completely sure how formspecs work.Once everything is setup (I have to finish classes setup and sound effects) I may remove unused buttons.
Kilarin wrote:Esteban wrote:For now, I will avoid changing the compassgpas mod. I don't want to break anything, I am not completely sure how formspecs work.Once everything is setup (I have to finish classes setup and sound effects) I may remove unused buttons.
Contact me and I'll be happy to explain how the formspecs in compassgps work and help you create a simplified version if you need it.
no, that's tsunami




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