[Mod] mypaths [mypaths]

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Don
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Re: [Mod] mypaths [mypaths]

by Don » Thu Mar 12, 2015 20:47

lightonflux wrote:Video howto: How to set up GIMP for pixel art

The nodebox would be another possibility, but it would need more resources because of additional vertices, but maybe that negligible.

I understand how to use gimp. I just don't understand bumpmaps. I need to take some time and read about it. Give me a little time and I will get it.
I might make a nodebox version in the future. I have been trying to keep my mods as light as possible lately. I want them to be resource friendly. If I make a nodebox one it will be a separate mod. Don't expect it any time soon though
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Re: [Mod] mypaths [mypaths]

by 12Me21 » Fri Mar 13, 2015 13:32

If you simplify the borders between the grass and path (make them straight), you could use only a few nodeboxes:
for 1-wide path parts:
corner: 3
T: 4
+: 5
straight: 3
end: 4
single path block: 5

and larger areas:
edge: 2
outer corner: 3
inner corner: 3
full path block: 1
double inner corner: same side: 3
double inner corner: opposite sides: 3
triple inner corner: 4

even if you just simplified them a little bit, they would still use fewer nodeboxes than the stone paths.
 

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Re: [Mod] mypaths [mypaths]

by Don » Fri Mar 13, 2015 13:44

12Me21 wrote:If you simplify the borders between the grass and path (make them straight), you could use only a few nodeboxes:
for 1-wide path parts:
corner: 3
T: 4
+: 5
straight: 3
end: 4
single path block: 5

and larger areas:
edge: 2
outer corner: 3
inner corner: 3
full path block: 1
double inner corner: same side: 3
double inner corner: opposite sides: 3
triple inner corner: 4

even if you just simplified them a little bit, they would still use fewer nodeboxes than the stone paths.

How much do you think the path should be lowered with nodeboxes?
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Re: [Mod] mypaths [mypaths]

by 12Me21 » Fri Mar 13, 2015 13:49

Don wrote:
12Me21 wrote:If you simplify the borders between the grass and path (make them straight), you could use only a few nodeboxes:
for 1-wide path parts:
corner: 3
T: 4
+: 5
straight: 3
end: 4
single path block: 5

and larger areas:
edge: 2
outer corner: 3
inner corner: 3
full path block: 1
double inner corner: same side: 3
double inner corner: opposite sides: 3
triple inner corner: 4

even if you just simplified them a little bit, they would still use fewer nodeboxes than the stone paths.

How much do you think the path should be lowered with nodeboxes?

maybe 1 or 2 pixels (1/16 to 2/16, which means the top is 7/16 or 6/16. when defining the nodebox). try out different hights to see what looks best/
 

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Re: [Mod] mypaths [mypaths]

by Don » Fri Mar 13, 2015 13:56

I will try to make time today to make it. No promises.
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Re: [Mod] mypaths [mypaths]

by 12Me21 » Fri Mar 13, 2015 14:10

Don wrote:I will try to make time today to make it. No promises.


Ok. the problem is the slopes. there might need to be a few new nodes for underneath the slopes, I'll explain more later, or maybe you'll discover it on your own.
 

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Re: [Mod] mypaths [mypaths]

by Don » Fri Mar 13, 2015 15:18

12Me21 wrote:
Don wrote:I will try to make time today to make it. No promises.


Ok. the problem is the slopes. there might need to be a few new nodes for underneath the slopes, I'll explain more later, or maybe you'll discover it on your own.

I already thought about that. It will have to be a node that is 2 high. Not sure how it will look though.
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Re: [Mod] mypaths [mypaths]

by rubenwardy » Fri Mar 13, 2015 15:55

Edit: I didn't see the second page.

Gimp is fine is you know how to use it correctly. To do pixel art, you need to use the pencil tool, select the square brush and set the size to 1. And when rubbing out you need to use "hard edge". One you've done that to set it up, then it works okay. GIMP isn't known for its intuitiveness.

GIMP runs a lot better on Linux, on Windows its windows are annoying and it takes ages to load.
 

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Re: [Mod] mypaths [mypaths]

by Don » Fri Mar 13, 2015 17:25

rubenwardy wrote:Edit: I didn't see the second page.

Gimp is fine is you know how to use it correctly. To do pixel art, you need to use the pencil tool, select the square brush and set the size to 1. And when rubbing out you need to use "hard edge". One you've done that to set it up, then it works okay. GIMP isn't known for its intuitiveness.

GIMP runs a lot better on Linux, on Windows its windows are annoying and it takes ages to load.

Thanks
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Re: [Mod] mypaths [mypaths]

by Don » Fri Mar 13, 2015 17:27

12Me21 wrote:
Don wrote:I will try to make time today to make it. No promises.


Ok. the problem is the slopes. there might need to be a few new nodes for underneath the slopes, I'll explain more later, or maybe you'll discover it on your own.

I threw this together. Give it a try and let me know what you think it. It is not complete but I just want to get opinions.
https://www.dropbox.com/s/t16i00wsmvo2gjy/mypaths_nodebox.zip?dl=0
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Re: [Mod] mypaths [mypaths]

by Sokomine » Thu Mar 19, 2015 02:34

Very nice paths. It would be great to have some between the villages in mg_villages eventually, but I'm afraid that's going to take a lot of time. The pahs look very good.
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Re: [Mod] mypaths [mypaths]

by Don » Thu Mar 19, 2015 03:18

Sokomine wrote:Very nice paths. It would be great to have some between the villages in mg_villages eventually, but I'm afraid that's going to take a lot of time. The pahs look very good.

Thanks
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Re: [Mod] mypaths [mypaths]

by philipbenr » Fri Mar 20, 2015 03:16

@12Me21: No, Gimp actually can be beautiful for little work like this. Even though the program is a bit big for the job, you will find it very capable.

So, Don: crash course!

  • Azimuth: The angle at which the 3d bumping takes place. Not very important for smaller images.
  • Elevation: I am not quite sure myself, but toying with this shows me that the elevation should be above the depth
  • Depth: How extreme the map should be when bumping up: More depth = more contrast when bumping
  • X & Y offset: Does what is says: offsets the bump that is made
  • Waterlevel: Not very important for this
  • Ambient: If you are going to turn up the depth, turn this up to smooth it out, and not make the bump so violent.

So, the three sliders I adjust the most would be the depth, the elevation (always higher than the depth), and this ambient. Here is a screenie for you Don.

Image

image.png
The best result I can give you
image.png (205.16 KiB) Viewed 2367 times


Hope it helps.

Edit: Does that look like what you would want?
 

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Re: [Mod] mypaths [mypaths]

by Don » Fri Mar 20, 2015 04:39

philipbenr wrote:@12Me21: No, Gimp actually can be beautiful for little work like this. Even though the program is a bit big for the job, you will find it very capable.

So, Don: crash course!

  • Azimuth: The angle at which the 3d bumping takes place. Not very important for smaller images.
  • Elevation: I am not quite sure myself, but toying with this shows me that the elevation should be above the depth
  • Depth: How extreme the map should be when bumping up: More depth = more contrast when bumping
  • X & Y offset: Does what is says: offsets the bump that is made
  • Waterlevel: Not very important for this
  • Ambient: If you are going to turn up the depth, turn this up to smooth it out, and not make the bump so violent.

So, the three sliders I adjust the most would be the depth, the elevation (always higher than the depth), and this ambient. Here is a screenie for you Don.

Image

image.png


Hope it helps.

Edit: Does that look like what you would want?

Thank you so much. That makes more sense then anything I have read. I will play with that in the morning.
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Re: [Mod] mypaths [mypaths]

by 12Me21 » Fri Mar 20, 2015 13:19

philipbenr wrote:@12Me21: No, Gimp actually can be beautiful for little work like this. Even though the program is a bit big for the job, you will find it very capable.

So, Don: crash course!

  • Azimuth: The angle at which the 3d bumping takes place. Not very important for smaller images.
  • Elevation: I am not quite sure myself, but toying with this shows me that the elevation should be above the depth
  • Depth: How extreme the map should be when bumping up: More depth = more contrast when bumping
  • X & Y offset: Does what is says: offsets the bump that is made
  • Waterlevel: Not very important for this
  • Ambient: If you are going to turn up the depth, turn this up to smooth it out, and not make the bump so violent.

So, the three sliders I adjust the most would be the depth, the elevation (always higher than the depth), and this ambient. Here is a screenie for you Don.

Image

image.png


Hope it helps.

Edit: Does that look like what you would want?


I like the original better. The other one has too much noise, and doesn't look like a real path.
 

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Re: [Mod] mypaths [mypaths]

by philipbenr » Fri Mar 20, 2015 23:25

The one thing that I learned about pixel art for small, but realistic, is that nothing in the natural world is smooth and not noisy. I like more noise, because it seems more like rugged, beaten up terrain.
 

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Re: [Mod] mypaths [mypaths]

by 12Me21 » Sat Mar 21, 2015 00:39

philipbenr wrote:The one thing that I learned about pixel art for small, but realistic, is that nothing in the natural world is smooth and not noisy. I like more noise, because it seems more like rugged, beaten up terrain.

It looks too rough though. Paths are usually pretty smooth (but not flat) because people walking on them will flatten any parts that stick up too much.
 

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Re: [Mod] mypaths [mypaths]

by tulenitata » Fri Mar 04, 2016 10:28

cool
excuse the bad English Thanks
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Re: [Mod] mypaths [mypaths]

by lightonflux » Fri Mar 11, 2016 13:01

Is the new repo @mintest-mods or is that only a mirror? If it is the new home of the mod can you please change the first post? Thanks don.
 

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Re: [Mod] mypaths [mypaths]

by Don » Fri Mar 11, 2016 13:05

The repo is @minetest-mods but linked to my repo. They are the some repo.
I will change the link so people are not confused.
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Re: [Mod] mypaths [mypaths]

by Don » Mon Mar 14, 2016 16:02

Update - New textures and support for Ethereal mod.
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Re: [Mod] mypaths [mypaths]

by TheReaperKing » Wed Mar 23, 2016 20:10

This is awesome! Also is the license in the git itself? I was having trouble finding it. I definitely want to use this with the kiddos! :D
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Re: [Mod] mypaths [mypaths]

by Don » Wed Mar 23, 2016 20:42

Licence changed to DWYWPL

TheReaperKing - I just uploaded the licence change. Please redownload. Glad you like it
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