[mod] nodebox_trees [nodebox_trees]

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D00Med
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[mod] nodebox_trees [nodebox_trees]

by D00Med » Sat Dec 31, 2016 02:06

This mod replaces the default tree trunks with nodeboxes, and leaves with models.
It also replaces cactus and waterlilies with new models.
The mapgen is also changed so that new schematics, made by tobyplowy, are used.
This will override the default mapgen, and may not work with other mapgen mods(I haven't tested it).
The mapgen part of the mod can be disabled in line 440 of init.lua

IMPORTANT: Only use this mod on a new world, otherwise the tree trunks will appear black. You can use mapfix to get around this problem.

Texture packs that support this mod:
Schone Welt: viewtopic.php?f=4&t=16305
John Smith: viewtopic.php?f=4&t=5383&start=75
Summerfields: viewtopic.php?f=4&t=9314
mini8x: viewtopic.php?f=4&t=14633&p=217705
Coming soon:horrorpack

License:
Code: LGPL 2.1+ by D00Med(code) and toby109tt(aka tobyplowy)(tree schematics)
Textures and Models: CC-BY-SA 3.0 Edited/Created by toby109tt(aka tobyplowy)
(see license.txt in the mod folder for more information about this)

Dependancies:
default
flowers

Download: https://github.com/D00Med/nodebox_trees ... master.zip
Github: https://github.com/D00Med/nodebox_trees

Updates:
23/1/17:
>flickering fixed thanks to toby109tt and Nathan.S

Screenshots:
Last edited by D00Med on Tue Mar 07, 2017 20:51, edited 9 times in total.
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Re: [mod] nodebox_trees [nodebox_trees]

by yzelast » Sat Dec 31, 2016 02:21

Beautiful,especially the leaves, but on my computer the fps dropped a lot.

And sometimes the normal node is generated.
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screenshot_20161230_231441.png
screenshot_20161230_231441.png (788.3 KiB) Viewed 6696 times
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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sat Dec 31, 2016 05:10

Yes it does slow the game down.
The reason the normal node appears is because the trunks turn into a normal node when they are connected side by side. This means that logs (mostly) still work, and tree trunks are still good for building.
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Re: [mod] nodebox_trees [nodebox_trees]

by toby109tt » Sat Dec 31, 2016 14:20

D00Med wrote:This mod replaces the default tree trunks with nodeboxes, and leaves with models.
It also replaces cactus and waterlilies with new models.
The mapgen is also changed so that new schematics are used.
This will override the default mapgen, and may not work with other mapgen mods(I haven't tested it).
The mapgen part of the mod can be disabled in line 440 of init.lua

License:
Code: LGPL 2.1+ by D00Med and toby109tt(aka tobyplowy)
Textures and Models: CC-BY-SA 3.0 Edited/Created by toby109tt(aka tobyplowy)
(see license.txt in the mod folder for more information about this)

Dependancies:
default
flowers

Download: https://github.com/D00Med/nodebox_trees ... master.zip
Github: https://github.com/D00Med/nodebox_trees

Screenshots:


Thanks D00med for making this mod with me :) also you forgot to give me credit for the trees
( ͡° ͜ʖ ͡°) i love pixels and voxels ( ͡° ͜ʖ ͡°)
 

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Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Sat Dec 31, 2016 18:31

Fantastic trees... absolutely beautiful!
But the massive drop in fps makes it unbearable... If you two can resolve that serious issue, this will become an extremely popular mod. Nice work.
Flick?... Flick who?
 

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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sat Dec 31, 2016 20:02

"you forgot to give me credit for the trees" sorry, I put you down as code author for that.
I will fix it.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sat Dec 31, 2016 20:20

The mod should cause less lag now, snow leaves are set with on_generated instead of an abm.
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Re: [mod] nodebox_trees [nodebox_trees]

by ManElevation » Sun Jan 01, 2017 12:14

i like it
Hey there im going to be off minetest for a while because my company has been deleloping a game called Ground Conflict, if you wish to see some screenshots or have some info, than please join our discord server https://discord.gg/C9ygXJn
 

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Re: [mod] nodebox_trees [nodebox_trees]

by burli » Sun Jan 01, 2017 13:06

Looks great. I guess now I really need high end gaming hardware because MT should look always like thin
 

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Re: [mod] nodebox_trees [nodebox_trees]

by toby109tt » Sun Jan 01, 2017 16:46

The fact that people love this so much makes me really Happy !
D00med again your the best!
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Re: [mod] nodebox_trees [nodebox_trees]

by TheReaperKing » Sun Jan 01, 2017 21:41

I love the leaves but the trunks look almost exactly the same as if they were blocks. What about making them look a little more round? Kind of like what that mod voxus did and also I was inspired a bit by looking at this game, which remind me of your mod when I saw it:
https://www.youtube.com/watch?v=EzGpWWX0rXU

Just some thoughts for you! Thank you for your hard work on this! :D
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Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Sun Jan 01, 2017 22:17

TheReaperKing wrote:I love the leaves but the trunks look almost exactly the same as if they were blocks. What about making them look a little more round? Kind of like what that mod voxus did and also I was inspired a bit by looking at this game, which remind me of your mod when I saw it:
https://www.youtube.com/watch?v=EzGpWWX0rXU

Just some thoughts for you! Thank you for your hard work on this! :D


Rounded trunks end up looking odd at the ground in Minetest. I do agree that using these nodebox trunk bases seems somewhat mute, as they add only a small bump on each side.
Using them may be more justified if they had roots on each side but, I have noticed if the user turns this mod off, you are left with "unknown nodes" at the base of the trees using the nodebox.
I personally feel just using the models for the leaves is more then well enough here. I have messed around with many different ways of doing trees and have come back around to simply using the existing trunks and just modifying the leaves in various ways... in the end, it ends up blended better into the rest of the look and feel of Minetest.
In other words, maybe focusing on the leaves is the best route?
If you look at cg_decor mod they used a model for the leaves but, I triple that model up, and I think also stretching it out horizontally would look very nice. But then I need to figure out how to add a "top view" to resolve the hideous view from above...
I also use the entire model, for the entire tree and bypassed the tree trunks in cg_decor...
Anyway, I REALLY love the models for leaves in your work it definitely adds a more surreal visual without over doing it and looking out of place...
I'm going to try it out again since you made you last changes in hope it has greatly reduced the lag, because I really want to use this
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Re: [mod] nodebox_trees [nodebox_trees]

by TheReaperKing » Sun Jan 01, 2017 22:55

Maybe if the trunks are going to be models that they could have an expanded base? Aka a tree stump. Also just for insight purposes, Kenny used this to make his trees:
http://zoxel.blogspot.com/

I actually don't see much difference between his trees and the default besides textures but I figure options are good.
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Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Mon Jan 02, 2017 00:23

Definitely seems less laggy now.... This is now my default trees mod :D
look how beautiful...
Nice nice nice nice... NICE! thank you both for this...
Image
Attachments
beautiful nodebox_trees aspen.png
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Flick?... Flick who?
 

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Re: [mod] nodebox_trees [nodebox_trees]

by TheReaperKing » Mon Jan 02, 2017 00:37

That looks absolutely fantastic! Awesome work! I wonder if even pine trees could happen.
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Re: [mod] nodebox_trees [nodebox_trees]

by toby109tt » Mon Jan 02, 2017 01:01

TumeniNodes wrote:Definitely seems less laggy now.... This is now my default trees mod :D
look how beautiful...
Nice nice nice nice... NICE! thank you both for this...
Image
you seem to really love this mod don't you ( I'm happy that you're happy with it)

Also can I ask What texture pack are you using it looks nice?
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Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Mon Jan 02, 2017 01:33

I really do..., this mod is awesome.
I have noticed one slight issue though. In densely wooded areas, the trunks are black... and mapfix is required to resolve it, but that only fixes a limited area, and then needs to be repeated when you run into the black trunks again further on.
Another suggestion is, maybe you could redo the wield images for the leaves... they are HUGE and sort of get in the way when wielded.
I also wonder if you two and this mod, might be well to try to combine? https://forum.minetest.net/viewtopic.php?f=9&t=16286 Might make for one truly amazing all n one tree mod

The TP is the one I just posted in texture packs... I won't add a link here because I feel it might be rude to do in someone else's post for a mod. It's easy to find, it's called "mild 64 32px"
I'm actually making leaf textures for nodeboxtrees to add to it now :D which will be available in both the 64px and 32px packs.
I will post there once these new leaves are added
Flick?... Flick who?
 

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Re: [mod] nodebox_trees [nodebox_trees]

by yzelast » Mon Jan 02, 2017 01:56

TumeniNodes wrote:I really do..., this mod is awesome.
I have noticed one slight issue though. In densely wooded areas, the trunks are black... and mapfix is required to resolve it, but that only fixes a limited area, and then needs to be repeated when you run into the black trunks again further on.
Another suggestion is, maybe you could redo the wield images for the leaves... they are HUGE and sort of get in the way when wielded.
I also wonder if you two and this mod, might be well to try to combine? https://forum.minetest.net/viewtopic.php?f=9&t=16286 Might make for one truly amazing all n one tree mod

The TP is the one I just posted in texture packs... I won't add a link here because I feel it might be rude to do in someone else's post for a mod. It's easy to find, it's called "mild 64 32px"
I'm actually making leaf textures for nodeboxtrees to add to it now :D which will be available in both the 64px and 32px packs.
I will post there once these new leaves are added


I Think that if i change my nodes to use these nodeboxes it should work easily.
But as i'm new on minetest modding api i'm worried if my mod will have enough performance to run smooth together with nodebox_tree(on my computer it is unplayable).
Have a free time? So check it out my mods: Real Trees and Wood Plus
 

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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Mon Jan 02, 2017 22:21

Combining would probably cause a lot of problems.
I've fixed the wield problem.
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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sun Jan 08, 2017 06:35

Update: Trunk bases and snow leaves have been disabled.
They are still in the code and schematics if anyone has a fast computer and really wants to use them.
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Re: [mod] nodebox_trees [nodebox_trees]

by yzelast » Sun Jan 08, 2017 07:44

Could you tell me what are your computer specs? I`m still unable to get a decent fps.
Or the nodeboxes are naturally heavy?
In my minecraft days,i remember to play with a mod called "better foliage" which has basically the same visual purpose, and my hd graphics 3000 was able to run very well, so probably is not my computer.
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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sun Jan 08, 2017 08:40

nodeboxes as far as I know, but models are.
my pc's specs are:
windows 10
Intel graphics,
8GB RAM
Intel core i7-6500U (3.1GHz)

What's yours?, maybe I can help. The last computer I used for minetest was very very slow.
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Re: [mod] nodebox_trees [nodebox_trees]

by yzelast » Sun Jan 08, 2017 10:06

The complete specs are:

os: elementary os 0.4
cpu: core i7-2630QM
gpu: hd graphics 3000
ram: 8gb ddr3 1333mhz
storage: ssd kingston 240gb

comparing the specs with passmark benchmark, my cpu looks a little bit faster, but the gpu is almost 3x slower, maybe this should be my problem.
Testing here, i see that the leaf textures flashes when i move the mouse, this should be expected?

the benchmarks:
cpus: http://www.cpubenchmark.net/compare.php?cmp%5B%5D=2607&cmp%5B%5D=873
gpus: http://www.videocardbenchmark.net/compare.php?cmp%5B%5D=3255&cmp%5B%5D=26
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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sun Jan 08, 2017 19:25

That might be your problem.
That is interesting, I have no such problem. Have you tried using direct3d instead of opengl?
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Re: [mod] nodebox_trees [nodebox_trees]

by yzelast » Tue Jan 10, 2017 11:30

My problem was really with the graphic card.
I tried to run your mod with an ancient core 2 duo desktop with a gt 630 and the mod runned fine.Not exactly fine, my motherboard has an annoying problem that prevent me to run any linux distro with kernel 3.12 or newer...dont know why. After installing ubuntu 13.10 and compiling minetest(because the ppa didn`t worked) everything worked like a charm.
Maybe was the opengl version,maybe the better gpu, probably the opengl version, because i`m sure my laptop is more then enough to run this mod.
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Re: [mod] nodebox_trees [nodebox_trees]

by burli » Tue Jan 10, 2017 14:56

I've downloaded the latest version and now the thunks are all black and I have an annoying flickering effect in the leaves
 

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Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Tue Jan 10, 2017 15:01

burli wrote:I've downloaded the latest version and now the thunks are all black and I have an annoying flickering effect in the leaves


I like the flickering effect. It looks like leaves quaking in a breeze :D
I've run into the black trunks as well (I just use mapfix) but I realize this is not the desired method of simply using a mod.
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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Tue Jan 10, 2017 20:25

I can't seem to fix the flickering problem. The problem is that the leaves overlap when they are beside each other
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Re: [mod] nodebox_trees [nodebox_trees]

by burli » Tue Jan 10, 2017 20:35

I know, two faces overlap at the exact same position.

Can't you add a little offset?
 

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Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Tue Jan 10, 2017 21:20

How though? There is already an offset on the model.
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