Time |
Nick |
Message |
00:00 |
VanessaE |
sofar: well grass is something of a special case - it really needs some kind of procedural texture |
00:00 |
sofar |
tbh what needs to be done is a complete overhaul over the entire default texture pack, all at once |
00:00 |
sofar |
I've been building a texture pack myself, replaced all stone, cobble, grasses, leaves so far |
00:00 |
sofar |
results are quite good |
00:01 |
sofar |
if only the normal maps would cooperate, they mess it up |
00:01 |
sofar |
I'm forced to ship "flat" normalmaps |
00:02 |
sofar |
VanessaE: I somewhat disagree, dirt and stone textures also need to have the same level of attention to detail as they're found repeating for long lengths everywhere |
00:02 |
sofar |
but sure, grass flats top it |
00:02 |
VanessaE |
well those, too |
00:03 |
VanessaE |
I played hell getting good textures for HDX for those three |
00:03 |
sofar |
I also think that there's way too many transparent pixes in all the leaves |
00:03 |
VanessaE |
for the same reason - the more detail and uniqueness the texture has, the worse it looked when tiled. |
00:03 |
sofar |
so I'm reducing those, and it looks a lot better to me |
00:05 |
sofar |
http://i.imgur.com/AO33IPe.jpg |
00:05 |
sofar |
quick shot of what I have now |
00:05 |
sofar |
my jungle leaves texture and normal leaves texture need a bit more work, but they're getting there |
00:06 |
sofar |
http://i.imgur.com/1azzdXf.png |
00:06 |
sofar |
that has my new cobble stone |
00:08 |
sofar |
http://i.imgur.com/jQVGjdr.png some more stones altogether |
00:09 |
VanessaE |
leaves are too thick imho |
00:09 |
VanessaE |
the cobble looks good |
00:09 |
VanessaE |
about the same as what we already have though |
00:09 |
VanessaE |
much more definition than before though, which is good |
00:10 |
VanessaE |
the stone and desert stone are too plain |
00:10 |
VanessaE |
sandstone also; the stuff I grew up drawing on the sidewalk, for example, looks nothing like what you have there |
00:10 |
VanessaE |
sand is too "regular". needs waves or something, like the old sand has |
00:10 |
sofar |
http://i.imgur.com/MQpkORs.png |
00:11 |
sofar |
absolutely hate the waving in the current sand texture |
00:11 |
VanessaE |
*shakes head* don't like those at all really. |
00:11 |
sofar |
exactly, they're my style |
00:11 |
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00:11 |
sofar |
all together they do quite well |
00:14 |
sofar |
http://i.imgur.com/K5K168X.png - grasses & dirts |
00:14 |
VanessaE |
looks a bit MC'ish |
00:14 |
VanessaE |
but the dry grass on the left doesn't look dry enough :P |
00:14 |
sofar |
consequence of adding some styling |
00:15 |
sofar |
I prefer the pale green to the dead yellow |
00:15 |
sofar |
dead yellow grass doesn't ever grow :) |
00:17 |
sofar |
some people will hate it |
00:17 |
VanessaE |
I hate it ;) |
00:17 |
VanessaE |
tbh it kinda looks....pukey. |
00:18 |
sofar |
http://arstechnica.com/science/2015/12/certain-customers-spell-doom-for-new-products/ |
00:18 |
sofar |
you're one of those :^) |
00:20 |
VanessaE |
:P |
00:20 |
VanessaE |
meanwhile I develop HDX. :P |
00:20 |
VanessaE |
so your argument is invalid :) |
00:30 |
sofar |
the part where some people love it, and some won't still is entirely valid |
00:31 |
sofar |
I hate hdx textures |
00:31 |
sofar |
everything is a cube but I can see a worm in the apple texture |
00:32 |
sofar |
If that's your style, enjoy it |
00:32 |
sofar |
there's nothing wrong with looking at MC's style either |
00:32 |
sofar |
they've done a fucking fantastic job styling |
00:33 |
sofar |
I'd be dumb not to steal some ideas from that |
00:33 |
sofar |
;) |
00:51 |
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01:04 |
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01:42 |
kaadmy |
sofar: i still like those textures, but maybe too flat on some textures, and too sharp for some.. the tree trunk end textures look too sharp |
01:42 |
kaadmy |
doesn't fit with the rest |
01:42 |
sofar |
right, the square trunk rings don't fit yet |
01:43 |
sofar |
tbh the default textures for trunk tops are pretty good |
01:43 |
kaadmy |
and i like the "fuzz" grass, sticking 1+ node high is ugly imo |
01:44 |
sofar |
sorry, what do you mean by that? |
01:44 |
kaadmy |
and jungle wood should be greener |
01:44 |
kaadmy |
for fuzz grass, i meant short grass(1-3 px) that's over the whole node |
01:46 |
sofar |
the grass_1 texture is still only 3-4 pixels high, if that's what you mean |
01:47 |
kaadmy |
yes |
01:47 |
kaadmy |
minetest_game's default grass textures look stiff/rigid |
01:48 |
kaadmy |
i like the smoother grass style |
02:00 |
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02:52 |
RealBadAngel |
sofar, what was your problem with normalmaps again? |
02:53 |
sofar |
making them |
02:54 |
RealBadAngel |
what are you using to make them? |
02:54 |
sofar |
well I tried the gimp normalmaps plugin, and the provided shell script in utils |
02:54 |
sofar |
that doesn't produce anything that makes bumpmapping believable |
02:55 |
RealBadAngel |
indeed |
02:55 |
sofar |
frankly I think I'm going to have to paint them by hand |
02:55 |
RealBadAngel |
you should try Insane Bump or AwesomeBump |
02:55 |
RealBadAngel |
i prefer AwesomeBump |
02:55 |
RealBadAngel |
insane is only for win |
02:56 |
RealBadAngel |
https://github.com/kmkolasinski/AwesomeBump |
02:56 |
sofar |
found it |
02:57 |
RealBadAngel |
we are using normal maps in RGB + heightmap in alpha channel |
02:57 |
RealBadAngel |
so you shall choose combined output |
02:57 |
sofar |
that's another detail that I had to derive the hard way :( |
02:58 |
RealBadAngel |
you could just ask me |
02:58 |
sofar |
yowch, slow clone |
03:01 |
sofar |
well once it clones I can give that a whirl :) |
03:02 |
RealBadAngel |
i will wait till you get it working, there are a few tricks you have to know |
03:03 |
sofar |
just built |
03:03 |
sofar |
wow this isn't a quick one-off tool |
03:04 |
RealBadAngel |
you can import there an image by loading or pasting from clipboard, but any case you will see AB pattern in the final image |
03:05 |
RealBadAngel |
to get rid of it, select diffuse tab, enable preview, click "convert to n-h" |
03:06 |
sofar |
ic |
03:06 |
RealBadAngel |
to save file in format we need, select output tab, then next to "save" choose our format |
03:07 |
RealBadAngel |
when you click save, it will ask for output folder and save there some files |
03:07 |
RealBadAngel |
the one ending with _n.png is ours |
03:08 |
sofar |
height as normal alpha? |
03:08 |
RealBadAngel |
yeah |
03:09 |
sofar |
so then it saves a _n and a _d png |
03:09 |
RealBadAngel |
for height black is 0, white is most top (its not inverted heightmap) |
03:10 |
RealBadAngel |
2 or 3 files, yeah. |
03:10 |
RealBadAngel |
we do need only the _n one |
03:11 |
RealBadAngel |
when trying the map in the app, select shading: bumpmapping and Shader: relief mapping |
03:12 |
RealBadAngel |
you will get the effect close to what you will see ingame |
03:12 |
RealBadAngel |
apart from real lights ofc |
03:13 |
VanessaE |
RealBadAngel: so, when will we have real lighting? |
03:13 |
RealBadAngel |
also, what is the resolution of source tp? |
03:13 |
RealBadAngel |
VanessaE, dunno :) |
03:13 |
sofar |
RealBadAngel: 16x16 |
03:13 |
RealBadAngel |
when its done (tm) ;) |
03:14 |
RealBadAngel |
sofar, so you have to upscale your tp in the first place |
03:14 |
RealBadAngel |
at least to 128x, but i advice 256x |
03:14 |
VanessaE |
RealBadAngel: so, never. :P |
03:14 |
RealBadAngel |
hey, DN3D was finally out ;) |
03:15 |
VanessaE |
heh. |
03:16 |
RealBadAngel |
16px cant hold enough data for bumpmaping, its per pixel technique, you have to match actual video resolution, not the source tp one |
03:16 |
RealBadAngel |
thats why your normal maps have to be higher resolution |
03:17 |
RealBadAngel |
note you will need upscaled textures only for normal map making process |
03:18 |
RealBadAngel |
when you will enlarging them i suggest not using any filters to do so, just plain upscale |
03:19 |
RealBadAngel |
sofar, i think the rest is just fiddling with settings and sliders till you get the map you will like :) |
03:20 |
RealBadAngel |
ah, one more thing, making proper heightmap for some nodes is hard with algorithms, sometimes its better to draw them by hand |
03:20 |
RealBadAngel |
and import it back to AB via pasting |
03:22 |
RealBadAngel |
i do that in GIMP, taking source at original 16px, convert to grayscale, raise contrast, remove or add white pixels to correct levels, upscale to desired final resolution, copy paste to AB |
03:23 |
RealBadAngel |
in AB you can select then in "normal" section the height map to be an input for normal map |
03:27 |
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06:35 |
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08:01 |
VanessaE |
someone REALLY needs to fix minetest often hanging (requiring a SIGKILL) on exit-from-server. |
08:02 |
cheapie |
VanessaE: Mine hangs sometimes, but always responds to SIGTERM for me. |
08:03 |
VanessaE |
I usually resort to KILL when it hangs, didn't think to try TERM. |
08:04 |
VanessaE |
either way, it needs fixed. |
08:04 |
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18:10 |
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18:34 |
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18:38 |
cmdskp |
I'm new with Github - when I fork minetest/minetest it gives me older dated files from gregorycu/minetest? I'm confused. |
18:42 |
cmdskp |
For example, the 'util' folder is dated 3 days ago, but on my new fork today, it shows as updated: 2 months ago. Am I only getting the last release version? Not the latest committed? |
18:44 |
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19:10 |
Robert_Zenz |
cmdskp, you sure your working copy is on the right branch? |
19:10 |
cmdskp |
I clicked the 'Fork' button at the top-right of this page: https://github.com/minetest/minetest/ |
19:11 |
cmdskp |
It then takes me to: cmdskp/minetest (and under that says: forked from: gregorycu/minetest) |
19:13 |
asl97 |
cmdskp: it probably just mean you fork gregorycu repo in the past, just delete it in the settings if you don't need it and use the fork button on minetest |
19:13 |
cmdskp |
I will retry that |
19:14 |
asl97 |
i would suggest cloning it as a backup before deleting just in case |
19:14 |
cmdskp |
I had tried to remove it from my profile, but now I've found where you suggested, under settings. This looks hopeful! |
19:15 |
cmdskp |
I never keep my stuff only in the cloud =) Just too easy to lose stuff or get confused haha |
19:17 |
cmdskp |
Yes, thank you! That sorted it out. :) |
19:20 |
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20:20 |
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20:28 |
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20:33 |
sofar |
hmm, does anyone know if it's possible to modify mapgen params and change the y_max limit? |
20:34 |
kaadmy |
which limit? |
20:34 |
sofar |
y_max |
20:34 |
kaadmy |
y_max limit for what, the 31000 node? |
20:35 |
kaadmy |
afaik that's changeable only by recompiling mt |
20:35 |
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20:35 |
sofar |
I need it to generate only subsurface terrain below 0 |
20:37 |
sofar |
alternatively I'll take a method to manually mark blocks as generated |
20:38 |
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20:43 |
red-001 |
sofar |
20:43 |
red-001 |
so you olny want to generate underground? |
20:43 |
sofar |
I've got an imported/converted map, but it ends at -64 |
20:43 |
sofar |
so I want to generate below that |
20:43 |
sofar |
mgv7 is generating stuff above the imported landscape |
20:44 |
sofar |
so that needs to stop, but it needs to continue generating below |
20:44 |
red-001 |
at what level is the imported part? |
20:44 |
sofar |
above -64 |
20:45 |
red-001 |
Maybe you should generate the world and then paste it back in with worldedit |
20:45 |
red-001 |
then It will not get generated over |
20:45 |
sofar |
it doesn't get generated over |
20:46 |
sofar |
the generator generates *above* it |
20:46 |
red-001 |
ok |
20:46 |
sofar |
above, bad, below, good |
20:46 |
sofar |
nothing is destroyed by mgv7 |
20:47 |
red-001 |
maybe you could move the landscape to +10 or 0 using worldedit? |
20:47 |
sofar |
then it would generate stuff at +100 above the imported terrain |
20:48 |
sofar |
... not a solution |
20:48 |
sofar |
I've converted a ~ 3000x3000 minecraft map |
20:48 |
red-001 |
well you could use mg6 |
20:48 |
red-001 |
or singlenode |
20:48 |
sofar |
or I can use a lua mapgen |
20:48 |
sofar |
that would probably work |
20:49 |
red-001 |
yeah it would |
20:49 |
red-001 |
It should be too hard to modify a lua mapgen to olny generate below -64 |
20:50 |
sofar |
I'll look into that |
21:02 |
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21:20 |
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21:20 |
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21:22 |
red-001 |
game#667 |
21:24 |
red-001 |
can someone take a look at https://github.com/minetest/minetest_game/pull/667 ? |
21:25 |
paramat |
will merge game 757, 761 in a moment |
21:27 |
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21:27 |
paramat |
i'm kinda busy so i think the other mtgame devs should review that :) |
21:27 |
rubenwardy |
Another victim of the outdated Ubuntu store: https://forum.minetest.net/viewtopic.php?f=3&t=13807&p=202885#p202885 |
21:27 |
red-001 |
0.4.13 |
21:27 |
red-001 |
wow |
21:28 |
red-001 |
can a client that old even connect to new servers? |
21:28 |
rubenwardy |
huh? |
21:28 |
rubenwardy |
I think what it's 0.4.9 |
21:28 |
rubenwardy |
and no, I don't think it can |
21:29 |
rubenwardy |
#2442 |
21:30 |
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21:31 |
Fritigern |
The version currently in the Wily repos is 4.12, so I'd bet that person has a lot more updating to do than just MT |
21:31 |
paramat |
nore ShadowNinja any approval for https://github.com/minetest/minetest_game/pull/744 'Add steel trapdoor'? code is checked just needs a +1 |
21:33 |
paramat |
crumbs this will be my 100th commit to game |
21:36 |
RealBadAngel |
here are pr for both engine and the game: https://github.com/minetest/minetest_game/pull/762 https://github.com/minetest/minetest/pull/3496 |
21:36 |
RealBadAngel |
testers and comments are welcome |
21:36 |
paramat |
ok will look later |
21:37 |
paramat |
now merging game 757 761 |
21:40 |
* sofar |
dances |
21:44 |
paramat |
merged |
21:44 |
red-001 |
I change game#602 so that the priv needed is called access |
21:44 |
Fritigern |
And I shall pull and rebuild (frst time in months) :-) |
21:47 |
sofar |
yay one less branch in sofar/minetest_game :) |
21:47 |
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21:48 |
red-001 |
rubenwardy is 602 ok now? |
21:49 |
paramat |
you would need to modify core mapgen code to generate only under y = -64, otherwise use a modified lua mapgen |
21:50 |
sofar |
paramat: yes, I think I'll do just that. |
21:50 |
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21:51 |
rubenwardy_ |
yes red-001 |
21:51 |
rubenwardy_ |
from my pov |
21:53 |
sofar |
"access" seems fine, I was thinking "administrator" or "moderator" myself, but "access" isn't bad at all |
21:53 |
rubenwardy_ |
admin or mod would be a bad pri |
21:53 |
rubenwardy_ |
v |
21:53 |
rubenwardy_ |
privs should say what the privs is |
21:53 |
rubenwardy_ |
not what your level is |
21:54 |
rubenwardy_ |
for example, I have the privilege "alcohol" not the privilege "adult" |
21:54 |
sofar |
right |
21:54 |
rubenwardy_ |
access isn't that good of a name either |
21:55 |
rubenwardy_ |
But a good name is hard |
21:55 |
red-001 |
it's nice and short |
21:55 |
rubenwardy_ |
yeah |
21:56 |
rubenwardy_ |
although if you're not thinking about locked chests, then it isn't immediately obvious what it's for |
21:56 |
rubenwardy |
but meh |
22:06 |
red-001 |
rubenwardy |
22:06 |
red-001 |
why would the option to chose update info from a diffirent url be a security risk? |
22:06 |
red-001 |
#2442 |
22:07 |
rubenwardy |
I don't think it would be. |
22:07 |
rubenwardy |
oh |
22:07 |
rubenwardy |
heh |
22:07 |
rubenwardy |
removed |
22:14 |
red-001 |
I think the client should just something like http://www.minetest.net/currentversion.json |
22:15 |
rubenwardy |
https://api.github.com/repos/minetest/minetest/releases |
22:15 |
rubenwardy |
that's a little hard to interpret, I gues |
22:16 |
red-001 |
github is a third party not ideal |
22:16 |
paramat |
hey hmmmm are you still happy with adding a mapgen alias for air, so subgames can use core mapgens to create space or alien realms with vacuum or alien atmosphere nodes? |
22:17 |
red-001 |
If you host your own file you can also send messages to the user |
22:17 |
red-001 |
for example if a large update is made |
22:18 |
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22:18 |
red-001 |
and give an update link/add an ingame updater |
22:20 |
red-001 |
I think I fixed all style issue with #667 |
22:27 |
paramat |
https://github.com/minetest/minetest_game/pull/763 'Default: Add mapgen alias for air' |
22:30 |
paramat |
seems essential considering c55's roadmap posts. thinking of making the corresponding modifications to mgv5 and singlenode first to see what issues arise |
22:49 |
paramat |
anyway since we agreed on this a while back i'll probably go ahead |
22:49 |
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