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 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 ;) 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 02:52 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 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. 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? 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. :) 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 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 20:43 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 21:22 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 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 21:31 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 :) 21:48 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. 21:51 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 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