TG-MyinaWD
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Maddie-Myina
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by TG-MyinaWD » Wed Mar 04, 2015 03:39
Post
This look so cool and realistic.
And Minetest didn't even had a feature like this way back.
I will totally be using this in my Huge Realistic Minetest subgame.
Just now need make slope version of roads then be neat-o.
But the 1st. picture path design reminds me of a game.
Super Mario 64 + DS Version.
I really admit this can help with that to.
Now if someone made some SM64 Stuff I might Use it in my SM64 Minetest.
Also I will if you have played SM64 And seen the main level always begin at (outside castle a) You will know the slopes look like same.
Anyhow still be useful. I hope can see more cool meshs nodes and ideas got Don and I hope see you make something Batman like ;)
I'm a Transgender no shame about it.
I prefer to be considered as a "Girl/Lady/Miss/Madam/Female" for now on.
everamzah
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everamzah
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by everamzah » Wed Mar 04, 2015 10:57
Post
I'm enjoying your cutepie and mydoors mods, and this one is also very nice. I noticed the steps can be crafted in excess of 99 and was wondering if that was on purpose or not.
And a question, how do I craft the slopes?
Don
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DonBatman
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by Don » Wed Mar 04, 2015 14:30
Post
everamzah wrote: I'm enjoying your cutepie and mydoors mods, and this one is also very nice. I noticed the steps can be crafted in excess of 99 and was wondering if that was on purpose or not.
And a question, how do I craft the slopes?
Thanks.
I made the walking stones stack at 250. That way if you are making a long path you don't have to reload as often. If people think it should be 99 let me know and I will change it.
I added the crafts for the slopes. I also added long slopes.
Thanks for your input. If you see any issues please let me know.
A list of my mods can be found
here
everamzah
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everamzah
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by everamzah » Wed Mar 04, 2015 17:56
Post
Thanks! Missing textures for long slopes, though?
Don
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by Don » Wed Mar 04, 2015 18:11
Post
everamzah wrote: Thanks! Missing textures for long slopes, though?
Sorry about that. Should be good now.
Thanks
A list of my mods can be found
here
Krock
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SmallJoker
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by Krock » Wed Mar 04, 2015 19:55
Post
Finally, there are paths that don't contain any steps.
It would be interesting to generate some ways with a mapgen :)
Don
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DonBatman
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by Don » Wed Mar 04, 2015 20:30
Post
Krock wrote: Finally, there are paths that don't contain any steps.
It would be interesting to generate some ways with a mapgen :)
Would have to talk to paramat for that. Would be cool to have paths generate though.
A list of my mods can be found
here
Don
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DonBatman
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by Don » Sat Mar 07, 2015 22:06
Post
Added angled paths.
A list of my mods can be found
here
RageMallor
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by RageMallor » Mon Mar 09, 2015 22:53
Post
[/b]
Thanks so much for this mod Don!
I had to change all the paths on my project, but it's worth it! Check it out!
Before:
After:
Don
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by Don » Mon Mar 09, 2015 22:55
Post
Max and I spent a couple hours changing paths last night.
Glad you like it.
A list of my mods can be found
here
ExeterDad
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Location: New Hampshire U.S.A
by ExeterDad » Mon Mar 09, 2015 22:57
Post
Really Nice!
Zeno
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Zeno-
Location: Australia
by Zeno » Tue Mar 10, 2015 09:20
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Love it :)
twoelk
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twoelk
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by twoelk » Tue Mar 10, 2015 12:15
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and now to add some version of Sokomine's dirt paths and add some corners too it.
12Me21
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by 12Me21 » Tue Mar 10, 2015 15:30
Post
You should make there be just one craftable "path" node, and make them automatically connect when you place them (like mesecons or tubes)
Don
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by Don » Tue Mar 10, 2015 15:33
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12Me21 wrote: You should make there be just one craftable "path" node, and make them automatically connect when you place them (like mesecons or tubes)
Was thinking of that. Might in the future.
A list of my mods can be found
here
12Me21
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by 12Me21 » Tue Mar 10, 2015 15:36
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Also in the first screenshots, the slopes look kind of steep (more than 45 degree angle), but I think that's just an optical illusion
Don
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by Don » Wed Mar 11, 2015 13:20
Post
Cleaned up the code and added the new models from ExeterDad.
A list of my mods can be found
here
lightonflux
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by lightonflux » Wed Mar 11, 2015 18:19
Post
The path are great, but very flat, is it possible to add a bumpmapping texture so it looks more well-trodden?
Don
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by Don » Wed Mar 11, 2015 18:32
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lightonflux wrote: The path are great, but very flat, is it possible to add a bumpmapping texture so it looks more well-trodden?
I know nothing about bumpmapping. I guess it is time to learn. I will do my best.
A list of my mods can be found
here
philipbenr
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philipbenr
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by philipbenr » Thu Mar 12, 2015 00:29
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Do you use GIMP? I can tell you how if you do...
Don
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by Don » Thu Mar 12, 2015 00:39
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philipbenr wrote: Do you use GIMP? I can tell you how if you do...
I do use gimp. I tried to do it. I used the filter/map/bumpmap. I can't seem to get the settings right. Makes it look bad.
I have to play with it more.
Any suggestions would be appreciated.
A list of my mods can be found
here
12Me21
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by 12Me21 » Thu Mar 12, 2015 13:32
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Don't use gimp. It isn't good for small images. Use paint.net instead.
Maybe you should actually change the nodeboxes, so the road surface is lower than the surrounding grass.
Don
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by Don » Thu Mar 12, 2015 13:47
Post
12Me21 wrote: Don't use gimp. It isn't good for small images. Use paint.net instead.
Maybe you should actually change the nodeboxes, so the road surface is lower than the surrounding grass.
I like the nodebox idea. I will put that on my list.
I will try paint.net. Thanks for the suggestion.
EDIT - paint.net is only for windows. They do not support linux.
A list of my mods can be found
here
12Me21
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by 12Me21 » Thu Mar 12, 2015 14:39
Post
Don wrote: 12Me21 wrote: Don't use gimp. It isn't good for small images. Use paint.net instead.
Maybe you should actually change the nodeboxes, so the road surface is lower than the surrounding grass.
I like the nodebox idea. I will put that on my list.
I will try paint.net. Thanks for the suggestion.
EDIT - paint.net is only for windows. They do not support linux.
Is there something like Microsoft paint, but for linux? even that would be better than GIMP.
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