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Re: [Mod] Real Terrain [0.1.0] [realterrain]

fyi the latest mod includes a mode that does in fact preload the map.sqlite file using a python script so that no image libraries are needed. it is still somewhat experimental. python 3 needed
by bobomb
Mon Dec 12, 2016 17:36
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

noob c++ coder needs help

I have forked the minetest core to attempt to add support for an image library called vips. here is a sloppy commit for what I have done. https://github.com/bobombolo/minetest/tree/rtmapgen as soon as I add the line https://github.com/minetest/minetest/compare/master...bobombolo:rtmapgen#diff-117c46...
by bobomb
Sat Sep 10, 2016 00:58
 
Forum: Minetest Engine
Topic: noob c++ coder needs help
Replies: 3
Views: 2728

Re: Fixed Draw Distance

Dynamic draw distance might be removed soon if c55's farmap is merged. Many people disable it. what is this farmap code anyway. there is a mod called farmap by slemonide but it doesn't do much other than stall the game. then i see this youtube video https://www.youtube.com/watch?v=tJH6lqLVce4 which...
by bobomb
Fri Sep 09, 2016 19:30
 
Forum: Minetest Features
Topic: Fixed Draw Distance
Replies: 5
Views: 1716

Re: Post your modding questions here

oh yeah of course. that all works now. where is this documented? the new lua api txt file doesn't mention this...
by bobomb
Wed Apr 20, 2016 02:14
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628138

Re: Post your modding questions here

I stumbled on this older version of the lua api txt file and found what appears to be a way to create your own settings files. https://github.com/minetest/minetest/blob/5dbaa68/doc/lua_api.txt#L3063 the usage is not explained though. I tried: <pre> testconf = Setting(path_and_file_name) </pre> but t...
by bobomb
Tue Apr 19, 2016 23:00
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628138

Re: World settings system

https://github.com/minetest/minetest/bl ... .txt#L3063
trying to figure out how this works.
by bobomb
Tue Apr 19, 2016 22:53
 
Forum: Minetest Features
Topic: World settings system
Replies: 2
Views: 789

Re: [Mod] Biome system experiment [30-biomes]

biomes could also be determined using slope and aspect as factors
by bobomb
Tue Apr 19, 2016 16:25
 
Forum: WIP Mods
Topic: [Mod] Biome system experiment [30-biomes]
Replies: 37
Views: 4258

Re: dynamic image loading

yes drool. customer uses an item called a treasure map, it shows up on in the formspec. customer recrafts the treasure map with lemon juice and then uses the map again, new information that was written in invisible ink becomes visible. customer goes to shop to buy special glasses, when he puts them ...
by bobomb
Tue Apr 12, 2016 20:55
 
Forum: Minetest Engine
Topic: dynamic image loading
Replies: 5
Views: 2047

minimap modes

would it be possible to expose the minimap to Lua Modding API? I am curious about adding additional minimap modes that the user can switch between.
by bobomb
Sat Apr 09, 2016 19:41
 
Forum: Minetest Engine
Topic: minimap modes
Replies: 2
Views: 927

dynamic image loading

I know that it is basically not possible to load an image into the game that was not there (in the textures folder) at time of game launch and mod initialization, even for images only used in the formspec. However, that was the status of things before the minimap was introduced. my question is: sinc...
by bobomb
Sat Apr 09, 2016 19:34
 
Forum: Minetest Engine
Topic: dynamic image loading
Replies: 5
Views: 2047

Re: image library functions in lua api

more discussion and initial strategy discussed here:
https://github.com/minetest/minetest/issues/3869
by bobomb
Tue Mar 15, 2016 22:16
 
Forum: Minetest Engine
Topic: image library functions in lua api
Replies: 4
Views: 1893

Re: [Mod] Real Terrain [0.0.9] [realterrain]

I have another idea: making a separate python script that converts the image into raw data that Lua can easily use. Run the script before starting Minetest. With this method, the raw data can even been split up into many different tiles, each of them matching a… maybe 200x200 pixels, hugely reducin...
by bobomb
Tue Mar 15, 2016 17:56
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

Re: [Mod] Real Terrain [0.0.9] [realterrain]

actually celeron55 says yes: viewtopic.php?f=7&t=14164#p210309

anybody want to take a crack at it?
by bobomb
Mon Mar 14, 2016 17:36
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

Re: [Mod] Real Terrain [0.0.9] [realterrain]

as for image functions in core, this is the answer (no):

viewtopic.php?f=7&t=14164
by bobomb
Mon Mar 07, 2016 22:53
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

image library functions in lua api

There are several mods which are forced to include various lua image libraries to varying degrees of success, such as my mod, realterrain, and it would make a world of difference if the image functions built-in to minetest core could be partly accessed by the modding API. in particular it would be n...
by bobomb
Mon Mar 07, 2016 01:42
 
Forum: Minetest Engine
Topic: image library functions in lua api
Replies: 4
Views: 1893

Re: [Mod] Real Terrain [0.0.9] [realterrain]

there are issues with most of the image processor modes under windows, but if you had imagemagick working in the past then changing the MAGICK_AS_CONVERT = false on init.lua line 40 should get you working again.
by bobomb
Sun Mar 06, 2016 18:41
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

Re: [Mod] Real Terrain [0.0.9] [realterrain]

yes that's what I mean. should we ask the core developers to include pixel-access to images as a lua method?
by bobomb
Sat Mar 05, 2016 04:33
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

Re: [Mod] Real Terrain [0.0.9] [realterrain]

yes it would change a lot of things for the better to not have to include any libraries for basic pixel-level access to images... including full 16 bit support and all common filetypes. i have discussed this in the irc but there is not much interest in including it in core.
by bobomb
Fri Mar 04, 2016 18:09
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

Re: default textures

so the color of an entity can be changed after mod load but not a node?
by bobomb
Sat Dec 26, 2015 17:08
 
Forum: Minetest Engine
Topic: default textures
Replies: 5
Views: 1334

Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

i like the concept of your biome system -- determined by environmental factors rather than a map or perlin noise. I was thinking that other factors for the biome system could include: slope, aspect, distance to rivers, distance to lakes, distance to urban disturbances, latitude (z), in addition to y...
by bobomb
Tue Dec 22, 2015 03:30
 
Forum: WIP Mods
Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
Replies: 413
Views: 45026

Re: [Mod] Real Terrain [0.0.9] [realterrain]

smoothing when scaling may be in a future release. what is the horizontal resolution of the SRTM original? creating a cover file that sets the lake surface to pixel value to 55 should be relatively easy. roads to pixel value 15 might be nice to show where the highway runs. how old is your version of...
by bobomb
Tue Dec 22, 2015 00:50
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

Re: Please Help! [mod]bitmap mapgen[v0.1.2-alpha][bmpmap]

are you still working on this mod? I have made something similar: viewtopic.php?f=11&t=12666
by bobomb
Sun Dec 20, 2015 22:42
 
Forum: WIP Mods
Topic: Please Help! [mod]bitmap mapgen[v0.1.2-alpha][bmpmap]
Replies: 7
Views: 2293

Re: T00lz wanted

Realterrain mod is like worldpainter:
viewtopic.php?f=11&t=12666
by bobomb
Sun Dec 20, 2015 22:39
 
Forum: Minetest Maps
Topic: T00lz wanted
Replies: 7
Views: 2705

Re: Is there a simple tool to change Terrain?

Realterrain mod. you can paint a grayscale heightmap and use that as the source image for the map. https://forum.minetest.net/viewtopic.php?f=11&t=12666 to keep things simple you don't need any libraries, but save your BMP as RGB mode even if you are only painting grays. Also some paint programs...
by bobomb
Sun Dec 20, 2015 22:28
 
Forum: Minetest General
Topic: Is there a simple tool to change Terrain?
Replies: 4
Views: 1777

Re: Is there a WorldPainter For Minetest?

i have been working on a mod called realterrain that comes close to worldpainter
viewtopic.php?f=11&t=12666
by bobomb
Sun Dec 20, 2015 06:10
 
Forum: Minetest Features
Topic: Is there a WorldPainter For Minetest?
Replies: 9
Views: 1604

Re: [Mod] Real Terrain [0.0.9] [realterrain]

some new features: supports graphicsmagick in CLI or Lua lib mode (this is the best lib to use actually). Automatic bit-depth detection implemented wherever possible. Command-line ImageMagick and GraphicsMagick mode added so that no lua libraries are required (for RGB BMPs and imperfectly for graysc...
by bobomb
Sun Dec 20, 2015 04:52
 
Forum: Mod Releases
Topic: [Mod] Real Terrain [0.1.0] [realterrain]
Replies: 63
Views: 16803

Re: Post your modding questions here

paramat wrote:Core mapgen only replaces air or ignore, 'on generate' functions will replace everything unless you code in a node check.


is there a way to test if a chunk has been generated yet?
by bobomb
Sat Dec 19, 2015 14:11
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628138
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