Minetest Natural Beauty Texure Pack

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Neuromancer
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Minetest Natural Beauty Texure Pack

by Neuromancer » Sat Nov 09, 2013 21:35

Minetest Default Textures:
Image
With Natural Beauty Textures:
Image
Image
Image
The purpose of this texture pack is to create a texture pack that contains only natural, realistic looking beautiful textures. Any one can contribute to the texture pack here. But know that I am really picky about textures. If they aren't really natural and beautiful they won't get added.
Here's the github.
Download Texture Pack:
https://github.com/Neuromancer56/NaturalBeauty

See Licence.txt.
For the tweaked versions, see the licences in the original mods/sources.
The rest are created by me and are WTFPL.

Also, there are a good number of these textures that made it into the original Mods, and have been removed from this pack as they are no longer needed here. It is my hope that all of the textures created in this pack make it into the original Mods. If you are the Mod author, and like these textures, please feel free to use them. Let me know, so they can be removed here.

I have created an alternate experimental version of this texture pack. In some ways it looks better than this one. The textures are much lighter. If you want to use it, copy the Natural beauty standard texture pack ( the first link) because it has all the textures, and then copy the files from the following link over top of them (these are the textures that are different).
https://github.com/Neuromancer56/NaturalBeautyExperimental/archive/master.zip

A good way to see these different textures in action is to use a pre-built village, such as one found in the map/world called DesDes:
https://forum.minetest.net/viewtopic.php?id=1941
Attachments
Untitled.jpg
Sample Image Natural Beauty Textures
Untitled.jpg (123.07 KiB) Viewed 4508 times
UntitleDdEF.jpg
Sample Image Minetest Default Textures
UntitleDdEF.jpg (153.07 KiB) Viewed 4507 times
Last edited by Neuromancer on Sat Aug 30, 2014 02:15, edited 5 times in total.
 

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Annahstas
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by Annahstas » Sat Nov 09, 2013 22:41

Can you post images- Like an example or a template?
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by Evergreen » Sat Nov 09, 2013 23:18

Neuromancer wrote:The purpose of this texture pack is to create a texture pack that contains only natural, realistic looking beautiful textures. Any one can contribute to the texture pack here. But know that I am really picky about textures. If they aren't really natural and beautiful they won't get added.
Here's the github.
https://github.com/Neuromancer56/NaturalBeauty

Dryplants & Ferns: Tweaked versions of Mossmanikin's original textures.
Gravel: created by sdzen
Default: Grass, Grass Side, Grass Footsteps, and water textures: Tweaked versions from default. I'm guessing these were created by PilzAdam.
For the tweaked versions, see the licences in the mods.
The rest are created by me and are WTFPL.

Also, there are a good number of these textures that made it into the original Mods, and have been removed from this pack as they are no longer needed here. It is my hope that all of the textures created in this pack make it into the original Mods. If you are the Mod author, and like these textures, please feel free to use them. Let me know, so they can be removed here.
No, the textures were not by Pilzadam. Most of the 0.4.x textures came from cisoun's texture pack for 0.3.x
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by Neuromancer » Sun Nov 10, 2013 02:22

Annahstas wrote:Can you post images- Like an example or a template?

Done. Most of what is in the screenshot in the first post (aside from the trees) are from this texture pack.
Last edited by Neuromancer on Sun Nov 10, 2013 02:22, edited 1 time in total.
 

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by Evergreen » Sun Nov 10, 2013 02:24

The trees look kind of like they're made of plastic next to your textures.
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by Neuromancer » Sun Nov 10, 2013 02:42

Evergreen wrote:The trees look kind of like they're made of plastic next to your textures.

Thanks! I was kind of thinking about tackling the leaves in the standard trees.
Last edited by Neuromancer on Sun Nov 10, 2013 02:45, edited 1 time in total.
 

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by general3214 » Sun Nov 10, 2013 04:52

Woahh, that screenshot looks so... beautifully natural!
Last edited by general3214 on Sun Nov 10, 2013 04:53, edited 1 time in total.
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by Annahstas » Sun Nov 10, 2013 04:58

Neuromancer tree a shade lighter on the trees and on the right edge of the leaves texture give it a little more lighter shades. WIll make it look like the adam and eve garden like.
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by Neuromancer » Sun Nov 24, 2013 02:02

Improved default leaf & tree textures.
 

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by Evergreen » Sun Nov 24, 2013 02:15

Neuromancer wrote:Improved default leaf & tree textures.
Screenies? :D
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by Neuromancer » Sun Dec 15, 2013 02:33

Evergreen wrote:
Neuromancer wrote:Improved default leaf & tree textures.
Screenies? :D

Sorry it took so long. I added a screenshot of the new leaves in the original post.
 

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by rubenwardy » Sun Dec 15, 2013 13:12

This. Is. Amazing.

Does it take advantage of RealBadAngel's shader code yet?
(ie: bump maps, parallax, etc)
 

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by Neuromancer » Wed Dec 18, 2013 01:13

rubenwardy wrote:This. Is. Amazing.

Does it take advantage of RealBadAngel's shader code yet?
(ie: bump maps, parallax, etc)

Thanks! While I tweaked the default leaves from RealBadAngel's bumped texture pack, these textures do not support bumpmaps or parallax. I just didn't like the look of them. They are shiny or glossy, and I don't like the effect on plants and such. From what I've seen this is an effect of bumpmaps/parallax in general and isn't specific to RBA's shaders.
 

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by RealBadAngel » Thu Dec 19, 2013 18:00

Some screenshots with upcoming autogenerating normal maps feature of shaders:
Image
Image
Image
 

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by Neuromancer » Fri Dec 20, 2013 00:50

RealBadAngel wrote:Some screenshots with upcoming autogenerating normal maps feature of shaders:
http://i.imgur.com/EALLC1S.png
http://i.imgur.com/c3w7siA.png
http://i.imgur.com/ban4Tg3.png


I have to admit these look really nice and don't have a shiny or glossy look. Though where I had the issue was with the grasses in the Eden game. Nice that you can autogenerate the "normal maps". What I really bow down to you for is the waving shaders in Eden. That is just insanely good! You add all the really awesome features to minetest.
 

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by RealBadAngel » Fri Dec 20, 2013 10:17

Maybe you will like the other effect too :)
And about waving, indeed so. All those plants waving are just amazing.

Image
Image
Image
Image
Image
Last edited by RealBadAngel on Fri Dec 20, 2013 10:32, edited 1 time in total.
 

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by Inocudom » Fri Dec 20, 2013 17:05

RealBadAngel wrote:Maybe you will like the other effect too :)
And about waving, indeed so. All those plants waving are just amazing.

http://i.imgur.com/d6SyKa3.png
http://i.imgur.com/zmQrA2i.png
http://i.imgur.com/Awyvx34.png
http://i.imgur.com/7Eie2lb.png
http://i.imgur.com/xwVkd83.png


That is the lego effect that I heard about a few days ago.

I am interested in seeing what VanessaE's HDX Texture Packs look like with your shaders.
 

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by Josh » Sat Dec 21, 2013 01:50

Look's Nice!
I'll give it a try.
 

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by Neuromancer » Sat Dec 21, 2013 13:51

RealBadAngel wrote:Maybe you will like the other effect too :)
And about waving, indeed so. All those plants waving are just amazing.

http://i.imgur.com/d6SyKa3.png
http://i.imgur.com/zmQrA2i.png
http://i.imgur.com/Awyvx34.png
http://i.imgur.com/7Eie2lb.png
http://i.imgur.com/xwVkd83.png


The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?
 

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by Neuromancer » Sat Dec 21, 2013 14:18

I have created a bold new look for stone. Let me know what you think. I realized that real stone and real caves while they look greyish from far away are not really gray, they are a mixture of all kinds of minerals and debris. It really adds some realism to stone.
 

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by RealBadAngel » Sat Dec 21, 2013 14:32

Neuromancer wrote:The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?


Waving has nothing to do with any mod.
Its just vertex shader transformations. More you have, more work is needed.
 

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by Neuromancer » Sat Dec 21, 2013 14:37

RealBadAngel wrote:
Neuromancer wrote:The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?


Waving has nothing to do with any mod.
Its just vertex shader transformations. More you have, more work is needed.

Right, I was just saying the waving is cool, not that I want that speeded up. I just thought it might be easy to convert some of the code in the plantslib mod to C++, since terrains rich with plants rely heavilly on plantslib code, running it over and over again.
 

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by RealBadAngel » Sat Dec 21, 2013 15:32

Neuromancer wrote:
RealBadAngel wrote:
Neuromancer wrote:The lego effect does look cool, like some kind of modern art. Can you tell me if the following is possible: The Eden game and the plant mods it contains has shown me that lots of waving plants looks awesome, but they really are very laggy. So you have to trade incredible looking worlds for performance. All of this depends heavily on the plantslib Mod. Would it be possible to convert some or all of the lua in plantslib to C++ to make rich realistic games &mods perform better?


Waving has nothing to do with any mod.
Its just vertex shader transformations. More you have, more work is needed.

Right, I was just saying the waving is cool, not that I want that speeded up. I just thought it might be easy to convert some of the code in the plantslib mod to C++, since terrains rich with plants rely heavilly on plantslib code, running it over and over again.


hmmmz, lately even trees were moved back to lua, i dont think that request of moving plantslib into core could have any chance for succes
EDIT: please do note that waving is just in node definition. Once its defined and placed in the world, Lua has nothing to do with it. It just waves. Only thing that could be done to make it faster overall is: a) making spawning/growing code faster (which is non shaders dependent b) once you have really zillions of plants, buyin better GPU ;)
Last edited by RealBadAngel on Sat Dec 21, 2013 15:36, edited 1 time in total.
 

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by Sokomine » Sat Dec 21, 2013 16:07

RealBadAngel wrote:b) once you have really zillions of plants, buyin better GPU ;)

Hm. Perhaps it might help to define two types of plants each...one that waves at you and one that doesn't, and spawn both. Might be a bit of tradeof between CPU and GPU - more complex spawning, easier graphics. Might look anything from good to extremly odd.
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by Neuromancer » Sat Dec 21, 2013 16:11

RealBadAngel wrote:
Neuromancer wrote:
RealBadAngel wrote:
Waving has nothing to do with any mod.
Its just vertex shader transformations. More you have, more work is needed.

Right, I was just saying the waving is cool, not that I want that speeded up. I just thought it might be easy to convert some of the code in the plantslib mod to C++, since terrains rich with plants rely heavilly on plantslib code, running it over and over again.


hmmmz, lately even trees were moved back to lua, i dont think that request of moving plantslib into core could have any chance for succes
EDIT: please do note that waving is just in node definition. Once its defined and placed in the world, Lua has nothing to do with it. It just waves. Only thing that could be done to make it faster overall is: a) making spawning/growing code faster (which is non shaders dependent b) once you have really zillions of plants, buyin better GPU ;)

I don't think buying a better gpu is a good answer. I'm not suggesting that content such as individual plants and trees be added to the engine. What I'm suggesting is that the infrastructure (spawing algorythms etc.) are added to the engine so they work faster.
 

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by RealBadAngel » Sat Dec 21, 2013 16:33

Neuromancer wrote:
RealBadAngel wrote:
Neuromancer wrote:Right, I was just saying the waving is cool, not that I want that speeded up. I just thought it might be easy to convert some of the code in the plantslib mod to C++, since terrains rich with plants rely heavilly on plantslib code, running it over and over again.


hmmmz, lately even trees were moved back to lua, i dont think that request of moving plantslib into core could have any chance for succes
EDIT: please do note that waving is just in node definition. Once its defined and placed in the world, Lua has nothing to do with it. It just waves. Only thing that could be done to make it faster overall is: a) making spawning/growing code faster (which is non shaders dependent b) once you have really zillions of plants, buyin better GPU ;)

I don't think buying a better gpu is a good answer. I'm not suggesting that content such as individual plants and trees be added to the engine. What I'm suggesting is that the infrastructure (spawing algorythms etc.) are added to the engine so they work faster.


Buyin a GPU is an answer, but for shaders working faster.
About spawning things in the engine im afraid its not my playground.

But i have to repeat once again. Once thingy is spawned, it doesnt matter its done by engine or lua.
Speed (FPS) will depend only on how fast ur GPU is.
 

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by Mossmanikin » Sat Dec 21, 2013 17:08

Great pack you got here, Neuro. Added the dryplants and grass textures to the grasses/dryplants mod (except default_grass_footsteps.png and dryplants_reedmace_water.png).
Nice how the textures add realism on one hand and remind of the old textures by celeron55 on the other hand.

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by Neuromancer » Sat Dec 21, 2013 23:59

Mossmanikin wrote:Great pack you got here, Neuro. Added the dryplants and grass textures to the grasses/dryplants mod (except default_grass_footsteps.png and dryplants_reedmace_water.png).
Nice how the textures add realism on one hand and remind of the old textures by celeron55 on the other hand.

Awesome! I was hoping you would add them. Glad to see you are back!
 

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by Neuromancer » Sun Dec 22, 2013 00:00

I'm working on flower textures.

I have one that has potential, but it looks a lot better from far away that from up close. If anyone wants to take a crack at making it look better. have at it.
Image
 

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by Mossmanikin » Sun Dec 22, 2013 23:42

Neuromancer wrote:Awesome! I was hoping you would add them. Glad to see you are back!


Normally I would've asked if it was ok. But after what you said here and how we worked together I just felt like doin it. ;)
Thanks for your welcome back. :)

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