No, the textures were not by Pilzadam. Most of the 0.4.x textures came from cisoun's texture pack for 0.3.xNeuromancer 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.
Annahstas wrote:Can you post images- Like an example or a template?
Evergreen wrote:The trees look kind of like they're made of plastic next to your textures.
Screenies? :DNeuromancer wrote:Improved default leaf & tree textures.
Evergreen wrote:Screenies? :DNeuromancer wrote:Improved default leaf & tree textures.
rubenwardy wrote:This. Is. Amazing.
Does it take advantage of RealBadAngel's shader code yet?
(ie: bump maps, parallax, etc)
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
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
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
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?
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.
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.
RealBadAngel wrote:b) once you have really zillions of plants, buyin better GPU ;)
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 ;)
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.
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.
Neuromancer wrote:Awesome! I was hoping you would add them. Glad to see you are back!
Return to Minetest Texture Packs
Users browsing this forum: No registered users and 44 guests