MTS Schematic Files

Loadable maps as opposed to OldCoder's zoomable maps
slopsbucket
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MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 00:31

Shortly after the official release of minetest 0.4.15 there was a bug introduced that affects the loading of schematic files. If you're having trouble with large chunks of my schematics missing after you import them I have written a tutorial that helps you work around it:

https://forum.minetest.org/viewtopic.php?f=12&t=17448

If you are using Minetest 0.4.17 or later the problems get much worse.

Here are schematics of some buildings I’ve made in mts format. Any files I post in this thread can be considered public domain, the only thing you can’t do with them is prevent other people from also using them.

For those who wish to be more precise, all my works are distributed under a Mit/X license unless otherwise stated. This means that you can also use them for commercial purposes if you wish.



Palace (with real gate houses)

201 X 201
50 high, 3 deep.
Dig down 2 squares and mark the 3rd as Position 1.


No Mods Required

Cheers,

Andrew.
Attachments
palace.mts
(71.08 KiB) Downloaded 341 times
Palace 03.jpg
Palace 03.jpg (240.6 KiB) Viewed 15745 times
Palace 01.jpg
Palace 01.jpg (227.25 KiB) Viewed 15745 times
Last edited by slopsbucket on Mon Jan 21, 2019 02:12, edited 4 times in total.
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 00:37

Apartment Tower

131 X 131
100 high, position 1 is ground level

No Mods Required
Attachments
apartment.mts
(62.41 KiB) Downloaded 358 times
Apartment 01.jpg
Apartment 01.jpg (179.93 KiB) Viewed 15744 times
Apartment 02.jpg
Apartment 02.jpg (165.14 KiB) Viewed 15744 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 00:51

The Citadel

Includes housing for 128 players.

[EDIT]

I just noticed a bug when using this version of the Citadel in minetest 0.4.15 and the older version of minetest_game that I'm using, I don't know if this affects anyone else or not.

When I load this schem it can't place any of the torches on walls or ceilings.

Because of this I've added an older version as well, "citadel.mts". Slightly different size though because it includes the bit of grass and road surrounding it.

301 X 301
50 high, 2 deep, dig 1 block and mark the one underneath it.

[End of EDIT]



281 X 281
50 high, 2 deep. Dig 1 block and mark the one underneath it.

No Mods Required.


Cheers,

Andrew
Attachments
citadel.mts
(118.14 KiB) Downloaded 386 times
citadel050.mts
(114.39 KiB) Downloaded 355 times
citadel050.jpg
citadel050.jpg (270.66 KiB) Viewed 15744 times
Last edited by slopsbucket on Tue Aug 21, 2018 02:44, edited 2 times in total.
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 01:03

Community Challenge:

Build a city inside the walls.

411 X 411
62 high, 3 deep
Dig down 2 squares and mark the 3rd as Position 1.

No Mods Required
Attachments
challenge050.mts
(191.21 KiB) Downloaded 392 times
challeng050.jpg
challeng050.jpg (188.78 KiB) Viewed 15744 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 01:05

A Tiny Fort

43 X 43
25 high, position 1 is ground level.

No Mods Required
Attachments
fort.mts
(4 KiB) Downloaded 364 times
fort.jpg
fort.jpg (189.48 KiB) Viewed 15744 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 01:08

The Ranger’s Outpost.

29 X 24
18 high, position 1 is ground level.

No Mods Required.
Attachments
rangerpost.mts
(1.47 KiB) Downloaded 357 times
rangerpost.jpg
rangerpost.jpg (117.12 KiB) Viewed 15744 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 05:17

Empty Gardens

I’ve made a few attempts at filling this with plants and stuff but I was never happy with the result. Maybe some of you will have better luck.

201 X 201
1 high, 3 deep.
Dig down 2 squares and mark the 3rd as Position 1.

No Mods Required

Cheers,

Andrew.
Attachments
garden.mts
(10.66 KiB) Downloaded 332 times
Empty Garden 1.jpg
Empty Garden 1.jpg (184.53 KiB) Viewed 15741 times
Empty Garden 2.jpg
Empty Garden 2.jpg (180.84 KiB) Viewed 15741 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 05:43

Temple of the Sacred Well.

85 X 85
15 high, position 1 is ground level.

No Mods Required.

Cheers,

Andrew.
Attachments
temple.mts
(14.92 KiB) Downloaded 337 times
Temple 01.jpg
Temple 01.jpg (229.79 KiB) Viewed 15741 times
Temple 02.jpg
Temple 02.jpg (248.87 KiB) Viewed 15741 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 06:01

Huge Temple

I found a map that I liked on some FPS game forum and shamelessly converted it to this.

I had a fair go at it and this was the best I could come up with. I think I did pretty good with the inside but the outside is rubbish. I’m hoping some of you can make something nice where I failed. Next post is the base floor plan that I made.

72 X 204
20 high, position 1 is ground level

No Mods Required
Attachments
hugetemple050.mts
(14.38 KiB) Downloaded 382 times
Huge Temple 01.jpg
Huge Temple 01.jpg (208.79 KiB) Viewed 15741 times
Huge Temple 02.jpg
Huge Temple 02.jpg (186.55 KiB) Viewed 15741 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Aug 05, 2018 06:09

Here's the base floor plan of that huge temple. I really do hope some of you can build something from it better than I did.

72 X 204
1 high, position 1 is ground level

No Mods Required

Cheers,

Andrew.
Attachments
templebase.mts
(2.6 KiB) Downloaded 329 times
Templebase.jpg
Templebase.jpg (225.31 KiB) Viewed 15741 times
 

slopsbucket
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Re: MTS Schematic Files

by slopsbucket » Mon Aug 06, 2018 06:55

The famous Hanging Gardens of Babylon


101 X 101
95 high, position 1 is ground level

Mods required:

Technic (only for the rubber trees)

Cheers,

Andrew.
Attachments
babylon050.mts
(62.82 KiB) Downloaded 358 times
babylon050.jpg
babylon050.jpg (202.59 KiB) Viewed 15736 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Mon Aug 06, 2018 06:58

Garden Castle, another pretty one.

113 X 113
46 high, position 1 is ground level.

Mods Required:
Technic (just for the rubber trees)
Attachments
gardencastle.mts
(31.49 KiB) Downloaded 356 times
gardencastle.jpg
gardencastle.jpg (180.79 KiB) Viewed 15736 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Mon Aug 06, 2018 07:10

Just another castle. Pretty though.

203 X 203
42 high, 3 deep.

No Mods Required.

Cheers,

Andrew.
Attachments
nothercastle.mts
(71.47 KiB) Downloaded 374 times
nothercastle.jpg
nothercastle.jpg (190.09 KiB) Viewed 15736 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Mon Aug 06, 2018 07:13

The Great Forum

145 X 145
21 high, 3 deep
That means you have to dig down 2 blocks and mark the 3rd as Position 1.

No Mods Required

Cheers,

Andrew.
Attachments
forum.mts
(45.7 KiB) Downloaded 326 times
forum.jpg
forum.jpg (140.26 KiB) Viewed 15736 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Wed Aug 08, 2018 00:01

Kiosk

51 X 51
17 high, position 1 is ground level.

No Mods Required.

Cheers,

Andrew.
Attachments
kiosk.mts
(2.58 KiB) Downloaded 329 times
Kiosk 01.jpg
Kiosk 01.jpg (165.67 KiB) Viewed 15727 times
Kiosk 02.jpg
Kiosk 02.jpg (167.21 KiB) Viewed 15727 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Wed Aug 08, 2018 10:21

A really big house.

Unfurnished but it has nice gardens.

131 X 131
26 high, 3 deep.

Dig down 2 blocks then mark the third.

No Mods Required.

Cheers,

Andrew.
Attachments
bighhouse.mts
(23.16 KiB) Downloaded 334 times
Big house 01.jpg
Big house 01.jpg (262.9 KiB) Viewed 15722 times
Big house 02.jpg
Big house 02.jpg (246.25 KiB) Viewed 15722 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Thu Aug 09, 2018 08:29

The Villa Beata

From one of my favourite stories, Pug’s house.

133 X 133

16 high, 3 deep.

You need to dig down 2 squares and mark the third.

No Mods Required.

Cheers,

Andrew.
Attachments
villa.mts
(20.38 KiB) Downloaded 340 times
Villa 01.jpg
Villa 01.jpg (221.76 KiB) Viewed 15707 times
Villa 02.jpg
Villa 02.jpg (208.15 KiB) Viewed 15707 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sat Aug 18, 2018 03:20

Searching through some old maps I found this one:

Nothertemple

91 X 91
30 high, 3 deep.

requires animals-modpack because there's fish in the pond.

Cheers,

Andrew.
Attachments
nothertemple.mts
(18.45 KiB) Downloaded 355 times
nothertemple.jpg
nothertemple.jpg (196.39 KiB) Viewed 15651 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Tue Aug 21, 2018 03:20

The Restaurant

This is the non-technic version, I'll also post a map for the original.

111 X 111
18 high, 2 deep, dig 1 block and mark the one underneath it.

Mods Required:
craft_guide
home-decor

Cheers,

Andrew.
Attachments
restaurant01.mts
(22.66 KiB) Downloaded 334 times
TheRestaurant.jpg
TheRestaurant.jpg (179.72 KiB) Viewed 15630 times
The Restaurant 02.jpg
The Restaurant 02.jpg (183.3 KiB) Viewed 15630 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Sun Sep 09, 2018 22:55

Angkor Wat Floor Plan.

Hi everyone, here's the final version of the floor plan that I ended up with, the one that works. Working this floor plan out was probably almost as much work as the build itself, I hope some of you will find it useful.

Some small adjustments are still required but it's close enough to give you a good start.

AngkorMap05.mts

800x577
22 high, Position 1 is ground level.

No Mods Required.

Cheers,

Andrew.
Attachments
AngkorMap05.mts
(162.7 KiB) Downloaded 314 times
AngkorMap05.jpg
AngkorMap05.jpg (267.19 KiB) Viewed 15443 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Thu Oct 04, 2018 23:47

OK everyone, here's what you've all been waiting for:

Angkor Wat.

800 x 577
83 high, Position 1 is ground level.

Mods Required:

castle
moreblocks
stoneworks

38 million nodes.

There will still be a few minor tweaks, a little polishing, and maybe different textures, but for all intents and puposes I'm prepared to call it finished.

Enjoy.

Cheers,

Andrew.
Attachments
AngkorWat.mts
(511.15 KiB) Downloaded 324 times
AngkorHuge42.jpg
AngkorHuge42.jpg (201.94 KiB) Viewed 15227 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Tue Oct 30, 2018 12:20

A decorative tower.

33 x 33
72 high, 3 deep. Dig down 2 and mark the 3rd.

Mods Required:

moreblocks
facades
caverealms

Cheers,

Andrew.
Attachments
decotower.mts
(4.62 KiB) Downloaded 295 times
DecoTower01.jpg
DecoTower01.jpg (62.12 KiB) Viewed 14627 times
DecoTower02.jpg
DecoTower02.jpg (196.29 KiB) Viewed 14627 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Wed Feb 06, 2019 05:13

The Grand Hall

45 x 65
26 high, 3 deep.

No Mods Required.
Attachments
GrandHall.mts
(4.69 KiB) Downloaded 236 times
GrandHall.jpg
GrandHall.jpg (127.23 KiB) Viewed 10729 times
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Tue Feb 19, 2019 12:07

The Star Dome.

See inside to find out why I called it that.

103 x 103
51 high, 2 deep.

Cheers,

Andrew.
Attachments
StarDome.mts
(33.62 KiB) Downloaded 234 times
StarDome01.jpg
StarDome01.jpg (44.93 KiB) Viewed 10657 times
StarDome02.jpg
StarDome02.jpg (134.14 KiB) Viewed 10657 times
 

Bullkang
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Posts: 6
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Re: MTS Schematic Files

by Bullkang » Thu Feb 21, 2019 03:58

Thank you for sharing all of these fantastic creations of yours slopsbucket! They are tremendous!
 

Bullkang
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Re: MTS Schematic Files

by Bullkang » Thu Feb 21, 2019 04:04

Hello slopsbucket,

I'm very interested to know how to make floor plans? did you use cobble or stone (the black colored nodes)?
Do you place them one node at a time or do you use worldedit or some other software to insert a floor plan in a map?

Thank you
 

slopsbucket
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Posts: 235
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Re: MTS Schematic Files

by slopsbucket » Thu Feb 21, 2019 22:35

Hi BullKang.

Thank you for asking this question, I believe it’s a very important question because I believe that much of the work involved in a build lies in the development of a good floor plan. Once you get that right the rest of it just seems to make sense. See my “How I Build Castles” post at https://forum.minetest.org/viewtopic.php?f=12&t=17542

But I sense this is not quite the answer you are looking for.

I’ll dig deeper. I’ll use the Star Dome as an example.

Before I even start, I want a flat level area of grass and I want a road 5 nodes wide around the edge of it so that no grasses or flowers start to intrude into my build area. This is a lot easier since OldCoder rewrote worldedit.

I use the Flat mapgen, but I have lakes enabled, these options are available under All Settings in the graphical interface. That way I get large flat building areas and a little bit of pretty. Best of both worlds sort of thing.

For my style of building you need debug information showing in the upper left hand corner of the screen because it shows coordinates of where you are, simple maths is used to make things properly square and make them all line up. Use the F5 key to turn debug info on.

On start of a new world, don’t waste any time flying around and exploring, just where you stand, very first command: /grantme all

Very next thing, open worldedit (coderedit) and set Position 1 to 200, 8, 200.
Set Position 2 to -200, 8, -200.

Use the Set Nodes function to set all those nodes to: sandstonebrick.

Change coordinates in worldedit, forget those silly shadows, don’t waste your time with mapfix, there’s an easier way to get rid of them after.

Set Position1 to 195, 8, 195.
Set Position2 to -195, 8. -195.

Use the Set Nodes feature and set nodes to: dirt_with_grass.

Now to get rid of all the weeds and trees and stuff, and get rid of all them nasty shadows in one hit.

Set Position1 to 200, 9, 200.
Set Position2 to -200, 23, -200.

Use the Set nodes Function and set those nodes to: air.

That gives you a nice clean slate to start building on. For laying out my floor plan I always use whatever material I intend to build with. It’s not just a floor plan, it’s a template that worldedit can use to do much of my building for me.

For the Star Dome I already knew that I wanted to use a darker stone – stonebrick. I had already decided that I wanted a large dome (created by worldedit) with 4 towers. My clean slate has it’s exact centre at 0, 8, 0, I usually mark this spot with a torch.

I placed a single node of stonebrick at 50, 9, 50, this would be the outer corner of my building. For no real reason I decided to make the corner towers 13 nodes wide so I made a square 13 x 13 out of stonebrick. I put the rotated stairs for cornices in the four corners of this square, and I put the sandstonebrick floor in it.

Now for the simple maths. My building is going to end up 101 nodes wide, my tower is 13 nodes wide. 101 – 13 = 88. So I copied my small square and it’s floor 88 nodes away in 2 directions, then copied one of those 88 nodes to make the plan of all 4 towers. Double check the coordinates of all 4 outer corners to make sure you got your maths right.

Then I stood at the exact centre of the map and I used the Create Dome feature of worldedit to create the dome. I then put a row of blocks down to define the walls and removed bits of the dome that were hanging outside those walls. I put more pieces of cornice in where the walls met the towers, and I removed the very bottom layer of nodes from the dome.

I set Pos1 and Pos2 to two opposite corners of the building, looked straight up at the sky, and copied, 1 node, 2 nodes, etc, until I got a wall height that I was happy with. Doing this removed unwanted parts of the dome at the same time. I settled on 12 nodes high.

At first I tried to build large arched doorways in the centre of the four sides but it didn’t look right, so I copied one of those tower sections to the centre and decided I liked that more. I repeated that for all 4 sides. One at a time I copied tower sections straight up, 12 nodes, and 24 nodes to get tall towers, did the same for the middle ones but only copied 12 nodes to keep them shorter.

It was at about this stage that I decided that the building was looking too plain and needed a little decoration, so I used worldedit to change stairs:stair_stonebrick to stairs:stair_sandstonebrick.

Creating that building with stairs and floors inside the towers, tower rooves, etc, took about 2 hours. The floor and the ceiling took considerably longer.

If you have a specific floor plan that you want to use there’s also a mod called imageloader that should be integrated in to Bucket Game soon, that’s how I created the floor plan for Angkor Wat – https://forum.minetest.org/viewtopic.php?f=12&t=17440.

I copied a map from a university website and imported it. The map turned out to be quite inaccurate but still...

Hope that helps.

Cheers,

Andrew.
 

slopsbucket
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Posts: 235
Joined: Fri Oct 31, 2014 22:56

Re: MTS Schematic Files

by slopsbucket » Sat Feb 23, 2019 01:55

The Maze.

With a pleasant garden in the middle.

This is a test and a demonstration of the imageloader mod which is very useful for importing floor plans. The actual maze was created by the maze screensaver, one of the collection of screensavers in xscreensaver.

352 x 265
34 high, 2 deep.

Cheers,

Andrew.
Attachments
maze.mts
(56.71 KiB) Downloaded 234 times
Maze.jpg
Maze.jpg (306.5 KiB) Viewed 10635 times
 

slopsbucket
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Posts: 235
Joined: Fri Oct 31, 2014 22:56

Re: MTS Schematic Files

by slopsbucket » Thu Feb 28, 2019 03:19

Twisted.

Just for a change I wanted to build something not square. Sort of.

I included a picture of the original floor plan for those that might be curious.

101 x 101
24 high, 3 deep.

Cheers,

Andrew.
Attachments
twisted.mts
(14.66 KiB) Downloaded 229 times
Twisted01.jpg
Twisted01.jpg (149.59 KiB) Viewed 10615 times
Twisted02.jpg
Twisted02.jpg (176.68 KiB) Viewed 10615 times
 

Bullkang
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Re: MTS Schematic Files

by Bullkang » Thu Feb 28, 2019 08:14

I am eternally grateful for this well elaborated walk through guide, step by step progression of your build, it has given me great insight and I feel much more confident in accomplishing the project I've had in mind. Thank you once more Slopsbucket for taking your time to share your knowledge.
 

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