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Default: Add savanna nodes, crafting and fuels #550

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Default: Add savanna nodes, crafting and fuels #550

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paramat
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@paramat paramat commented Jul 1, 2015

screenshot_20150711_222638

^ With fancy leaves option.

Savanna is essential to the biome system of mgv5/mgv7 and has been added, these are the new nodes, the first step to adding the full biome system in time for 0.4.13.
I have named these 'dry grass' instead of 'savanna grass' because Minetest nodes are best being flexible for many uses, also the word 'dry' is nice and short.

'dirt with dry grass' has a louder footstep sound.
'dirt with dry grass' is added to the grass->dirt ABM and drops dirt.
I simplified fuel definitions by using 'group:sapling' instead of individual definitions.
'dry grass 1' is defined as a fuel.
Credits in README have been updated, with also a correction for default_grass_* and with Gambit's credits moved to before the sounds credits.

In nodes.lua:
Some left over mistakes i made when adding pine nodes have been fixed, and pine sapling now has 'sunlight propagates = true', which was missing in a recent commit. Some lines are shortened and missing spaces added.

screenshot_20150711_223746

^ The background becomes dark green instead of black when opaque leaves are used.

@kilbith
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kilbith commented Jul 1, 2015

👍 much better for the savanna's ground texture.

EDIT : texture fixed.

@paramat
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paramat commented Jul 1, 2015

Thanks, silly mistake, will fix.

@paramat
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paramat commented Jul 1, 2015

Fixed.
It's weird, somehow i copied VanessaE's 3-division wood pull request texture and derived my mapgen mods' pine wood and acacia wood from it.

VanessaE, Moretrees currently has my crappy old acacia leaves texture, lazily made by stretchng normal leaves, you might want to update your wood and leaves textures to these.

@asl97
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asl97 commented Jul 1, 2015

i think it's just me but that leaves look weird (and scary at first look), most likely cause it look unnatural.

@C1ffisme
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C1ffisme commented Jul 1, 2015

@asl97 Actually, they look really awful to me too. They almost look more like microchips than leaves. They need a more organic feel to them, currently they look more like pixel art.

EDIT: Will dry grass drop wheat seeds? Or maybe cotton?

@est31
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est31 commented Jul 1, 2015

Perhaps the acacia sapling should get a more different sapling image than the pine sapling.

@est31
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est31 commented Jul 1, 2015

Like the dungeon mapgen bug showing in the upper right corner :)

@paramat
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paramat commented Jul 1, 2015

Perhaps the acacia sapling should get a more different sapling image than the pine sapling.

It is a recoloured pine sapling, much like the jungle sapling being a recoloured appletree sapling. Not a big problem, perhaps in time someone else will make new individual textures for jungle sapling and acacia sapling.

I did expect the leaves being a little unpopular =) but i spent hours looking at acacia photos and these are accurate in having fern-like fronds of tiny leaves between big, scary light-brown thorns. I may well work on it a bit to make it a little more varied and organic. Also i have fancy leaves off here so they appear more striking against black, i should also adjust the background to very dark green for when fancy leaves are off.

At centre-top there is a large dungeon room hanging off the side of the mountain.

I will make 'dirt with dry grass' drop dirt, and add it to the ABM that turns grass to dirt in dark places. At first i left these out of the PR to avoid dirt regrowing green grass in savanna, but consistency is more important. Some fresh green grass in savanna is not a problem.

@est31
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est31 commented Jul 1, 2015

About the leaves: well its a blocky game. As long as it doesnt look like a kilt or a nazi symbol, its ok IMO.

@paramat
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paramat commented Jul 1, 2015

My intention is to get the biome system, and these nodes and textures, merged for 0.4.13 in an initial unstable state, then refine everything during 0.4.13. So there's no time to get everything perfect beforehand. Anyway i will work on the leaves texture, perhaps make the fronds and thorns a little smaller and have more of them, to be more consistent with our other leaf textures, and more life-size. But i need the new nodes in soon, in a few days, to then get the biome system in.

@est31
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est31 commented Jul 1, 2015

ok to the sapling texture. I've tried to improve it, but failed. Seems I'll have to live with it now, and it already works for jungle sapling, why not acacia too.

@nerzhul
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nerzhul commented Jul 1, 2015

@paramat i think, due to many and many changes, if i get time to implement enet and new session system in next weeks , we should call it 0.5.0, there are many new features and rework

@paramat
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paramat commented Jul 2, 2015

I was tired yesterday and made many mistakes, now fixed, also:

'dirt with dry grass' is added to the grass->dirt ABM and drops dirt.
I simplified fuel definitions by using 'group:sapling' instead of individual definitions.
'dry grass 1' is defined as a fuel.
Some left over mistakes i made when adding pine nodes have been fixed, and pine sapling now has 'sunlight propagates = true', which was missing in a recent commit.
Some lines are shortened and missing spaces added.

Now i intend to redo the leaves texture before this is merged.

@Megaf
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Megaf commented Jul 2, 2015

👍

@RealBadAngel
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man, those leaves are ugly :) Fix the transparency issue for them. Black here makes it look like shit.
Also why dont you use l-system def from moretrees?

@paramat
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paramat commented Jul 8, 2015

Yes new texture will have dark green gaps.
L-system is too slow for mapgen.

@paramat
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paramat commented Jul 11, 2015

New leaves texture, texture credits added, first post updated, this seems ready to go.

@Ekdohibs
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Looks good !

@paramat
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paramat commented Jul 12, 2015

I'll push this later.

@paramat
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paramat commented Jul 12, 2015

6843ddb

@paramat paramat closed this Jul 12, 2015
@paramat paramat deleted the savannanodes branch July 14, 2015 21:12
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9 participants