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Everything posted by Ivan
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A brightened version. Hope this is okay. I will do the wigwam one today too, as I finally remembered where that camp is....... I think.
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These are the required size and in png format, to experiment with anyway. Only this set is ready now. These is another set from the left hand side angle, but that seemslike it might look out of place on the right hand side of the menu. Ultimately Saraty and Tyron will have to decide which pictures are included in the rotation.
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I like the fire cracker idea. Nice if it frightened wolves.
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This was done over a year ago in version 1.0.6 pre1, but has been updated to most recent version, and the result is the scene is finally as I envisioned it, the giant holding a castle in one hand, while examining the castle occupants on the palm of his other hand.
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Really cool. I am going to try the Primitive Building set first. It has a few things that look really essential.
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My second attempt at an erupting Volcano. Embers rather than Lava is used to create the comic book style eruption plume, and bloom is set to about 80% to make it glow. The height is about 250 blocks. The plumes cloud is made from a mixture of lake and glacier ice to create a transparency. In my first attempt I used a mixture of dark creative blocks flecked with red torches, and that approach worked better.
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This is a glacier, one of several I have experimenting in creating. A low level fog, god rays and shadows are set using both Creative mode GUI menu (accessed via key stroke @) and Setting [Esc] Ice and snow Bridges, steep falls, waterfalls and plunge pools; all provide a challenge. I will post up a topic on creating ice scapes, to show some of the methods that can be employed by the VS engine.
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Using God rays and Fog. Access god ray setting (ESC, then Settings) to set level. Using the World Edit GUI ('@') to open, set for level, color and density. '@' to exit GUI.
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A forest of 'Tornado Trees'. VS TIP: In 'Video Settings' you can adjust your 'field of view', which can give you are near panoramic perspective.
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Inspired by the movie 'The land that time forgot', this test build was created in an early version of Vintage story, to test how much scenery can be handled by a low powered Nvidia graphics card (ie my one!). Since it was built the engine has dramatically improved, so I will get back to it at some stage in the near future. As can be seen the hill top town is incomplete, with a few gaps here and there. As I said, I do intend to return to this scene, but with the extra intention of also creating a city that is about 20 times the size. Preliminary builds have been done of this, and the scale that it is possible to work with using the Vintage Story engine is staggering. In this early version. using an AMD E1 processor, a view distance of 660 was possible. I look forward to seeing how much more can be done now that the VS engine has been improved even further. The land in the lowlands beyond the town is an 'Acid Swamp', which I developed when testing designs for fossilized trees. 1 Town and scwamp 2. + 3 'Acid Swap' by day and night 4. Fossilized tree before I added the extended roots and split level landscape. 5 . Treescape with figure to show scale.
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True, but it would give a chair a direction to face. For example if four chairs were placed facing a single table, a player clicking anywhere on a chair would be inserted into the chair facing the way the chair is orientated. So four players would end up facing each other over a table. Logically there would be a default dismount direction from a chair, but perhaps only used if the way the player entered the chair is no longer available for some reason.
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I can think of a few uses for table and chairs. primarily they would revolve around the players ability to organize certain things or interact with other players. For instance two players sitting at a table might be able to share inventory items, by placing them on a table (clicking on the table opening a inventory screen that players can drag and drop items to and from). I would say though that the chair should not be a full block in width/length. If it were shorter the players articulated avatar could be seated within one single block space rather than extending into two (or having to sit entirely on top of the chair).