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Everything posted by Ivan
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Edit: Tyvm. I will send you a copy when its complete. Interesting that you like like different ones than me. Piazza dei Miricolo, Pisa. Bishop and pawns are my favorite, but at night, the Knight, because the creative block blue used for the rain drops look nice in the dark. I will use this space for more pictures. 1. Another angle of the Knight 2. View of pawns from the Basilica interior. 3. A view of the Queens train and Kings chess board. 4. Pawn Dawn (bah-dum-tish!) 5. Play suspended due to weather conditions!
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A half a kilometers square board and as of now, one half of the pieces. For white I have chosen Red/White livery. Black will be purple/black when I get around to it.
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Yeah, I am a Dun e fan too. I did try a sand worm a while back, but it was not great. More and different blocks available now though, so might when I get the time.
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Now that Luke's story is starting to mesh into game worlds, I think unique locations and features are inevitable. But even in between story elements and mechanics, there should be room for varied and unique locations. Much will depend on worldgen.
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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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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).
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I have been trying out the new table and chair, its really great to have items that fill a space as working additions rather than being things that only look like furniture, but act as obstacles. it will be interesting to see what modders do with the new additions.