BBQ's Voxel Corner [MODS included]

Oh, thanks for the praise. Maybe you like my other polearms, too :blush:

Just some quick sketches for a glaive and a trident.

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After my last game with the RC people, I had some ideas for a water cistern. This is still WIP, but I am quite satisfied with the general design. Now I wonder, if adding some ornament would make it too ‘fancy’.
regarding ornaments: does anybody have a good idea for a pattern (fitting RC style)? I don’t just want to copy the vanilla ones.


edit:
Question to the scripting gurus: is there a way to use ‘real water voxels’ to fill the model? Or some water effects, which can simulate this via a script?

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You might be able to use the fountains’ “cube emitter” effect to simulate water flowing out of the spout…

As for the decorations, perhaps a line of mosaic-style tiling around the base? It could be a similar style to the clay wall tiles; or it could be a simpler pattern of one tile colour.

The current fountains for tier 2 have cubemitters and translucent voxels to imitate water.

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Thank you @Relyss. I guess water_color_map and water_material_map are the files I need. As far as I can see, the colors defined there will be globally considered as translicent, if the entitie adds them to its render_info? I don’t want to break something, by adding new colors to the map (i.e. rendering this color transparent everywhere).

Yes, they’ll only be transparent on the entity if you specify those color maps on the render info, otherwise they’ll look opaque as usually.

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Holy running Batman… ahm… @Relyss, that was fast! Nearly instant. Were you standing behind me, looking over my shoulders? :grin:

:smile: Not really, I’d call it “desktop notifications”

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Phew! OK, this calms my natural paranoia… a bit… :sweat_smile:
But maybe you can help me one more time? Where can I find those cubemitters? If I remember right, they are used with light sources, too. But I cannot find them in the stonehearth.smod file (anymore).

I think the cubemmiter files are in stonehearth\data\horde\particles

In stonehearth\data\effects is where the effects files are located (they can mix cubemitters, lights, sounds, animations…).
The lights are in stonehearth\data\horde\animatedlights

This prompts another question I’ve been pondering; sorry for dragging this off-topic, but it may just provide some new inspiration for someone to create an awesome mod in the future…

If a colour is defined as transparent in this way, and then a new slab type is added to use the same colour, properly marked out to be transparent, would that create transparent slabs to build with?

In other words, do slabs (or buildings) support transparency? If the blocks are added and told to be transparent, will the game run that fine or throw errors and break?

No, they won’t. That’s a separate thing. You can, however, include transparent voxels in your furniture / windows / etc entities, like it’s shown in the scholar mod.

If it was possible, someone would already made a mod about it :sweat_smile:

I mean, in last year’s Frostfeast we had glowy decorative lights, and I think the colors were added to the building editor too, but they did not glow.

I’m not saying it’s impossible (blueprints are semi-transparent already, right?) but it can bring other issues. :slight_smile:

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If I understand it correct, the color map defines which colors are regarded as transparent. On an entity (read item) you need to reference this color map then, to render parts in matching colors as transparent. To achieve, what you are talking about, one would have to add this map to the render info of a slab or at least get the game to compare the slab color with the map- I suppose, that’s the way water voxels in the game world are created. But I have absolutely no clue, how this is done (or more precisely, in which scripts). It’s probably done on a much deeper level than we can access via mods.

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Wait… Let me check one thing.
Edit: nah, it doesn’t seem to work…

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You are aware of that such teasers spark my curiosity :grin:

In the mean time I managed to fill my cistern with translucent voxels (hurray!!). But the darker ones below the ‘water’, the ones forming the buttom of the cistern, cause some strange shadow artefacts now.

It does remember me of a glitch in A17, when road voxels where placed over existing slabs, resulting in both occupying the same spot.

edit: solved it. Turns out that if there are layers of ‘no water’ between the bottom and the water, then these glitches happen at certain camera angles. Just had to completely fill the respective part of the model with water voxels.


*edit II: What a bummer! I just lerned the hard way that it is not possible to design models, wich will sport transparent parts later, in MagicaVoxel. The app seems to always optimize models by removing hidden parts. This results in a see-through basin in my model. I double checked this by loading and exporting the vanilla craftsman statue - same result.

Looks like I either have to switch to Qubicle or burry my ideas about fountains with transparent water… :cry:

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I liked the old solid water you made.
We actually don’t need transparency/opacity to make water look good. The fountains in the game are solid voxels and are very pretty. The team just added a few particles to simulate bubbles and splashes, which made a ton of a difference, looks like the water is moving.

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Well, after some frites and some time to think about it, I made another attempt at a fountain - with ‘solid water’. And thanks to Dragonforce this fountain has a special… well, see for your self :yum:

Thanks @BrunoSupremo. Guess I really will keep the solid versions and play with cubemitters a bit.

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Once you master the particles (cubemiters), you will open a whole new world. I only tried a few simple things in it, but it was so hard… :frowning:

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Really?

I think the biome files have many more variables than the cubemitter’s, and you’re one of the very few people that have been able to succesfully create whole new different biomes. :smile:

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The cubemiters required a lot of “guessing” from me. I couldn’t just look at the code and already know what it was doing, I had to test every little thing in-game to check. And then when changing values it was hard to know if the changes were too big, too small, etc… how it would look. I always had to change, test in-game, change, re-test… :stuck_out_tongue:

One thing that is easier in biomes is that every (json) option is there. While in cubemiters not all of them uses everything possible. So I had no idea you could change colors until I looked at one that used that feature. Some uses a few features, while the next uses another feature.

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