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Author Topic: Blacraft  (Read 1687500 times)

vh

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Re: Blacraft
« Reply #9750 on: January 15, 2019, 09:17:18 AM »
also permanently upgraded our machine from 2 to 4 vcpus since 1.13 is significantly more computationally demanding than 1.12

Darvince

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Re: Blacraft
« Reply #9751 on: January 15, 2019, 03:43:23 PM »
kolrip

vh

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Re: Blacraft
« Reply #9752 on: January 15, 2019, 04:02:08 PM »
installed the twin sisters of konisshi

FiahOwl

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Re: Blacraft
« Reply #9753 on: January 15, 2019, 04:26:01 PM »
what in the world

vh

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Re: Blacraft
« Reply #9754 on: January 15, 2019, 04:37:24 PM »
it's called a statue fiah

vh

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Re: Blacraft
« Reply #9755 on: January 15, 2019, 05:27:20 PM »

atomic7732

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Re: Blacraft
« Reply #9756 on: January 15, 2019, 07:30:15 PM »
installed the twin sisters of konisshi
woah that's really cool

Bla

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Re: Blacraft
« Reply #9757 on: January 16, 2019, 03:13:25 PM »
Nice

Darvince

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Re: Blacraft
« Reply #9758 on: January 16, 2019, 05:17:55 PM »
how the heck did you do the elytrons

vh

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Re: Blacraft
« Reply #9759 on: January 16, 2019, 05:35:39 PM »
8 armor stands on top of each other in each of the 8 directions, each wearing an elytron

vh

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Re: Blacraft
« Reply #9760 on: January 16, 2019, 07:07:37 PM »
there is a bug which causes beacons not to update colors properly, but i wrote a plugin which fixes that bug today, and as a result i can finally show off my beacon lighting system

https://gfycat.com/ElatedWatchfulArabianwildcat



actually the colors seem strangely faded out in this video for some reason -- possibly my recording software

vh

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Re: Blacraft
« Reply #9761 on: January 27, 2019, 09:00:40 AM »
im in trouble arent i

vh

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Re: Blacraft
« Reply #9762 on: January 27, 2019, 09:53:11 AM »
put unb 3 mending on both, channeling + loyalty 3 + impaling 5 on one, riptide 3 + impaling 4 on the other


vh

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Re: Blacraft
« Reply #9763 on: January 27, 2019, 02:51:18 PM »

Yqt1001

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Re: Blacraft
« Reply #9764 on: January 29, 2019, 12:47:28 AM »
The fact we cant get from spawntown to the eastern ocean without a tiny portage in the wyverncliff area has bothered me for years. it was never a necessity until now though, once I realized I'll have to lead squids and dolphins into aahrus to make an aquarium

introducing, the inner blacraft intermodal seaway! now you can get exotic far away ocean mobs into the heart of spawntown! two new tunnels and newly dredged stretches of seafloor to allow for easy dragging of mobs.


Darvince

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Re: Blacraft
« Reply #9765 on: January 29, 2019, 02:14:35 AM »
yeet

vh

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Re: Blacraft
« Reply #9766 on: February 03, 2019, 05:35:37 PM »
chromacrete complex, the newest addition to the east roof industrial park. contains all you need to craft, solidify, and break concrete, and also a storage/sorting system with 25k capacity per color. it's hooked up to my blast chamber

vh

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Re: Blacraft
« Reply #9767 on: February 19, 2019, 07:10:37 PM »

Darvince

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Re: Blacraft
« Reply #9768 on: February 20, 2019, 01:05:18 AM »
scp-shimao goes creative mode

Bla

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Re: Blacraft
« Reply #9769 on: February 20, 2019, 01:27:41 AM »
vh inspects the world outside Konisshi for whether they have sufficient torches

vh

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Re: Blacraft
« Reply #9770 on: February 20, 2019, 10:15:42 AM »
this was done in an old backup since sadly this shader doesn't support 1.13 yet

vh

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Re: Blacraft
« Reply #9771 on: February 22, 2019, 07:49:43 PM »
https://syule.github.io/

pick your favorite quadrant and post it below

FiahOwl

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Re: Blacraft
« Reply #9772 on: February 23, 2019, 11:33:37 AM »
bottom left

atomic7732

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Re: Blacraft
« Reply #9773 on: February 23, 2019, 03:36:30 PM »
agree

Bla

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Re: Blacraft
« Reply #9774 on: February 24, 2019, 03:22:10 AM »
Agreed

vh

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Re: Blacraft
« Reply #9775 on: February 24, 2019, 04:22:39 PM »
oh i fixed (added) two scenes

unfortunately you are all objectively wrong, bottom right (aka path traced) is the best, and i will explain why

1. path traced actually handles refraction correctly -- if you compare all images side by side, you'll see that stuff behind glass looks like it's at a different angle in bottom right. you can see this in the left red window of the second to last scene

2. quadratic light falloff done correctly (as opposed to linear falloff) -- this is pretty easy to see.
2.5 as a corollary, light can actually travel further than 15 blocks and that is why buildings are actually lit by other light sources in the city instead of just having their walls be pitch black because there's no nearby torch

3. reflections on water done correctly -- see the solea scene, where water isn't properly lit by sunlight by any of the other shaders

4. light does not bend around walls. every single other shader has lit the exterior face of the wall scene, which doesn't make any sense because that's not how light works. also in the cactus scene, the cactus blocks actually block light and cast shadows, as opposed to light just somehow bending around everything
« Last Edit: February 24, 2019, 04:27:54 PM by vh »

FiahOwl

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Re: Blacraft
« Reply #9776 on: February 24, 2019, 04:54:16 PM »
i was debating between bottom left and right and chose bottom left specifically because the wall scene had the outside be pitch black which looked intuitively weird, but now that i see your explanation i do actually like bottom right a lot now

vh

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Re: Blacraft
« Reply #9777 on: February 24, 2019, 05:22:04 PM »
i think the main reason it's jarring is because the boundary is really sharp whereas irl there probably would be roundness to the edge giving a softer lighting

Darvince

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Re: Blacraft
« Reply #9778 on: February 24, 2019, 08:04:47 PM »
tbh I was unable to recognize that each of the four sets was arranged in the same order lighting algorithm wise

vh

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Re: Blacraft
« Reply #9779 on: February 24, 2019, 11:06:42 PM »
upgrade your perception module