Activity

Auseawesome

I started prototyping my rendering through GDScript with Godot, starting working on the procedural creation of coils for vines through a point based system rendering with billboarded circles.

I then moved on to re-writing everything in C# and switching to a composition based design allowing for custom and configurable modifiers that change where points are placed. The coil is generated originally and can then be modified with a series of modifiers which can then finally be rendered. The only full implemented renderer is the billboarded circle one demonstrated in the video, however I am working on what that creates a custom tube mesh.

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Auseawesome

Allowed for different textures on each side which can be different sizes. Updated the format of the json models to allow for more control over the model. No parameters of the model are hard-coded any longer, allowing it to be used with any texture on any block.

Also restructured a large portion of the code to make it cleaner and add in many helper classes for future expansion

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Auseawesome

Proof of concept for loading textures split across multiple blocks, currently is hardcoded texture wise but in the process of making it dynamic.

This is achieved using custom model loaders and baking custom quads with UV data based on their block position.

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Auseawesome

Added support for patterns from other mods and added two pattern from Dye Depot’s glazed terracotta. Also added a handful of more colours. I still need to work on allowing this to be configurable and properly detecting if the mod is installed and adding the recipes based on that.

Added enums that specify relative positionings of dyes and patterns to each others and added some enum configs to allow the player to customise the creative mode tab. I went through multiple iterations before settling on having each enum value contain a mutable list that allows the ordering to be edited and filtered.

Allowed for adding custom faded terracotta blocks and generating the lang and block state. Faded terracotta for the mod compatibility will be in this mod rather than Mirage due to Mirage not needing these blocks as by default they aren’t going to naturally occur in world gen unlike the other faded blocks.

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Auseawesome

Wrote a script to allow me to automatically generate the textures from provided palettes and patterns to make adding more palettes and patterns easier.

Started to add compatibility with mod ‘Dye Depot’, currently added 3 of the dyes, will later add the rest of the dyes alongside the patterns.

Partially restructured the code to make this compatibility easier and not hardcode the namespace of the blank terracotta.

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Auseawesome

Cherry Grove Complete. Flowers have had custom 3d models created to make them stand out more and feel more present and fit onto the 8x8 voxel grid better.

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Auseawesome

After spending an absolute age getting entity model features to work and designing a custom entity model, the bell is complete.

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Auseawesome

Around 50 blocks done so far, focusing on common ones or ones with interesting designs I felt would be good to do first to find a nice style

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Auseawesome

Finished polishing up the mod ready for a beta release, created branding and added new config options!

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Auseawesome

Far too much time spent figuring out how to get debug messages and validation layers working, now all properly setup and freeing memory though.

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Auseawesome

All the patterns have finally been coloured.

Only the lang files and mod branding need to be finished now

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Comments

abby.zinck
abby.zinck about 1 month ago

those paterns are so pretty

hack.clubber
hack.clubber about 1 month ago

They look amazing

Auseawesome
Auseawesome about 1 month ago

Thanks, they took ages!

Auseawesome

All the colours for the first 3 patterns!

For each of the patterns, those 5 tones per group of faded terracotta have been compressed again into 3 to make it cleaner so the colour and contrast stands out more, especially for the darkest and brightest colours
The colour palette was then manually created for each one, tweaking each individual tone until it looked the nicest across a range of textures
I have then been slowly applying the colour palettes to every block

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Auseawesome

Started work on the actual coloured blocks tweaking contrast and forming palettes that can be used for all patterns

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Auseawesome

Rewritten a good portion of the internal workings to make writing Saturated Sands easier!

Here’s a snippet of one of the new mod independent helper classes:

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Auseawesome

Added a terracotta database system to allow for dynamic and easy generation of tags and recipes to prevent lots of boilerplate when adding hundreds of new coloured blocks!

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Auseawesome

A monumental update, adding many new, entirely custom pottery sherds with a system allowing new pottery sherds to be easily added by any mod!

Also added recipes to craft any pottery sherd, which are entirely configurable in the config with a new config system that allows any data driven content to be enabled or disabled based on options within a mod config.

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Auseawesome

Added armadillo pottery sherd alongside an entire system to easily register new pottery sherds!

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Auseawesome

Added a bunch of new textures, only the ore textures are left to do.

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Auseawesome

Spent far too long making a proper model for it respective to what will be used to craft it

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Auseawesome

Added basic rendering with a temporary model. The fluid renders based on how full the tapper is.

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Auseawesome

Added proper integration with create capabilities to add fluid storage and allow goggles to display contents of the tapper!

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Auseawesome

I worked towards adding the first block entity, the Tapper. The base classes and registries exist, the code and assets just need to be added for rendering and functionality!

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