Ugh. I've been gone for two weeks. I have 3 updates ready, but it's been a while since I've actually done the things in them, so when I post them it might be kinda... off. Anyways, once again, good luck on VFIII tree_two!
How long on average does it take you to make a full sized CTM map?
I broke ground on Vinyl Fantasy the day 1.9pre2 came out (Sep. 29, 2011.) I had a release candidate on Nov. 1, 2011. On Dec. 21, 2011 I released v1.0.0 (same day Vechs released Spellbound Caves. derp me right?.) At the time I wasn't working and just mapped like it was my job. 8-10 hours a day at a fever pitch. It also helped that VF was mostly terrain based which, I think is much faster to create than architectural levels.
Somewhere between VF and VFII I made a mini-map but, it's a blur for me now.
VFII I don't have specific dates. I had to deal with anvil, lighting errors, MCEdit being abandoned etc. I remember I scrapped at least two working versions before finally settling in and starting from stratch. VFII featured more architecture. I was also working at that time. I'd say from start to finish was about 4-5 months.
I started VFIII in early May 2014. There's currently 178 dated back-ups on a flash drive I'm using specifically for VFIII. I was shooting for an end of summer release but, seems to be cutting it a bit close considering the amount of customization that's possible nowadays (and the amount of work I have left to do.) Maybe a Dec. 21 release for a 3-year anniversary.
Yes it does but, I made this way before they made strength pots overpowered so, you might want to have a gentelman's agreement for not using strength pots.
How can I disable re-sampling though? I have no idea...
If you are using Sony Vegas:
Select all video clips in your timeline (right click first clip and then shift+right click last clip in timeline)
Right click on any of the selected clips
Select "Switches"
Select "Disable Resample"
Render like you normally would.
Resampling is on by default in Sony Vegas and as far as I know you have to disable it on every new clip/project. Resampling is a process used for matching different framerates in the same project. Mostly intended for including video (30fps) in film projects (24 fps.) Resampling will attempt to blend together frames for any clip that exceeds 24 fps which is what creates the motion blurring effect. For gaming footage you just don't need this feature. By disabling resampling you will get much clearer, crisper renders and supposedly shorter render times (although, I've never noticed the difference on render times.)
So I'm trying to get my fleecy mobs to have particle effects. How do I set it up so that ONLY the fleecy mob gets the particles if the mob is a skelly and there are other skellies around? I'm guessing I might have to use scoreboard commands and have something like...
But I'm not sure how to give the right mob the "FleecyMob" score of 1... can I spawn it in with the score or give it the score only if it has a certain custom name? I'll edit the post if I figure it out before one of you redstone geeks beat me to it...
Just add a custom name tag, no need for scoreboard. Err, assuming your working in 1.8 snaps.
Why is there a Giant spawner in Behind the Curtain? I almost had a heart attack when I saw it, especially because I was about to jump down there. I can only assume it's punishment for those who fell for the arrows behind the lava curtain trap (hey... the area name makes sense now), but I'm worried this means there may be more later. Oh tree_two, you evil monster you.
well, long story short I put that there in the 1.9 pre-releases. Then in one of the later versions giant spawners broke and I never really tested that room or knew how derpOP they were. I left the spawner there just because I thought it looked neat and most people had never seen one back then. Ah, the good old days...
Will there be another Vinyl Fantasy minimap? Maybe after VF3? I really enjoyed Industrial Park.
Actually VF III was conceived as a mini-map before I realized it was the one. I think after VF III there will definitely be mini maps. 1.8 has so many possibilities I'll probably try out different ideas on small scale. I always loved Xekaj's maps, maybe something on that size scale.
lol RIP your PC. I forgot that used to happen. Probably for the best, although that area looked cool it wasn't really that well thought out gameplay-wise. You'll have an easier time finding the the loots and the music disk at least
No more glowstone spam for ambient lighting! This filter lets you set the block light level to any value 0-15 for any block in the game. The only way to update the light value is to break the block. Blocks next to lit blocks act appropriately so, if you have a stone block at light level 15, anything you place next to it will be 14 and so on. Pretty good stuff!
Pictured is a bunch of command blocks at light level 15:
Community Question: What CTM map has the greatest reveal?
For me, kind of a weird one but, towards the end of Nightmare Realm I remember turning around and realizing I had almost completely lit Ribbons of Pain with flint and steel and torches. It looked amazing back then. The old slow reveal was in effect.
Everquest Next/Landmark looks fantastic for world building...but I worry it won't have the same selling power and reach as Minecraft has. Particularly with younger audiences and the average/casual player.
Wait, there's a world building/potential game engine out there that doesn't attract little kids and filthy casuals? How do I sign up?
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Thanks LULZ, looking forward to the updates
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I broke ground on Vinyl Fantasy the day 1.9pre2 came out (Sep. 29, 2011.) I had a release candidate on Nov. 1, 2011. On Dec. 21, 2011 I released v1.0.0 (same day Vechs released Spellbound Caves. derp me right?.) At the time I wasn't working and just mapped like it was my job. 8-10 hours a day at a fever pitch. It also helped that VF was mostly terrain based which, I think is much faster to create than architectural levels.
Somewhere between VF and VFII I made a mini-map but, it's a blur for me now.
VFII I don't have specific dates. I had to deal with anvil, lighting errors, MCEdit being abandoned etc. I remember I scrapped at least two working versions before finally settling in and starting from stratch. VFII featured more architecture. I was also working at that time. I'd say from start to finish was about 4-5 months.
I started VFIII in early May 2014. There's currently 178 dated back-ups on a flash drive I'm using specifically for VFIII. I was shooting for an end of summer release but, seems to be cutting it a bit close considering the amount of customization that's possible nowadays (and the amount of work I have left to do.) Maybe a Dec. 21 release for a 3-year anniversary.
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I'm working on an update for 1.8.
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If you are using Sony Vegas:
source: am recovering youtuber
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You should really render that video again with re-sampling disabled. So much motion blur T^T
Great run though!
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"Map it!" filter by Texelelf is the easiest to use:
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Nope, no spaces. You can use underscores though.
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Hi, this is CTM maps since Spellbound Caves, and welcome to roughly 30-40% of our starting areas.
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Just add a custom name tag, no need for scoreboard. Err, assuming your working in 1.8 snaps.
Edit:
/particle blockcrack_35 ~ ~ ~ 1 1 1 1 20 @e[name=FleecyMob,r=100]
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Actually VF III was conceived as a mini-map before I realized it was the one. I think after VF III there will definitely be mini maps. 1.8 has so many possibilities I'll probably try out different ideas on small scale. I always loved Xekaj's maps, maybe something on that size scale.
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Good luck! (R.I.P.)
Hey Luna!
I'll do it. Except for a resource pack with block modeling. I'll leave that up to the player to choose.
Awesome Ron! It's a ways out yet but, hopefully finished in time for 1.8 (which I also suspect is also a ways out.)
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Pictured is a bunch of command blocks at light level 15:
Filter here:
https://twitter.com/...038038109757440
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For me, kind of a weird one but, towards the end of Nightmare Realm I remember turning around and realizing I had almost completely lit Ribbons of Pain with flint and steel and torches. It looked amazing back then. The old slow reveal was in effect.