Skyblock Screenshot Compositing: Difference between revisions
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(Initial draft of screenshot compositing instructions) |
(Make sure to mention anti-aliasing in compositing instructions) |
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* Skyblocks themselves are better shown at narrow FOV (zoomed in) while the skybox is better at a wide angle | * Skyblocks themselves are better shown at narrow FOV (zoomed in) while the skybox is better at a wide angle | ||
* Compositing multiple layers allows showing off what's inside the block | * Compositing multiple layers allows showing off what's inside the block | ||
== Example == | |||
[[File:SkyblockCompositeScreenshotExample.jpg|frameless|Example]] | |||
== Instructions == | |||
Here is the method Warr1024 uses to make a complex composite shot of the `nc_sky_ultra_hard` mod: | Here is the method Warr1024 uses to make a complex composite shot of the `nc_sky_ultra_hard` mod: | ||
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end}) | end}) | ||
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# <li value=14> Make sure waving plants shader | # <li value=14> Make sure anti-aliasing, and waving plants shader, are disabled | ||
# Start Game | # Start Game | ||
# Stand on the corner of the block, execute "/spawnentity mockplayer:ent" | # Stand on the corner of the block, execute "/spawnentity mockplayer:ent" |
Latest revision as of 17:43, 22 January 2022
Screenshots for skyblock mods tend to be better when manually composited:
- Skyblocks themselves are better shown at narrow FOV (zoomed in) while the skybox is better at a wide angle
- Compositing multiple layers allows showing off what's inside the block
Example
Instructions
Here is the method Warr1024 uses to make a complex composite shot of the `nc_sky_ultra_hard` mod:
- Create a new NodeCore world w/ singlenode mapgen
- Select Mods, enable nc_sky_ultra_hard, enable worldedit, Save
- Create worldmods dir in world dir
- Copy or link docs/screenshot-world/worldmods/mockplayer/ from NodeCore repo into worldmods
- Start Game
- /grantme all
- Find a camera position where you can see nothing but the skybox, and at an angle that shows off as much of it as possible
- Turn off HUD and chat, go fullscreen if possible
- Take a screenshot
- Quit the game
- Create a new folder named "sky" in worldmods
- Add a mod.conf to new folder, add contents:
name = sky depends = nc_api_all
- Add an init.lua to new folder, add contents:
nodecore.register_playerstep({ label = "skyrealm skybox", priority = -1000, action = function(_, data) local t = "[combine:1x1^[noalpha^[colorize:#ff00ff" data.sky.textures = {t,t,t,t,t,t} end})
- Make sure anti-aliasing, and waving plants shader, are disabled
- Start Game
- Stand on the corner of the block, execute "/spawnentity mockplayer:ent"
- Use /giveme commands to arrange an inventory for the mock player. An adze, loose leaves, eggcorn makes sense.
- Sneak+punch the mock player to set their inventory.
- Fly to a spot in the direction you want the mock player to face, and punch them until they face you and are in the right pose.
- Choose a part of the island to cut away that will be visible from your intended camera position but does not have the player standing on it, use worldedit commands (//1 and //2) to select the area.
- Use //shift y 1000 to move the selection box out of camera shot.
- Choose a camera position, use the Zoom key to check it.
- Turn off HUD and chat, go fullscreen if possible
- From now on do NOT move the camera at all
- Holding zoom button, take a screenshot
- Issue command "//shift y -1000" to restore selection area
- Make sure stasis is on via command "/stasis on"
- Carve island away using "//set air"
- Remove selection box with "//reset"
- Holding zoom button, take a screenshot
- Quit game
- Start up GIMP
- Open as Layers, pick all 3 screenshots
- Order layers with skybox on bottom, cutaway in middle, full island on top
- For each non-skybox layer, Layer -> Transparency -> Add Alpha channel
- Choose the Select by Color Tool
- In Tool Options, set tolerance to zero
- For each non-skybox layer, select the magenta sky and delete it
- Set opacity of topmost layer; 50% to 75% works well
- Merge and export the final composite screenshot