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minetest-sharpnet-photo-realism-texturespack's Issues

Some Missing Textures

I noticed that there are some Items/Nodes, that don't have Texture Pack Textures and use the Default Textures instead.

Looked through creative inventory and copied the Itemstrings for the things that still have no Texture Pack Textures

default:blueberry_bush_sapling
default:bush_leaves
default:bush_sapling
default:large_cactus_seedling
default:pine_bush_sapling
default:pine_bush_stem
xpanes:door_steel_bar
xpanes:trapdoor_steel_bar

Screenshots

Hi, thank you for sharing this texture pack. Can you post some screenshots of the textures applied ?

Thanks again!

Advtrains track should have rusted sides

Hi, I noticed recently in a screenshot on the Minetest forums that the advtrains track texture has a shiny metal finish all over the rails in this texture pack. Please note that I have to be pedantic here: A track is made of two rails fixed between many sleepers - some people can get confused between rails individually and track as a whole.

Default advtrains textures have a rusted sides and base to each rail, and a dark wooden finish on the sleepers. I think you have made good textures for the top of the rail and the sleepers, however not so much the sides of the rails. If you look at just about any photograph of railway track you will notice that the tops vary in shininess depending on how recently and heavily the track has been used, as the metal slowly grinds away under the wheels of trains that pass over it. But the sides and base of the rail are always rusted, even in photographs of freshly laid track or tracklaying operations. I think that each rail doesn't have a shiny finish as it comes out of the foundry, and then slowly turns from a very dark grey but new steel colour to a rusted, brighter orange So in order to be realistic as in part of Photorealism, I would suggest you please change the sides of the track texture to have a dark rusted looking finish. Even having the track look brand new is not necessarily realistic. I think it would be nicer to try to represent track that looks kind of new rather than worn out, but not fresh out of the factory either.

Only somewhat related: The SharpNet texture also does not work perfectly with the Y and 3-way turnouts and diamond crossings, but that is probably a fault of the UV maps on those models, which were made by me with the default textures where there is simply a flat colour to the tops of the rails. Sorry :\ With the length of the track being sometimes quite a bit longer than the available texture size, it would need to be tileable from top to bottom as well.

Mod name does not follow naming conventions

2021-03-08 17:22:42: ACTION[Main]: Server: Shutting down
2021-03-08 17:22:43: ERROR[Main]: ModError: Error loading mod "Minetest-SharpNet-Photo-Realism-Texturespack": Mod name does not follow naming conventions: Only characters [a-z0-9_] are allowed.

Minetest server info:

Minetest 5.4.0 (Linux)
Using Irrlicht 1.8.4
Using Lua 5.1.5
BUILD_TYPE=Release
RUN_IN_PLACE=0
USE_CURL=1
USE_GETTEXT=0
USE_SOUND=1
USE_FREETYPE=1

Error causes server to shutdown.

Change torch to be less torchy

Hello, pack is amazing, but could you change it so the torch doesn't take up so much of the screen when dual wielding (like in Mineclonia for example). I've attached a picture below of what I mean, I guess it expands the image of the torch icon that you would see in the inventory, it looks the same to me anyway.
Screenshot_20240510_201223

Convert JPEG images to PNG

Minetest doesn't always play nice with JPEG and in particular the stone texture was having some issues on fever. Converting the file to PNg fixed this

Spelling Errors

Some files are spelled improperly:

forniture_black_metal.jpg -> furniture_black_metal.jpg
forniture_marble_base_ducha_top.jpg -> furniture_marble_base_?????_top.jpg
forniture_metal.jpg -> furniture_metal.jpg

The word 'forniture' in each file should be properly spelled 'furniture'
and no idea what a 'ducha' is, even Google does not know.

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