Talk:Ancient City

Renders
So, I've taken it upon myself to start doing renders for this - and it's fun! I've never looked into how to do these before, but Chunky works well. A few questions moving forward: Are my current renders high res enough? I'm only doing 100 SPP to speed up the process. Do we want a view from both NW and SE for each structure? I'm consistently labeling the SE views as "_2", for clarity. And most importantly, how should I go about capturing the redstone labs under the city centers...? Cap off the top of the render at whatever y level would be ideal there, dig through the actual walls, or what? And should that be a 3rd image? Aepokk Vulpex (talk) 01:23, 26 April 2022 (UTC)
 * Replied on your talk page. See also MCW:RENDER. Amatulic (talk) 15:34, 26 April 2022 (UTC)
 * An important thing is, that in-game lighting is needed and important for renders. I used chunky and other 3rd-part programs to render bastions when I start doing renders two years ago. However, they were not accepted because they lacked in-game lighting. Just like MCW:RENDER says, it's recommended to use Mineshot mod to make renders, or write a vanilla shader to gain a standardized view.--Chixvv (talk) 16:21, 26 April 2022 (UTC)
 * And it's recommended to replace jigsaw block with what their final_state is, instead of showing them directly.
 * In fact, I have made many renders for ancient city. I havent uploaded them because these structures are changing frequently in snapshots. I have planned to upload them in a few days. So you needn't rerender them. Thanks for your contribution.--Chixvv (talk) 16:41, 26 April 2022 (UTC)
 * Thank you, your input means a ton! I did my best to use flat lighting in Chunky and eliminate any sort of fancy sunlight / shader rays, but the recommended apps, closer to vanilla, are of course better. I had some trouble with MCEdit and Mineshot a few days ago, and saw Mineshot was last updated in 2016, but I'll tinker with them more if that's what is still being used. In any case, I leave it to you! I've poked around in structure pages for a long time, so I know you're the go-to Structure Render person, and I salute all of your work o7 Aepokk Vulpex (talk) 05:49, 27 April 2022 (UTC)
 * Oh, and thanks for the advice regarding jigsaw blocks! It wasn't actually mentioned on the page, but now I know to account for it next time! I look forward to seeing how you handle all these directional walls and corners. Aepokk Vulpex (talk) 05:51, 27 April 2022 (UTC)


 * Okay, I do want to ask why some of the images with basically identical silhouttes have misaligned buffer space around them - like the city centers, or the bottom_right_corner structures. Horizontal Wall 1 and 2 actually look the same, with way offset transparency. Are the different blocks just not visible from that angle, and also shouldn't they be aligned? Aepokk Vulpex (talk) 02:37, 2 May 2022 (UTC)

Reinforced Deepslate Frame
I have been looking though the Ancient City structure files $$, and I have found that the reinforced deepslate frame isn't present in the structure itself. Is it in Java Edition or is the page wrong? --MetalManiacMc at your service fellow human! (talk) 14:24, 29 April 2022 (UTC)
 * Weird. I've playtested Bedrock Edition, and it seemed to generate the last time I checked, though that was before the most recent beta. Is it considered a separate structure, or is this a bug introduced in the most current version?PegasusDust (talk) 20:04, 29 April 2022 (UTC)
 * It does generate, it just isn't part of the city center structure itself.--MetalManiacMc at your service fellow human! (talk) 09:27, 30 April 2022 (UTC)
 * I guess you are using misode's vscode plugin to look the structures. However, this plugin hasn't updated to 1.19 so reinforced deepslate can't be shown.--Chixvv (talk) 10:57, 30 April 2022 (UTC)
 * That sounds accurate. I had the same problem with Chunky until I updated it to the snapshot version of the program. Aepokk Vulpex (talk) 01:59, 2 May 2022 (UTC)