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#nostalgia shaders
pinkyjulien · 4 months
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Valentin & Mitch | 686/?? ━ PROUD
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milkcapmc · 9 months
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omega-devart · 4 months
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Long time ago, I have a hobby.
I like building big nature structures in Minecraft and testing they with mega shaders whar make my notebook in to lava.
So today I build this little natural structure. I love it ❤️
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Also little shader issues lol
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disneyllect · 8 months
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Smurfs variant of the Gracie Films logo, but with a CRT shader mask to give it a retro NTSC vibe.
The Smurfs (C) Peyo/IMPS/Lafig Belgium, S.A.
Gracie Films (C) James L. Brooks
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princesslise · 13 days
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Everything about my game!
⭐ Minecraft Bedrock Version 1.21
⭐ Universal Pack Shader - Mode Night
⭐ Better Foliage Addon/Texture Pack
⭐ Bedrock Tweaks
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awingedllama · 5 months
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this is a little niche and probably incredibly difficult to try to animate but a cool idea for the nostalgia set specifically in the kitchen is one of those pull out trash cans from the cabinets. We had one in an old house my family lived in, cousins & I would always play in it and hide in it but I was just thinking about older trash can themes while i was using the kitchen set for my current build.
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added it to the download folder :)
it uses the tuning for the nano-can, so you'll receive simoleons for your trash
note: sims are able to throw garbage away, and the cabinet will animate, but they won't actually route *to* the trash can first; they just sort of chuck it into the abyss. whenever i try to add constraints to the interaction, the sim can no longer throw away trash, so i've left it as-is for now. trash cans do not like to be edited apparently, and changing any little bit of tuning can make it stop functioning altogether. (if anyone knows how to force sims to route with the trash, please let me know!)
also you'll notice the cupboard is slightly darker than the others. it's using a different shader, because the counter shader prevents the animation from playing. another annoying little thing i'm not sure how to fix
it's far from perfect, but i hope you get some use out of it!
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vermutandherring · 7 months
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Hi! I love your builds soooooo much and I keep wondering if you mind sharing your most commonly use reshade presets? Thank you and have a great day -❤️
Hello hello anon 👋 Can't say for the really old posts because some time ago I had to reinstall ReShade and most of my presets. For now I use ReShade 4.7. It's compatible with some 3.0.+ presets and sometimes with some GShade ones.
Usually I use:
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Silent Hill preset by @fuchsiateasims for 3.0 for gloomy atmosphere. Play with Adaptive Fog and technicolors, change color of lamps in game to make screenshots more colorful.
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NOSTALGIA preset by Honeybodies. More realistic preset, with brown color scheme and voluminous shadows. I used it for playing without sepia/DOFs/Ambient light.
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Monaco GShade preset by @imageingrunge. Bright and realistic lighting with deep shadows. After applying most likely you won't see shaders working. Check creator's page and make them working manually.
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• Daylight by @plantyl-m — used in my previous post. Sunny and soft preset with moderately saturated colors.
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• Apple Pie preset by fireheartsims a.k.a lantsovsims. for RSh 3.0.8. I haven't posted anything with this preset yet, but I really like the retro vibes of its color scheme.
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• Beware of the Dark preset by @haley-tremont. Just as gloomy, but less dramatic than the Silent Hill preset.
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• Guarana preset by @magalhaessims. Made exactly for 4.7., It's great if you need something close to the basic look of the game without the frills.
It's worth to note that with these presets, your screenshots won't look the same as mine, because I constantly change the settings of the presets depending on what effect I need. I recommend to slightly change settings for every angle to achieve desirable look. It includes technicolors, Blooms, my favorite SSR shader for the wet surface effect, HDRs and other basic shaders. Also, I often edit screenshots in PS if I want to make them more bright/realistic, like one the previous post.
Have a great day too! 💞
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apoorconductor · 1 year
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Twice the speed of sound. Twice the speed of sun. Landlubbers, aviators, and air fanatics, welcome aboard Aerospatiale/BAC Concorde.
Because I have space to bloviate on Tumblr, here are all the shaders I used in order!: Oceano Shaders v3.0.1 - postcard BSL Shaders v8.2.04 - side profile Sildur's Vibrant Shaders (Medium) v1.51 - top profile Kappa Shader v5.2 - nighttime takeoff Nostalgia v5.0 - rear bottom angle Nostalgia - passenger cabin, Mach meter Solas v1.5b - flight engineer's cockpit compartment Voxlementary Main - flyover shot approaching Soft Voxels Lite v2.0 - rear profile Nostalgia - rear top angle Kappa - flyover shot departing
Had great fun with this build, I got to stretch some very old airplane-building muscles! New TTTT entry will be posted next week.
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strawberry-metal · 6 months
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So I noticed Animasa styled models are somewhat making a comeback! I decided to hope on the train and update my Cirno model from 2013. She's so much better now. Has the default Animasa Miku bones, although she does have magic bones for her fingers, motherbone, bones for her wings, and bones for her hairbow. I also added more expressions. Everything also has a toon and spa file now.
Face is edited a little more too to be slightly more unique, though not a whole lot haha.
In my opinion, she looks best with self shadow off, however, if you're gonna use a shader effect on her, then leave it on. Otherwise, turn it off.
Butt will sometimes stick out if she bends too far, was the best that it could be fixed. "No teeth" expression removes default teeth. "Teeth" expression uses other set of teeth for expressions.
If you want to use the "teeth" expression, use the "no teeth" expression as well, so you don't have two sets of teeth lol I hope this model brings back nostalgia and Touhou fans like her. She's not AMAZING per say, but I did my best. Considering the date of release for this model,
I suppose you can consider this an Easter present from me. This is also my first model of the year, heh. I hope you all enjoy, also please follow the rules!
Rules:
Credit me! I prefer both as Strawberry-Metal and ShannaHeart, but just ShannaHeart is fine.
She can be edited only if she remains the same character.
Ask me before porting to gmod or sfm. Blender use is fine as long as it's personal use.
Please don't redistribute. Don't sell her or claim as your own either.
No R18, no p*d*philia and no inc*st
You can take parts, I don't mind!
No password this time.
Credits:
Head: Bekonated, with some eyelash, fangs and nose edits by me and a couple more expressions.
Base: Animasa and Chestnutscoop
Shoes and Socks: Tehrainbowllama
Eye texture: Was unfortunatly removed years ago and there's no trace of who made it. I only had the texture thanks to my old model.
Wings and one of the blush expressions: TechArts3D
Hair and bow and their textures: Purple Heart with rigging and physics by Len11999
Bow and Wings bones and physics: TheBizarreKazeko
Dress: Purple Heart
Dress rigging and physics: Creator also removed years ago, credit lost, only had dress thanks to old model.
Cry expression: TechArts3D and AnimeOtaku1020
Skin Toon: MelkTea
Nail Sph: dokaa
Hair and wings spa: ZinniaE
Face texture: Celicmon, had to remove lower lash texture and lip line, as I couldn't make them stop stretching during expressions.
All other toons and spa: Cinnabooty
Stage by kittyinhidding, poses by MMDMikuxLen, snowflake effect by kkinatv, simplesoftshadow effect by beamman, svssao effect by sovoro
Download: In my deviantart gallery. Description also contains two alt downloads if the DA one doesn't work.
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rabbivole · 7 months
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my graphics professor is telling us to find groups for the self-directed final project, which is fairly open-ended; he suggests either some kind of informational video about a topic or a small interactive unity thing
i know what i want to do, which is a small proof-of-concept for a photography game ala interior worlds, umurangi generation, etc. this feels relatively attainable and would also demonstrate some unity/3d graphics concepts; a zoom on a camera is just a fragment shader, and you can do other fun photo filters/effects with convolutions and shit. i originally wanted to do this in VR when it was an idea i had for the VR class. having to hold your controllers in front of your face like you're taking a picture would be cute and i think i know how to implement that. however i'd have to borrow a quest from the department and uuuuggghh who has the energy (plus i'd have to look the hardware guy in the eye again after he saw me at my lowest point in the VR class)
however this has to be a group project. i know absolutely nobody; i haven't even been going to the QA sessions. he made a google doc where we can either pitch our idea for other people to potentially sign up for, or put our name down for an existing team and idea. and i am completely paralyzed by this. i talked to one girl in office hours who was cool and she's in a group that has an empty slot but i feel like a weirdo just. putting my name down. even though that's what i'm ostensibly supposed to do
i guess i could just slam my dick on the table and put my name down alone with 'i want to make a weird unity photography game' and be That Guy. the professor's going to auto-combine underfull groups anyway. somebody already put down that they want to make a groundhog day-esque game with horror/surrealism/nostalgia elements so i guess i'm at least not the only That Guy. i'm fine with anything as long as i don't have to make a fucking explainer video about nfts
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sniffanimal · 2 months
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also minecraft
[cracks knuckles as my eyes begin to glow]
an ode to everything i love about minecraft
I'm going to try and keep this essay away from stuff like "crafting table go brrr" autism mode stuff. I'm going to try and keep it relatable, tangible, and wholly positive
What drew me in first was the procedural generation. I don't think I really had ever encountered that in a video game before (I honestly wasn't even into playing video games to begin with, just like, some pokemon and animal crossing). Ever since day one one of my relaxing activities I do is load up a new seed, grab some empty maps, and just fly around filling out maps in creative, or just zoom around and look at the scenery. Even pre-caves and cliffs, I just really liked looking around caves and such. I found it so soothing and I was in awe of the fact that I'd probably never see the same thing twice. Every structure was surrounded by different things every time. Different biomes are up against each other. Its always so fascinating to just go around and look at.
When I started playing, I was playing on xbox 360 edition. I guess I had touched java edition a few years prior, but I didn't really 'get' it at the time, I think I had spawned on an empty island, or maybe I was playing classic or infdev? I don't remember. But when I started playing proper, I was playing on Xbox 360, the update right before woodland mansions were added. I found it so fun to follow an update cycle for a game, and have followed each one since then! I like how transparent Mojang is about their development, and I think that's something fans take for granted.
I like that there's a lot to memorize about it. Like yeah, that's a little to the autism go brr aspect but really, I like that there's an internal logic with easy flow to it. all numbers are factors of 2, usually. All wood goes into planks goes into wood objects. All tools follow the same upgrade pattern, etc. There's stuff to memorize with locations, mobs, potions, tactics, etc.
I love that there's a lot of flexibility in how you play the game! I prefer peaceful survival, but harder survival levels are also still fun in their own right! I like playing creative a lot too! I like that you can make superflat worlds, especially with like how the legacy editions let you make customizable superflats. I like that you can access game rules to fine tune things like daylight cycle or fire spreading. It is a sandbox game after all.
I think the voxel art style is consistent and charming! Everything feels like its at a good scale, and I actually really like the clunky animations that older mobs have (like the cow and pig). I think hostile mobs are scary based on the threat they pose, but not scary with how they look. Like it's not a horror game really. I think that's great! I like the updated textures but I do also understand the nostalgia for the old ones. I also like that you can try out different textures! i just like playing on vanilla but there's a lot of other really awesome ones, including the ones that work with RTX shaders and make the game look beautiful.
I'm always in awe of the things other people can do in the game. Map art, insane builds, redstone, farms, etc. I can usually understand the mechanics behind things, but I'm not really good at some of the more technical things, but I find them inspiring! I love that there's so much to the game that there's always something to find and use.
I like stuff the community does outside of just playing the game themselves! I like youtubers (mostly just hermitcraft), I like art people make (like clay dioramas or perler art or keychains or paintings), I like the board games! I like that it's such a popular game that it's usually a pretty universal conversational point with kids and young adults.
I like that Mojang has been working to distance themselves from the game's creator. I like that they've been branching out to using the game as more of an engine, or trying different game styles like Dungeons or Legends. I like the experimenting! I think its fun!
Lastly, I like that it's always there to go back to. Nothing about the game feels time sensitive, old worlds are just like you left them. There's always new updates coming out every 6 months or so, so even if it starts to feel stale, there's something new to try right around the corner.
I could go on but most of the time im like haha crafting bench like there's never cohesive thoughts about it
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antirepurp · 3 months
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thinking about it now i'd make the argument that the boost gameplay requires good environmental design and art direction more than i feel whoever's been in charge of that shit in recent games thinks it does. i mean that's kind of required in general for any kind of platformer but i think the boost style in particular is more prone to making you feel you're just zipping through corridors, which i think is more amplified in frontiers' cyberspace stages because they reuse like 4 themes across all of them and while i understand what they were going for it doesn't really work that well when those themes are just. nostalgia bait + random cityscape. unleashed's stages are memorable and feel fun to go through even if it has Literal Corridors and wide turns that on their own aren't interesting because it goes out of its way to give them distinct aesthetics and vibes and fun details like chairs you can knock over and shit. even if forces had less aesthetic variety than unleashed and colors i think it had the right idea at times, at least imo the city stages had roads that made sense to be kind of narrow and squares that were more open, even if those same assets were reused multiple times which did make them less unique and overall less memorable. frontiers' cyberspace, while it's meant to be abstract and constructed of memories, could've still benefited from some unique aesthetic that wasn't just mostly gens assets or whatever, it could've leaned more into some kind of computer-y or sythwave-y look and done really cool stuff with that maybe? hell they could've kept the same assets and given them a wireframe shader and it would've been immediately more distinct and visually interesting instead of giving us Green Fucking Hill, Again. or maybe that's just me idk, in any case the boost style needs more love and care in the visuals department even if it's "oops all rails and corridors"
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cryophoria · 1 year
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i could watch Tomorrow’s Nostalgia Today for hours and they gave us cute new outfits for the Squid Sisters… i don’t even care if they’re recolors vs actual new costumes, they never had the chance to be a part of special events like this, not even the final fest where i hoped that their ink colors would change for amiibo photos to match the promotional art. those girls walked so Off the Hook could fuckin run and the devs got more creative ideas since then too
kinda rambling here but yknow sometimes i like to think about what Inkopolis News with Callie and Marie would look like with updated models, shaders and the fancy camera zooms all the idols have now. this splatoween is gonna be so fun to immerse myself in honestly and i got a hella lot of fic ideas now because of it lmao
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moon-daeys · 7 months
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-> 𝐬𝐢𝐦𝐬 𝟒 𝐚𝐩𝐚𝐫𝐭𝐦𝐞𝐧𝐭
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𝘢𝘯𝘰𝘵𝘩𝘦𝘳 𝘢𝘱𝘢𝘳𝘵𝘮𝘦𝘯𝘵 𝘧𝘰𝘳 𝘢 𝘴𝘪𝘮 𝘭𝘪𝘷𝘪𝘯𝘨 𝘢𝘭𝘰𝘯𝘦. 𝘱𝘳𝘰𝘣𝘢𝘣𝘭𝘺 𝘢 𝘮𝘪𝘯𝘪𝘮𝘢𝘭𝘪𝘴𝘵𝘪𝘤 𝘴𝘪𝘮 𝘸𝘩𝘰 𝘩𝘢𝘴 𝘯𝘰𝘵 𝘧𝘶𝘭𝘭𝘺 𝘢𝘤𝘤𝘶𝘴𝘵𝘰𝘮𝘦𝘥 𝘵𝘰 𝘴𝘰𝘤𝘪𝘦𝘵𝘺 ----------------------------------------------------------------------------
-> cc used -> not yet on gallery -> shaders: nostalgia - honeybees
ᵗʰᵃⁿᵏ ʸᵒᵘ <3
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plumbaleena · 2 years
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EVERYTHING YOU NEED TO KNOW ABOUT MAKING YOUR GAME GORGEOUS
Hi pestie!
I bet you’re here from Twitch! Well welcome! So, you want to make your game gorg!? I got everything you need to do so.
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My personal preset titled Moon Milk can be found HERE
Early access for patrons and Twitch subs - Feb. 3rd
Public access - Feb. 24th
Please make sure you download and read the README file included and also download my shaders and textures folders so your game looks exactly like mine.
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THE PRESETS I LOVE FOR GSHADE ARE AS FOLLOWS //
ON CLOUD 9 BY @theblondesimmer​ / DOWNLOAD HERE​
CRISPR BY @theblondesimmer​ / DOWNLOAD HERE
ELENORA / DOWNLOAD HERE
DOVE 3.0.8  2.0 / DOWNLOAD HERE
MILKY PASTELS PRESET by @simdriella​ / DOWNLOAD HERE
PINK SUGAR by @simdriella​ / DOWNLOAD HERE
DAISIES PRESET / DOWNLOAD HERE
PALAKOSLIP EVENTIDE DOWNLOAD
PALAKOSLIP NOSTALGIA  DOWNLOAD
PALAKOSLIP SLIP SHADY [FOR MY OASIS SPRING SAVE FILE]   DOWNLOAD
PALAKOSLIP FADE AWAY  DOWNLOAD
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Download the latest version of reshade HERE
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Download the latest version of gshade HERE
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youtube
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