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Re: How can i disable backface cull for my entity

Set backface_culling = false in the entity properties. https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6038 makes no difference (even, if i use it for the entity and for the texture of the used node-model). Does it work only with a .b3d-mesh as the model for the entity? i use a no...
by GreenDimond
Thu Oct 10, 2019 14:52
 
Forum: Modding Discussion
Topic: How can i disable backface cull for my entity
Replies: 15
Views: 565

Re: Post your screenshots!

TumeniNodes wrote:kissthis.jpg

I have seen everything.

---

OSS:
Image
by GreenDimond
Fri Oct 04, 2019 01:52
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9181
Views: 1086978

Re: Can be a Minetest server shutdown by Minetest staff?

talamh wrote:
rubenwardy wrote:We can, however, ban servers from the public server list


Out of interest has this ever actually been done?

Yes.
by GreenDimond
Wed Sep 25, 2019 01:24
 
Forum: Feature Discussion
Topic: Can be a Minetest server shutdown by Minetest staff?
Replies: 14
Views: 2047

Re: How to make auto resized formspec?

Adjust the formspec size before you display it.
Something akin to
Code: Select all
local width = 5
local columns = math.ceil(player_count / rows_per_column)
local form = ("size[%s,9] foo[] etc[]"):format(width * columns)

Better method by Rubenwardy below.
by GreenDimond
Sat Sep 21, 2019 17:07
 
Forum: Modding Discussion
Topic: [solved] How to make auto resized formspec?
Replies: 4
Views: 158

Re: [Server] Inside The Box [Puzzles]

Funny how Terminal Trouble took a player the longest to play (not surprising). I think it must have also taken the longest to build, clocking in at 19h10m45s, so I think that it's only fair that the players have to take forever, too :-) Nope. Box 534 Dollar Shave Club is a 73 hour build, but takes ...
by GreenDimond
Sat Aug 24, 2019 21:24
 
Forum: Servers
Topic: [Server] Inside The Box [Puzzles]
Replies: 500
Views: 36984

Re: [Mod] Hexagonal [hexagonal] [POC]

But there is one feature which I think would improve the "hexagonal" appearance of the mod: "hexagonal pixels". What I mean with this is the following: It is possible to divide the upper and lower hexagon into lots of small triangles and UV-map each of those to a single pixel. S...
by GreenDimond
Wed Aug 07, 2019 16:31
 
Forum: WIP Mods
Topic: [Mod] Hexagonal [hexagonal] [POC]
Replies: 8
Views: 624

Re: How to install a Client-side Mod

Fixed images (rip pasteboard).

Gundul wrote:This is extremely helpful for people like me who never installed
a csm before. I would suggest to make this sticky on top of this
forum so everyone can easily find it and knows how things are done.

That's up to the forum mods.
by GreenDimond
Wed Aug 07, 2019 16:23
 
Forum: Client-side modding
Topic: How to install a Client-side Mod
Replies: 23
Views: 4756

Re: Mesh node with multiple textures not working

Without looking at the files (I don't have time at the moment), it looks like you need to export material groups. Your .obj export settings should look like this: https://i.imgur.com/7h3EaHl.png Default values with Write Materials unchecked (because it just generates a usually useless file) and Mate...
by GreenDimond
Tue Aug 06, 2019 05:58
 
Forum: Problems
Topic: Mesh node with multiple textures not working
Replies: 2
Views: 195

Re: [WIP] Painter - an awesome mod for awesome artists

If you hosted this with git I would be interested in contributing features from my skinmaker mod.
Otherwise, lovely mod. Much improved from the old painting mod :)
by GreenDimond
Sat Jul 27, 2019 17:32
 
Forum: WIP Mods
Topic: [WIP] Painter - an awesome mod for awesome artists
Replies: 4
Views: 468

Re: What is the better way to save pictures?

Regardless, saving as a string is perfectly viable. 1 character for each color and another for row breaks.

And it isn't always x^2, if the image is not square.
(Also, 1024bytes is a little more than a kilobyte)
by GreenDimond
Sat Jul 27, 2019 17:05
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 477

Re: What is the better way to save pictures?

I saved your text string to a file and the size of the file was 625 bytes + 1 byte (1 byte per letter) -- and by inference a 64x64 image will take a proportional amount of storage (1024 MB). You clearly said a 32x32 image would take up 1GB of space. That is absurd. In this case, it would take up ju...
by GreenDimond
Sat Jul 27, 2019 16:53
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 477

Re: What is the better way to save pictures?

It should be noted that this is a really bad way to store image data -- it is essentially uncompressed data where the size of the image will be a 2nd order polynomial: y = x^2 . An image of 32 x 32 pixels will need 1024 MB (1 GB) and a 64 x 64 image will be need more than 4096 MB (4 GB) of storage/...
by GreenDimond
Sat Jul 27, 2019 16:46
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 477

Re: What is the better way to save pictures?

My skinmaker mod saves and loads images as PNG. Perhaps take a look at it.
by GreenDimond
Fri Jul 26, 2019 17:20
 
Forum: Modding Discussion
Topic: What is the better way to save pictures?
Replies: 21
Views: 477

Re: Is there a sword-blocking mod?

I believe the desired function is defending with the sword, similar to what Minecraft allows.
There is no mod that provides this function yet, no.
by GreenDimond
Tue Jul 23, 2019 18:55
 
Forum: General Discussion
Topic: Is there a sword-blocking mod?
Replies: 5
Views: 259

Re: How do I check if minetest node/item is registered (exis

But if you do something like this in your init.lua minetest.register_on_joinplayer(function(player) if minetest.registered_nodes["default:dirt"] then --exists end end) then you don't need to set default as optional dependency, because all mods will be loaded, before this callback will be ...
by GreenDimond
Sat Jul 20, 2019 18:34
 
Forum: Modding Discussion
Topic: How do I check if minetest node/item is registered (exists)?
Replies: 7
Views: 218

[Mod] Snow Cones [snowcone] [1.0]

Snow Cones https://i.imgur.com/PgOW4kQ.png I seem to make a lot of food mods. This mod provides a simple snow cone. Not much else. Depends on farming_redo to provide almost all of the flavors. https://i.imgur.com/x24S9Lt.png Flavors: ⋅ Banana ⋅ Blueberry ⋅ Grape ⋅...
by GreenDimond
Fri Jul 19, 2019 23:43
 
Forum: WIP Mods
Topic: [Mod] Snow Cones [snowcone] [1.0]
Replies: 2
Views: 228

Re: [Mod] Hexagonal [hexagonal] [POC]

Chem871 wrote:Are the nodes actually hexagonal prisms, or are they just made to look like it?

Because they are mapped to a square grid, they are not true hexagons.
by GreenDimond
Fri Jul 19, 2019 23:29
 
Forum: WIP Mods
Topic: [Mod] Hexagonal [hexagonal] [POC]
Replies: 8
Views: 624

Re: [Mod] Hexagonal [hexagonal] [POC]

v-rob wrote:You should find a way to automatically remove adjacent faces so less faces are rendered.

GitHub link in OP, feel free to make a PR.
(I don't want to roll my own culling, thanks).
by GreenDimond
Thu Jul 18, 2019 22:26
 
Forum: WIP Mods
Topic: [Mod] Hexagonal [hexagonal] [POC]
Replies: 8
Views: 624

Re: [Mod] Make skins in-game at runtime [skinmaker] [1.0]

TumeniNodes wrote:I wonder if you can assign a coordinate for each pixel? That might help with pixel selection and viewing
Meaning break the texture field up into a grid (as you would a sprite sheet), and assign a coord to each pixel

I'm not sure what this means - the pixels already have coordinates.
by GreenDimond
Wed Jul 17, 2019 22:55
 
Forum: WIP Mods
Topic: [Mod] Make skins in-game at runtime [skinmaker] [1.0]
Replies: 4
Views: 404

[Mod] Make skins in-game at runtime [skinmaker] [1.0]

Skinmaker https://raw.githubusercontent.com/GreenXenith/skinmaker/master/screenshot.png Skinmaker is a live, in-game, player skin editor that can be used without server restarts. Images are saved, loaded, and applied live. This started out as a proof of concept, but is now a perfectly usable mod. I...
by GreenDimond
Wed Jul 17, 2019 16:36
 
Forum: WIP Mods
Topic: [Mod] Make skins in-game at runtime [skinmaker] [1.0]
Replies: 4
Views: 404

[Mod] Hexagonal [hexagonal] [POC]

Hexagonal This is a proof-of-concept mod I made a while ago. It is already on the ContentDB and was tweeted about by @MinetestProject. I figured others might be interested. Don't use this if you value your frames. This mod registers a few nodes from existing default nodes. Nodes are meshes, so expe...
by GreenDimond
Wed Jul 17, 2019 04:02
 
Forum: WIP Mods
Topic: [Mod] Hexagonal [hexagonal] [POC]
Replies: 8
Views: 624

Re: pandorabox not working linux

I know that back when 0.4.17.1 was released, players with 0.4.17 would time out. If you are on 5.0.0, try updating to 5.0.1.
by GreenDimond
Sun Jul 14, 2019 20:32
 
Forum: Problems
Topic: pandorabox not working linux
Replies: 9
Views: 448

Re: [Mod] Digtron tunnel boring/building machine [digtron]

LRV wrote:The awards mod breaks digtrons in Minetest 5.0.1.

Please make sure you have the latest version of awards and digtron. You might also need to apply this pull request to awards.
by GreenDimond
Thu Jul 04, 2019 17:05
 
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 210
Views: 27529
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