Search found 107 matches
- Fri Oct 25, 2019 18:40
- Forum: Modding Discussion
- Topic: Node boxes vs mesh memory?
- Replies: 12
- Views: 1543
Re: Node boxes vs mesh memory?
you should not go only for memory. There are more differences: with meshes, you have more freedom for designing your stuff: -you can add slopes and curves to the shape (not only horizontal and vertical rectangle surfaces) -you can create more detailed texturing (sample: a fireplace can have a cerami...
- Fri Oct 25, 2019 17:09
- Forum: News
- Topic: Recent forum and wiki downtime 2019-05-01...2019-05-03
- Replies: 35
- Views: 26740
Re: Recent forum and wiki downtime 2019-05-01...2019-05-03
i was able to create my account by using my smartphone, as i had ths issue on my pc.
- Fri Oct 25, 2019 16:46
- Forum: Modding Discussion
- Topic: How do i make a script wait some time before dong stuff?
- Replies: 4
- Views: 809
Re: How do i make a script wait some time before dong stuff?
Thanks!rubenwardy wrote:Here's a guide: https://rubenwardy.com/minetest_modding ... imers.html
There i found the solution, i needed.
- Fri Oct 25, 2019 16:45
- Forum: Modding Discussion
- Topic: How do i check for a specific item or itemgroup wielded?
- Replies: 2
- Views: 636
Re: How do i check for a specific item or itemgroup wielded?
Now i got it to work.
Thanks!
Thanks!
- Thu Oct 24, 2019 19:40
- Forum: Modding Discussion
- Topic: How do i check for a specific item or itemgroup wielded?
- Replies: 2
- Views: 636
How do i check for a specific item or itemgroup wielded?
Hello
How can i make a script check the wielded item for a specific name-part or itemgroup?
Sample: in an empty fireplace should appear wood by rightclick, but only, if a tree is the wielded item.
i have the node-models and the function for the node-switching, but i need the if-condition for this.
How can i make a script check the wielded item for a specific name-part or itemgroup?
Sample: in an empty fireplace should appear wood by rightclick, but only, if a tree is the wielded item.
i have the node-models and the function for the node-switching, but i need the if-condition for this.
- Thu Oct 24, 2019 19:35
- Forum: Modding Discussion
- Topic: How do i make a script wait some time before dong stuff?
- Replies: 4
- Views: 809
How do i make a script wait some time before dong stuff?
Hello
How do i make a rightclick on a node cause an action, then wait some minutes and then do another action?
Sample: light up a fireplace and it should go off after a while by itself.
How do i make a rightclick on a node cause an action, then wait some minutes and then do another action?
Sample: light up a fireplace and it should go off after a while by itself.
- Thu Oct 24, 2019 19:01
- Forum: Modding Discussion
- Topic: What´s wrong with this character designer?
- Replies: 7
- Views: 1412
Re: What´s wrong with this character designer?
I´m looking for a variant that fit´s here: -- Switch skin do local function switch_skin(data_name, next_index) local index = indexes[data_name] + next_index local max = #skins_array[data_name] if index == 0 then index = max elseif index == (max + 1) then index = 1 end indexes[data_name] = index end ...
- Thu Oct 24, 2019 18:49
- Forum: News
- Topic: Recent forum and wiki downtime 2019-05-01...2019-05-03
- Replies: 35
- Views: 26740
Re: Recent forum and wiki downtime 2019-05-01...2019-05-03
Hello
I got a gataway timeout arror today for some minutes (about 20:45 - 20:50 german time).
was there a short downtime?
I got a gataway timeout arror today for some minutes (about 20:45 - 20:50 german time).
was there a short downtime?
- Thu Oct 24, 2019 15:48
- Forum: Modding Discussion
- Topic: How do i add e seccond texture with animation to .obj -node?
- Replies: 3
- Views: 457
Re: How do i add e seccond texture with animation to .obj -n
is the order of the files the same, as the order of the materials in the material-properties in blender?
Edit:
Now i got the right look.
And i think ^[brighten added to the flame-texture-string makes it glow, like i want.
Edit:
Now i got the right look.
And i think ^[brighten added to the flame-texture-string makes it glow, like i want.
- Wed Oct 23, 2019 20:20
- Forum: Modding Discussion
- Topic: How do i add e seccond texture with animation to .obj -node?
- Replies: 3
- Views: 457
How do i add e seccond texture with animation to .obj -node?
Hello I´m creating a fireplace as a node with a .oby-model. It´s shaped as a hollow box with a stepped pyramid ontop and a hole in the front. I make three states: -empty -off (with three wooden logs inside) -on (with three wooden logs and fire inside) I can place the texture for the fireplace and th...
- Wed Oct 23, 2019 19:56
- Forum: Modding Discussion
- Topic: What´s wrong with this character designer?
- Replies: 7
- Views: 1412
Re: What´s wrong with this character designer?
Now i added tables, wich are indexed with numbers and have the indexes of the old tables as their content. return { skin = { ["skinwhite.png"] = "skin_white.png", ["skinblack.png"] = "skin_black.png", }, hair = { ["hairwhite.png"] = "hair_white....
- Mon Oct 21, 2019 19:26
- Forum: Modding Discussion
- Topic: What´s wrong with this character designer?
- Replies: 7
- Views: 1412
Re: What´s wrong with this character designer?
thanks, that works.
another question:
How can i make the colors appear in the order of the list in the seccond code (white, black, red, orange, yellow, green, blue, purple) by clicking the right arrow?
another question:
How can i make the colors appear in the order of the list in the seccond code (white, black, red, orange, yellow, green, blue, purple) by clicking the right arrow?
- Mon Oct 21, 2019 18:27
- Forum: Modding Discussion
- Topic: What´s wrong with this character designer?
- Replies: 7
- Views: 1412
What´s wrong with this character designer?
Hello i modifyed a character-creator: first lua-file character_creator = {} character_creator.skins = dofile(minetest.get_modpath("character_creator") .. "/skins.lua") local skinsdb if minetest.get_modpath("skinsdb") and minetest.global_exists("skins") then sk...
- Mon Oct 21, 2019 17:57
- Forum: Modding Discussion
- Topic: how can i line up multiple image files with color-mutiplyers
- Replies: 0
- Views: 509
how can i line up multiple image files with color-mutiplyers
Hello i have theese textures: skin = "skinwhite.png", eyes = "eyeswhite.png^[multiply:#3f3f3f", hair = "hairwhite.png^[multiply:#3f3f3f", shirt = "shirtwhite.png^[multiply:#ff0000", pants = "pantswhite.png^[multiply:#0000ff", in this sample: -skin: t...
- Sun Oct 20, 2019 17:34
- Forum: Modding Discussion
- Topic: Why texture modifyers have only opened square bracket?
- Replies: 1
- Views: 547
Why texture modifyers have only opened square bracket?
While working with the lua-codes of some mods, i spottet something weird in the format of image modifyers for textures like this ("dye" in this sample get´s it´s value from a table of content): "color_white.png^[multiply:" .. dye They include an opened square bracket (between the...
- Sat Oct 19, 2019 19:34
- Forum: Old Games
- Topic: [Game] BlockColor
- Replies: 157
- Views: 58203
Re: [Game] BlockColor
i found a way to edit it.
Now i have a very simple tip to get bright colors back:
Every where, where you have this behind a texture-file-name:.
Replace it with:.
This is the modifyer for bright coloring
Now i have a very simple tip to get bright colors back:
Every where, where you have this behind a texture-file-name:
Code: Select all
^[colorize:#"..colour..":70
Replace it with:
Code: Select all
^[multiply:#"..colour
This is the modifyer for bright coloring
- Sat Oct 19, 2019 18:43
- Forum: Modding Discussion
- Topic: How can i color in particles?
- Replies: 1
- Views: 562
Re: How can i color in particles?
In this post i got a solution for coloring entities, that works for particles, too: https://forum.minetest.net/viewtopic.php?f=47&t=23413&p=359951#p359951 it adds a ColorString directly to the texture-line, and it seams like, i can use it everywhere, where a texture-filename-string is used. ...
- Sat Oct 19, 2019 17:32
- Forum: Modding Discussion
- Topic: How do i set the colour of entity?
- Replies: 3
- Views: 1058
Re: How do i set the colour of entity?
Where can i find a list of valid colorString formats? edit: i found this page: https://minetest.gitlab.io/minetest/colors/ there i found the formats, i looked for. But id was not easy to find. It does not appear in search results, if i search for "ColorString". I had to sarch "minetes...
- Sat Oct 19, 2019 16:53
- Forum: Modding Discussion
- Topic: What´s happening with this sign?
- Replies: 0
- Views: 541
What´s happening with this sign?
Hello i have modifyed a text-sign-mod. Link to original: https://forum.minetest.net/viewtopic.php?t=13762 This is how i found it in the game "block_colors": -- This mod provides the visible text on signs library used by Home Decor -- and perhaps other mods at some point in the future. Fork...
- Wed Oct 16, 2019 20:26
- Forum: Modding Discussion
- Topic: How can i disable backface cull for my entity
- Replies: 17
- Views: 2846
Re: How can i disable backface cull for my entity
Did i make something wrong about backface culling in this code?
- Sat Oct 12, 2019 16:41
- Forum: Mod Releases
- Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
- Replies: 111
- Views: 51939
Re: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
-snip- I have tried the recipe that was suggested here, using both planks and "tree" in place of "wood," and still have not succeeded in crafting the milling machine. Does this have something to do with the version of Minetest I am running (0.4.14), or perhaps I have not install...
- Sat Oct 12, 2019 11:25
- Forum: Mod Releases
- Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
- Replies: 111
- Views: 51939
Re: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
Here is now the whoole code with all my modifications on the existing nodes.: -- NonCubic Blocks MOD v1.4 ------------ by yves_de_beck -- HERE YOU CAN CHANGE THE DETAIL-LEVEL: ---------------------------------------- detail_level = 16 -- HERE YOU CAN DE/ACTIVATE BACKGROUND FOR MILLING MENU: --------...
- Fri Oct 11, 2019 20:39
- Forum: Modding Discussion
- Topic: why are nodemodels upscaled by 1,5 , if used for entity?
- Replies: 2
- Views: 612
Re: why are nodemodels upscaled by 1,5 , if used for entity?
for this i also need to calculate with 1.5
- Fri Oct 11, 2019 20:15
- Forum: Modding Discussion
- Topic: How can i disable backface cull for my entity
- Replies: 17
- Views: 2846
Re: How can i disable backface cull for my entity
This is the code for my hot air balloon-set: dofile(minetest.get_modpath("hotairballoons") .. "/config.lua") local function get_sign(i) if i == 0 then return 0 else return i / math.abs(i) end end local designs = { { "rainbow_1", "Rainbow Hot Air Balloon Type 1"...
- Fri Oct 11, 2019 12:44
- Forum: Mod Releases
- Topic: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
- Replies: 111
- Views: 51939
Re: [Mod] NonCubic Blocks Mod [1.4] [noncubic]
Now i found the solution for the cylinders and the sphere: local detail = detail_level local sehne local cylbox = {} for i = 1, detail do if i <= detail / 2 then sehne = math.sqrt( 0.25 - ( ( ( i / detail ) - 0.5 ) ^ 2 ) ) elseif i == detail / 2 + 0.5 then sehne = 0.5 -- For uneven numbers at detail...