[Mod] Not So Simple Mobs [3.0] [nssm]

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taikedz
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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Tue Jan 22, 2019 10:07

I suspect fur - if you think of a carpeted room, a whole load of monster faces might not be the most appealing effect !

Head textures relate more to the trophies.... if you have ability to create models for animal heads, then head/face textures would work well there.... we'd have a "not so simple trophies" mod to bolt on to NSSM :-p
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by Sokomine » Wed Jan 23, 2019 17:26

taikedz wrote:I suspect fur - if you think of a carpeted room, a whole load of monster faces might not be the most appealing effect !

*g* You might be right about that. Still, the "standard" fur might come with an animal head (some do, some don't). Of such furs, only one or two might fit into one room. Else it would look too crowded.

taikedz wrote:Head textures relate more to the trophies.... if you have ability to create models for animal heads, then head/face textures would work well there.... we'd have a "not so simple trophies" mod to bolt on to NSSM :-p

The mobs already exist as models. I was hoping that someone with some blender skill might extract the heads from these models and thus save time.
A list of my mods can be found here.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Thu Jan 24, 2019 09:43

Sokomine wrote:
taikedz wrote:I suspect fur - if you think of a carpeted room, a whole load of monster faces might not be the most appealing effect !

*g* You might be right about that. Still, the "standard" fur might come with an animal head (some do, some don't). Of such furs, only one or two might fit into one room. Else it would look too crowded.


Hmmm I believe I am thinking of "carpeting" like when you cover the entire floor of a room with a soft material, as opposed to your suggestion of a "rug" which is literally a single piece, not necessarily attached to the floor - and in this case an animal skin rug with little feet and a little head... that's what you're thinking I guess? :-)

Using a block that exceeds its 1x1x1 size is generally a bit of a bother - beds and doors are examples of this, and even jungle grass... But not impossible. It's an option.

Sokomine wrote:
taikedz wrote:Head textures relate more to the trophies.... if you have ability to create models for animal heads, then head/face textures would work well there....

The mobs already exist as models. I was hoping that someone with some blender skill might extract the heads from these models and thus save time.


Two problems with this approach: 1) Unless .x files can be directly worked on, some conversion utility will be needed, not sure how well the data will survive that
But mainly 2) the head is not likely to be a discrete/standalone part of the model, and even then the texture wrapping would have to be remapped (it's 1 texture -> 1 model -- as soon as you remove the head, you have a different model requiring a different texture layout). So starting from scratch would actually make more sense.

That being said, I only know this from watching through a couple of Blender for Minetest tutorials so I don't necessarily know what the possibilities are.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by twoelk » Thu Jan 24, 2019 14:23

head trophies?

hm...
there was
Bring Me The Head [heads] by thefamilygrog66,
Small Head by davedevils and also
Heads 2.0 [heads] by bosapara
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Thu Jan 24, 2019 14:55

Just need to adapt to NSSM heads of course!

There is an option of course to simply extract portions of the current textures, and define the heads as cubic items... at least, as an interim solution.... in which case I might be able to do something about it...
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by mcbits » Sun Sep 08, 2019 08:18

Is it just me or can the mobs see through walls and even many layers of rock? I dug into the middle of a mountain, at least 10 blocks away from any edge, and after idling for a bit, there were all kinds of mobs around the perimeter blindly trying to walk/fly into the side of the mountain. And they're LOUD at any distance.

How much work would be involved to port these guys to another API, maybe mobkit?
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by taikedz » Mon Sep 09, 2019 09:49

Which version of NSSM are you using?

NPX's version does indeed have a bug which causes this.

I fixed it in the version I maintain, you can copy the fix too into your version if you want https://github.com/minetest-mobs-mods/n ... 2ae83fb0f9

That version is heavily modified with some features that are intended to make it server-friendly, it may or may not be suitable for your needs.
 

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Re: [Mod] Not So Simple Mobs [3.0] [nssm]

by mcbits » Wed Sep 11, 2019 07:54

Actually I am using your version, but I may very well have been using the original (from ContentDB) when I ran into that problem. I've wiped and rebuilt with different mods a few times since then, and the first thing I always do is plop a base deep underground so I can idle in peace. But I just tested with a little house on the surface, and it seems that is no longer necessary! Thanks!
 

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