[Mod] Industrial Lights [git][ilights]

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[Mod] Industrial Lights [git][ilights]

by VanessaE » Wed May 20, 2015 03:07

This is Dan Duncombe's ilights mod, now maintained by me. It adds industrial-style lamps (i.e. the kind that are enclosed in a small cage).

Mesh nodes with a somewhat-low-poly model are used here to provide a somewhat-realistic look compared to Dan's old version.

Crafting:
Place three steel ingots, one regular glass, and one torch, in the following pattern:

Code: Select all
 --    Steel   --
 --    Glass   --
Steel  Torch  Steel


Yields 3 lights. Once you have a light, place it somewhere and the punch it with dye to change its color. If you dig one of these colorized lights, you get the uncolored one back, plus the dye that you used to color it.

All colors in the abridged Unified Dyes "colorwallmounted" palette are supported, including esoteric shades like grey and black. The screenshot below shows a sample of the available colors (in fact, it shows the color set this mod used to have before dynamic colorization became possible).

Dependencies: default, unifieddyes, and a Minetest engine build newer than 2017-01-23.

License: CC-By-Sa

Download: https://gitlab.com/VanessaE/ilights/-/a ... master.zip
...or browse the code: https://gitlab.com/VanessaE/ilights

Screenshot:
Image
Regarding the black lights (and for that matter, other colors not usually seen with a light), as Dan said originally, "I have no idea how that works, but hey."

+ "Show old screenshot..."
Attachments
ilights-screenshot.png
(194.03 KiB) Not downloaded yet
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Re: [Mod] Industrial Lights [git][ilights]

by VanessaE » Wed May 20, 2015 03:38

Update: the models now have an actual bulb inside, the outer lens is now translucent, and the code now uses ^[colorize to make the colors instead of loading separate textures.
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Re: [Mod] Industrial Lights [git][ilights]

by DS-minetest » Thu May 21, 2015 18:10

I think, the old models were better.
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Re: [Mod] Industrial Lights [git][ilights]

by Krock » Fri May 22, 2015 16:57

In my opinion, they look better with a dark cage.
Also, the most used colors (white, green, blue, red, yellow) would be enough to decorate something :)

Image
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Re: [Mod] Industrial Lights [git][ilights]

by Nathan.S » Sat May 23, 2015 04:52

I agree with krock dark cages do look better.
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Re: [Mod] Industrial Lights [git][ilights]

by VanessaE » Sat May 23, 2015 04:56

I went with the lighter texture originally so as not to vary too much from the original color scheme.

However, you're right that the dark texture does look better. Got a link to the modified file?
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Re: [Mod] Industrial Lights [git][ilights]

by Krock » Sat May 23, 2015 06:57

Image

I converted the original texture to a black/white image then increased contrast and decrased the brightness.
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Re: [Mod] Industrial Lights [git][ilights]

by VanessaE » Mon Jan 30, 2017 18:37

This mod has been converted to use param2 colorization. This adds Unified Dyes as a dependency, and makes a total of 32 colors available (it uses the abridged "colorwallmounted" palette, since the lights support rotation).

Craft a light from glass, steel ingots, and a torch (see first post), then place it somewhere and right-click it with dye to color it. Dig it and you get the uncolored light and the dye back.
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Re: [Mod] Industrial Lights [git][ilights]

by VanessaE » Sun Feb 05, 2017 01:03

This mod has been updated to use the revised Unified Dyes API -- you now punch the node while wielding dye, instead of right-clicking. Also, UD will tell you if a node doesn't support the color you want to use.
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Re: [Mod] Industrial Lights [git][ilights]

by fireglow » Mon Feb 13, 2017 03:08

Got a server crash with git commit 70145d3 after placing an ilight on a wall so its top faces the player:
Code: Select all
ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): /srv/minetest/world/worldmods/ilights/init.lua:28: attempt to call field 'yaw_to_dir' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]:       /srv/minetest/world/worldmods/ilights/init.lua:28: in function 'after_place_node'
ERROR[Main]:       /srv/minetest/servers/0.4.15/bin/../builtin/game/item.lua:296: in function </srv/minetest/servers/0.4.15/bin/../builtin/game/item.lua:199>
 

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Re: [Mod] Industrial Lights [git][ilights]

by VanessaE » Mon Feb 13, 2017 04:08

Update your engine build to something newer than 2017-01-24 (get a development build or build it from source). That function call was added on the same day as the hardware/param2 coloring feature, which this mod also needs.
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Re: [Mod] Industrial Lights [git][ilights]

by fireglow » Mon Feb 13, 2017 06:57

VanessaE wrote:Update your engine build to something newer than 2017-01-24 (get a development build or build it from source). That function call was added on the same day as the hardware/param2 coloring feature, which this mod also needs.

Updated minetest to gf17c9c45, works now.
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Re: [Mod] Industrial Lights [git][ilights]

by googol » Mon Feb 13, 2017 13:02

It`s cool
but I was hoping to see the multi-colored light from the lamps, too.
:(
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Re: [Mod] Industrial Lights [git][ilights]

by VanessaE » Mon Feb 13, 2017 15:42

It's not possible to colorize the actual light. Engine limitation.
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Re: [Mod] Industrial Lights [git][ilights]

by Fixer » Tue Feb 14, 2017 22:49

Players who are using 0.4.15 stable may prefer this version. Newest version is for 0.4.15-dev and beyond.
 

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Re: [Mod] Industrial Lights [git][ilights]

by KatzEyez » Tue Aug 08, 2017 18:29

I recently started playing MineTest. I seen these lights in a video shared in a group on FB and really liked these lights a lot! I was pointed here by the OP. Thank you for this mod!
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Re: [Mod] Industrial Lights [git][ilights]

by KatzEyez » Thu Aug 17, 2017 12:56

paramat wrote:Hi, that was me who linked you.


Oh hi, thank you for that! Sorry for the delayed reply. :) Idk who ppl are on FB, in game and on here, so sorry for not knowing.
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