[Mod] Angled Stairs [1.2] [angledstairs]

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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Wed Jun 08, 2016 00:24

Nathan.S wrote:The collision box will still be the nodeboxes data. You can't use an obj for the collisions. Use the old code you had from the collisions and just the mesh for the visiuals.


I really appreciate the help... But I still don't get it : /
I have no idea how to set these up in the script
I've tried every which way and nothing works right. So I guess until I can get more detailed info, they remain as nodeboxes.
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Re: [Mod]Angled Stairs[angledstairs]

by pithy » Wed Jun 08, 2016 02:54

The meshes may have been the problem. NBE does not do uv maps, and sofar's mesh had bad normals.

Here are some better meshes.
 

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Re: [Mod]Angled Stairs[angledstairs]

by Nathan.S » Wed Jun 08, 2016 12:57

TumeniNodes wrote:
Nathan.S wrote:The collision box will still be the nodeboxes data. You can't use an obj for the collisions. Use the old code you had from the collisions and just the mesh for the visiuals.


I really appreciate the help... But I still don't get it : /
I have no idea how to set these up in the script
I've tried every which way and nothing works right. So I guess until I can get more detailed info, they remain as nodeboxes.



Should be something like this:
Code: Select all
minetest.register_node('survival:well_bottom', {
   description = 'well bottom',
   drawtype = 'mesh',
   mesh = 'survival_well_bottom.obj',
   tiles = {'default_cobble.png'},
   groups = {cracky=3, stone=2},
   paramtype = 'light',
   paramtype2 = 'facedir',
   sounds = default.node_sound_stone_defaults(),
   selection_box = {
      type = 'fixed',
      fixed = {-0.6, -0.5, -0.6, 0.6, .3, .6},
      },
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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Wed Jun 08, 2016 15:02

Nathan.S wrote:
TumeniNodes wrote:
Nathan.S wrote:The collision box will still be the nodeboxes data. You can't use an obj for the collisions. Use the old code you had from the collisions and just the mesh for the visiuals.


I really appreciate the help... But I still don't get it : /
I have no idea how to set these up in the script
I've tried every which way and nothing works right. So I guess until I can get more detailed info, they remain as nodeboxes.



Should be something like this:
Code: Select all
minetest.register_node('survival:well_bottom', {
   description = 'well bottom',
   drawtype = 'mesh',
   mesh = 'survival_well_bottom.obj',
   tiles = {'default_cobble.png'},
   groups = {cracky=3, stone=2},
   paramtype = 'light',
   paramtype2 = 'facedir',
   sounds = default.node_sound_stone_defaults(),
   selection_box = {
      type = 'fixed',
      fixed = {-0.6, -0.5, -0.6, 0.6, .3, .6},
      },


Thank you Nathan,

Well, here is how dumb I am.
I had done exactly as above, with both selection and collision, and neither was working.
It is only now, that I attempted to try it with the other angled stair (the "angled_stairL") and it works perfectly!
You see, I have 2 versions of each node, 2 steps and 2 slabs. I made a right and a left of each to 1/2 fix a texture alignment issue (I should rightly have 4 versions of each, 4 stairs and 4 slabs) unless I can figure out how to keep the texture stationary when set from any angle, the same as wooden slabs and wooden planks are.

So, I was correct..., the way I was setting this mesh up was wrong. But, only because I was setting it to the wrong node :P
I really really appreciate all the help everyone is giving me, I realize I am prob frustrating to work with or try to help, and I apologize for that.

There is still the bottom step issue, in both inventory and the darker shading when placed (as shown in the image below)

Image

@sofar, if I am unable to finish the other stair and the 2 slabs, are you still willing to do them?, because the one you provided looks awesome, as I stated earlier, thank you. (I have not had time to try yet so I want to try first at least, using the .blend file you gave)
Attachments
bottom step issue.png
(641.53 KiB) Not downloaded yet
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Re: [Mod]Angled Stairs[angledstairs]

by sofar » Thu Jun 09, 2016 05:24

Try these, I didn't test them but they should be OK. You should be able to import them in blender and verify, and possibly rotate and re-export if needed. Or just ask.

I made a zip with all 4 obj files since I figured that would be easiest, and nice and small as well.
Attachments
angled_stairs_obj.zip
CC-BY-SA-4.0 -- sofar
(1.94 KiB) Downloaded 32 times
 

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Re: [Mod]Angled Stairs[angledstairs]

by sofar » Thu Jun 09, 2016 05:25

try adding `sunlight_propagates = true` and re-place the problematic stair nodes.
 

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Re: [Mod]Angled Stairs[angledstairs]

by azekill_DIABLO » Thu Jun 09, 2016 10:13

take care: sunlights_propagates = true does immense lag with shaders, espacially bumpmapping and tone mapping
 

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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Thu Jun 09, 2016 12:42

Try these, I didn't test them but they should be OK. You should be able to import them in blender and verify, and possibly rotate and re-export if needed. Or just ask.

I made a zip with all 4 obj files since I figured that would be easiest, and nice and small as well.


Thank you so much sofar, I can't express my gratitude enough. I will set these up later tonight and if all is well (which I am sure it will be) I will commit the changes tonight (with credits of course).

try adding `sunlight_propagates = true` and re-place the problematic stair nodes.


I had thought about adding that line but was unsure, and did not get around to trying it.

take care: sunlights_propagates = true does immense lag with shaders, espacially bumpmapping and tone mapping


Yes but, if your machine freezes while at the stairs..., you will have something nice to look at :D
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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Thu Jun 09, 2016 19:10

azekill_DIABLO wrote:Yes but i don't play minetest for stairs, even if they are beautiful :)


Well poop..., there goes my idea for Stairstest... : /
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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Thu Jun 09, 2016 23:50

pithy wrote:The meshes may have been the problem. NBE does not do uv maps, and sofar's mesh had bad normals.

Here are some better meshes.


pithy, my sincerest apologies..., I do not know how I missed your post.
Thank you very much for the models, they look great and fixed the shadow issue for sure.

Please let me know here, or via PM how you would like me to add your info, preferred license, etc.
And thank you again
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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Thu Jun 09, 2016 23:53

sofar wrote:Try these, I didn't test them but they should be OK. You should be able to import them in blender and verify, and possibly rotate and re-export if needed. Or just ask.

I made a zip with all 4 obj files since I figured that would be easiest, and nice and small as well.


And thank you again as well sofar, for putting your time into making these models for me.
I do apologize but, I will use the models pithy provided as they do fix the shading issue. I hope you are not offended, and I feel bad, knowing the time you put into them. As well as knowing Blender is definitely a skill.
Thank you again for all the help and your time, I appreciate it.
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Re: [Mod]Angled Stairs[angledstairs]

by pithy » Fri Jun 10, 2016 00:26

TumeniNodes wrote:
pithy wrote:The meshes may have been the problem. NBE does not do uv maps, and sofar's mesh had bad normals.

Here are some better meshes.


pithy, my sincerest apologies..., I do not know how I missed your post.
Thank you very much for the models, they look great and fixed the shadow issue for sure.

Please let me know here, or via PM how you would like me to add your info, preferred license, etc.
And thank you again

To be safe use CC-BY-SA-4.0 because sofar may have copyright on the basic geometry.

Other than that you can use WTFPL, CC-BY-SA* or anything compatible with the two.

If anyone cares to know who made the models they will probably find out via this forum.
 

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Re: [Mod]Angled Stairs[angledstairs]

by sofar » Fri Jun 10, 2016 19:38

Just to be safe: You should never strip copyright notices. Since the license allows you to do pretty much anything you want, it's just stupid to remove copyright notices, because all you are doing is making your copies a copyright violation.

I don't copyright the shape, I copyright the fact that I made a 3d model and texture map in a OBJ or blender file representation, which took time.

If you use any part of it, or re-use, you must provide copyright attribution and license statement, period. No exceptions.

This forum is NOT a proper substitute for license information. The copyright notice needs to be in your github tree.
 

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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Fri Jun 10, 2016 19:58

If you are both ok with this solution?
sofar, I will add you to the credit for models with your licence,
and pithy, I will add you to the credit for models with your license as well,
You both were very kind enough to put time into the models and offer them. So I think it only fair to credit both.

I will say though, to pithy, if the models you provided originated from sofar's files, then his license should be respected for your version, as that is what the license calls for.
If my solution is flawed then I will leave it to both of you to sort out. Hopefully it will not take too ling as I would like to make a post asking to move it to released mods.
I just want to make sure that everyone who assisted and has part in the mod is credited and properly and all proper licences clearly stated.

And just to add, I will not use WTFPL, I do not care for it tbh. I would rather see DWYWPL in it's stead. I would like any work I do to be avail to any and all, taking schools and young children into consideration.
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Re: [Mod]Angled Stairs[angledstairs]

by pithy » Fri Jun 10, 2016 20:36

To clarify the license situation I did take a look at sofars models thats how I knew the normals are off.
To fix the normals I started from scratch instead of using sofars models.
To be more formal about licensing I will resend you the models with the license attached. I'll use DWYWPL because you are already using it.
 

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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Fri Jun 10, 2016 20:39

pithy wrote:To clarify the license situation I did take a look at sofars models thats how I knew the normals are off.
To fix the normals I started from scratch instead of using sofars models.
To be more formal about licensing I will resend you the models with the license attached. I'll use DWYWPL because you are already using it.

Very cool..., thank you : )
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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Fri Jun 10, 2016 20:53

I added a "credits.txt" to the models folder.

"Models in .obj format provided by "pithy" License: DWYWPL
memberlist.php?mode=viewprofile&u=19278

link to post
viewtopic.php?p=220247#p220247 Thank you pithy.

Additional work on models provided by "sofar" License: CC-BY-SA-4.0 - Auke Kok <sofar@foo-projects.org>"

Is this ok? If anyone has any issues with the text, please let me know.
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Re: [Mod]Angled Stairs[angledstairs]

by sofar » Sat Jun 11, 2016 04:09

TumeniNodes wrote:I added a "credits.txt" to the models folder.

"Models in .obj format provided by "pithy" License: DWYWPL
memberlist.php?mode=viewprofile&u=19278

link to post
viewtopic.php?p=220247#p220247 Thank you pithy.

Additional work on models provided by "sofar" License: CC-BY-SA-4.0 - Auke Kok <sofar@foo-projects.org>"

Is this ok? If anyone has any issues with the text, please let me know.


Did Pithy modify the model files I created? If so, then this is incorrectly attributed.
 

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Re: [Mod]Angled Stairs[angledstairs]

by sofar » Sat Jun 11, 2016 04:11

sofar wrote:
TumeniNodes wrote:I added a "credits.txt" to the models folder.

"Models in .obj format provided by "pithy" License: DWYWPL
memberlist.php?mode=viewprofile&u=19278

link to post
viewtopic.php?p=220247#p220247 Thank you pithy.

Additional work on models provided by "sofar" License: CC-BY-SA-4.0 - Auke Kok <sofar@foo-projects.org>"

Is this ok? If anyone has any issues with the text, please let me know.


Did Pithy modify the model files I created? If so, then this is incorrectly attributed.


nvm, re-read the thread and Pithy says he has started from scratch:

pithy wrote:To fix the normals I started from scratch instead of using sofars models.


So, you do not need to mention my name or the license of my obj files at all.
 

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Re: [Mod]Angled Stairs[angledstairs]

by TumeniNodes » Sat Jun 11, 2016 05:20

sofar wrote:So, you do not need to mention my name or the license of my obj files at all.


You took the time to make them, and offered to help me out. You did not have to, you did it out of good will..., and to me, that makes it important to thank you, and add any contribution you made to credits. I do not take offers of help from others lightly, nor for granted. This is just how I was raised.
So, if you don't mind, I will leave it as is. If you are against it for personal reasons and wish not to be included, then I will remove it. no need to explain, just let me know.
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Re: [Mod] Angled Stairs [angledstairs]

by Sokomine » Fri Jul 15, 2016 03:55

That's great! I've never really been satisfied with the way stairs can be built if there's a limited amount of space. The angled stairs look very nice, and I'm looking forward to use them in my buildings. Hopefully they can be found on servers soon.
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Re: [Mod] Angled Stairs [angledstairs]

by TumeniNodes » Fri Jul 15, 2016 04:11

Sokomine wrote:That's great! I've never really been satisfied with the way stairs can be built if there's a limited amount of space. The angled stairs look very nice, and I'm looking forward to use them in my buildings. Hopefully they can be found on servers soon.

Thank you, I had a LOT of help on it... I hope to see some screenshots.
I think someone was looking to do some craft recipes for them a while back, but as of now there are none. I know how to implement recipes but I am garbage at coming up with them... so I am unsure if anyone is running them on any servers yet.

*edit: just thinking now, I don't think I added snow, ice, or the glass textures to this (need to go check haha) because I want those as well. Maybe grass too?
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Re: [Mod] Angled Stairs [angledstairs]

by Sokomine » Fri Jul 29, 2016 18:18

Don't add receipes. It's best to use a machine like the circular saw.
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Re: [Mod] Angled Stairs [1.1] [angledstairs]

by TumeniNodes » Sat Feb 04, 2017 03:10

Update: Added new _block nodes from 0.04.15
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