[Mod] Angled Walls [1.5] [angledwalls]

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TumeniNodes
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

DS-minetest wrote:
TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said
haha, just noticed the fine print. :P
The mesh for the glass is one mesh which is used for all the glass textures. I wanted to have 1 glass, and 1 obsidian glass for each texture (I forgot a couple so have to fix that too :P ) Plus I added just a plain glass, and plain obsidian glass as well (those 2 are not pushed yet but will be soon) I did the last 2 because I'm not gonna do a separate texture for every single node from supported mods (if I ever figure that out haha)
And actually, editing/creating textures is easy for me..., at least that I am good at ; )
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Nathan.S » Post

pithy wrote:
DS-minetest wrote: Is there a way to make a mesh use two or more textures in Minetest?
Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Nathan.S wrote:
pithy wrote:
DS-minetest wrote: Is there a way to make a mesh use two or more textures in Minetest?
Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.
DOH!!!... now we find out... :P
Definitely good to know Nathan, thanks. Not sure if I will change the way this mod is done at this point? Maybe..., IDK. But I'm not the Blender wizard (I wonder it's pithy who it, it's pithy could be?) :D
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Oh yeh and.... guess what??
Can I get a what???? ..... what?
Can I get a what??? .... what?
Can I get a WOOT WOOT??? .... ummmm... what?

Look what I did!!! :D

Image

Bakedclay now supported
I am so relieved now. PHEW!
Thank you very much to everyone here for all the help. It means a lot to people who are just learning, (especially to me) and I truly appreciate it.
Been through a lot the last few years and it's really nice to have something to spark my interest and motivation again.
My kids are laughing because I let out a loud "YESSSS!!!!!"
This has not been pushed / committed yet... I want to add a few more things first and do some tweaking. Still a bit to do. I also want to add intllib support for my mods once everything else is finished.
Attachments
angledwalls bakedclay support.png
angledwalls bakedclay support.png (484.19 KiB) Viewed 1029 times
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Post

+100 That looks awesome! Thanks again!

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

KCoombes wrote:+100 That looks awesome! Thanks again!
You're welcome, and thank you for the feedback and for asking for the support. Because of your request, I have learned something new.
Remember though, I have not pushed this in yet. I will push it tomorrow early evening. There are a couple other mod support I'd like to add, and a few little tweaks to make still.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Post

Nathan.S wrote:
pithy wrote:
DS-minetest wrote: Is there a way to make a mesh use two or more textures in Minetest?
Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.
Thanks Nathan but there is a little more to it then that I had to look at your mod to see what it is.
Here is the result.

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

pithy wrote:Thanks Nathan but there is a little more to it then that I had to look at your mod to see what it is.
Here is the result.
I may not get a chance to look at this tonight pithy, but I want to leave it up to you if you feel this gives a better result and if they should be used. Does it give a better looking result that the textures I modified? You did the work for the models so I feel this is your choice : )
I just want to know what does it entail as far as changes to the init.lua (which is actually going to be the "angledwalls.lua" from here on, once I push my latest change in.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by azekill_DIABLO » Post

+100
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Post

TumeniNodes wrote:
pithy wrote:Thanks Nathan but there is a little more to it then that I had to look at your mod to see what it is.
Here is the result.
I may not get a chance to look at this tonight pithy, but I want to leave it up to you if you feel this gives a better result and if they should be used. Does it give a better looking result that the textures I modified? You did the work for the models so I feel this is your choice : )
I just want to know what does it entail as far as changes to the init.lua (which is actually going to be the "angledwalls.lua" from here on, once I push my latest change in.
It looks the same but will make things easer for texture pack makers.
As for the init.lua all you have to change is the textures.

Code: Select all

tiles = {"texture_for_edge.png", "glass_texture.png"},

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Desour » Post

Nathan.S wrote:
pithy wrote:
DS-minetest wrote: Is there a way to make a mesh use two or more textures in Minetest?
Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.
a lie!
pithy wrote:Is there a way to make a mesh use two or more textures in Minetest?
but it was a good qouestion

Edit from 25.3.2017: Huh, what did I write here and why?!
Last edited by Desour on Sat Mar 25, 2017 12:28, edited 1 time in total.
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Post

@DS-minetest, it is not a lie, there is just more to it like I said above.
In blender you don't only need different UV maps, you also need separate objects for each UV map.
When exporting to .obj you need to check "objects as obj groups".
When registering a node put in the tiles field "tiles = {"texture_for_object_1.png", "texture_for_object_2.png"...},".

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

I just finished tweaking all the glass textures. They definitely look much better now.
I feel, if the visual result is the same, then maybe best to simply keep it as it is now.? If the only benefit is to make it easier on potential / future texture pack artists/designers..., it would not be all that difficult to figure out. The new doors and fence texture layouts took me all of about 4 min. to figure out as soon as I saw them. So I honestly do not think it worth changing everything for that benefit alone.

pithy, I will most likely merge your angle-to change. I want to ask, do you think these angled windows will work with connected glass? I'm not sure if they will due to using custom textures... (maybe) vertically, but I am unsure about horizontally.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Nathan.S » Post

pithy wrote:@DS-minetest, it is not a lie, there is just more to it like I said above.
In blender you don't only need different UV maps, you also need separate objects for each UV map.
When exporting to .obj you need to check "objects as obj groups".
When registering a node put in the tiles field "tiles = {"texture_for_object_1.png", "texture_for_object_2.png"...},".
It can be the same object, just needs to be a separate material slot on the object. In the export there is something about UV objects or something like that. Not near a computer at the moment so I can't be sure of the exact wording.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Added support for quartz.
Made changes to the quartz mod, doing a PR for it tonight.
Push will be done asa I have figured out a couple of problems I am stuck on with supporting cblocks.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by coeseta » Post

So far this mod looks awesome TumeniNodes, keep up the good work :)

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Milan* » Post

Hmm since it looks like for creative mode only by default, i wonder if it wouldn't be a neat extension/enhancement for the circular saw (https://github.com/minetest-mods/moreblocks)

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

coeseta wrote:So far this mod looks awesome TumeniNodes, keep up the good work :)
Thank you
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Milan* wrote:Hmm since it looks like for creative mode only by default, i wonder if it wouldn't be a neat extension/enhancement for the circular saw (https://github.com/minetest-mods/moreblocks)
IDK, that is something I will have to look into at a later date.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Post

TumeniNodes wrote:Added support for quartz.
Made changes to the quartz mod, doing a PR for it tonight.
Push will be done asa I have figured out a couple of problems I am stuck on with supporting cblocks.
What is the issue with cblocks?
Also, when I have a chance I will add support for this mod in mypaint.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Don wrote:What is the issue with cblocks?
Also, when I have a chance I will add support for this mod in mypaint.
I'm too inexperienced to make it work right now :P
I'm putting cblocks support to the side for now.

Right now I have bakedclay and quartz supported. I need to do a PR for quartz.

That is very cool Don, thank you.

I have noticed a slight flaw with angled walls though. Not sure if it bugs users enough to change but, there is a small gap in the angle front and back which creates a visual issue with building (if using a floor etc.) has anyone noticed it? :P
My proposed solution, is to make the back of angled walls a solid cube rather than angled... this would resolve that eyesore. But for this, I need to summon the Blender God, pithy :D
I have been practising with Blender a little and so far..., I can make.... a cube : [
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Post

TumeniNodes wrote:-snip-
I have been practising with Blender a little and so far..., I can make.... a cube : [
But that IS progress, you know! Baby steps, we've all been there.

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Post

KCoombes wrote:
TumeniNodes wrote:-snip-
I have been practising with Blender a little and so far..., I can make.... a cube : [
But that IS progress, you know! Baby steps, we've all been there.
Forget baby steps. I prefer snail speed.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by D00Med » Post

This is a great mod, nice work!
Look! I have a signature :]
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Post

mypaint now supports angledwalls.
You will need mypaint
https://github.com/DonBatman/mypaint
and you will need mypaint_angledwalls
https://github.com/DonBatman/mypaint_angledwalls
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