[Mod] Angled Walls [1.5] [angledwalls]

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

by TumeniNodes » Sun Jul 03, 2016 20:11

Thanks DOOMed.

Thank you Don.
I do hope when I push the changes today, this will not make any problems for the work you've done? And..., did I list the stone types wrong? I'll have to look and fix that :P
The init.lua now only consists of dofiles/functions
There is an angledwalls.lua, bakedclay.lua, and quartz.lua.
Though I am nervous that I made a mistake, and may have set up quartz and bakedclay as hard dependencies, rather than soft?

I will show the code for bakedclay here. I do not want to push these changes if, indeed, I have set them up wrong. I did bakedclay and quartz the same way : /
Code: Select all
angledwalls.register_angled_wall_and_low_angled_wall("bakedclayblack", "bakedclay:bakedclay_black",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_black.png"},
      "Baked Clay Black Angled Wall",
      "Baked Clay Black Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayblue", "bakedclay:bakedclay_blue",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_blue.png"},
      "Baked Clay Blue Angled Wall",
      "Baked Clay Blue Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaybrown", "bakedclay:bakedclay_brown",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_brown.png"},
      "Baked Clay Brown Angled Wall",
      "Baked Clay Brown Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaycyan", "bakedclay:bakedclay_cyan",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_cyan.png"},
      "Baked Clay Cyan Angled Wall",
      "Baked Clay Cyan Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaydarkgreen", "bakedclay:bakedclay_dark_green",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_dark_green.png"},
      "Baked Clay Dark Green Angled Wall",
      "Baked Clay Dark Green Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaydarkgrey", "bakedclay:bakedclay_dark_grey",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_dark_grey.png"},
      "Baked Clay Dark Grey Angled Wall",
      "Baked Clay Dark Grey Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaygreen", "bakedclay:bakedclay_green",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_green.png"},
      "Baked Clay Green Angled Wall",
      "Baked Clay Green Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaygrey", "bakedclay:bakedclay_grey",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_grey.png"},
      "Baked Clay Grey Angled Wall",
      "Baked Clay Grey Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaymagenta", "bakedclay:bakedclay_magenta",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_magenta.png"},
      "Baked Clay Magenta Angled Wall",
      "Baked Clay Magenta Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayorange", "bakedclay:bakedclay_orange",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_orange.png"},
      "Baked Clay Orange Angled Wall",
      "Baked Clay Orange Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaypink", "bakedclay:bakedclay_pink",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_pink.png"},
      "Baked Clay Pink Angled Wall",
      "Baked Clay Pink Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayred", "bakedclay:bakedclay_red",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_red.png"},
      "Baked Clay Red Angled Wall",
      "Baked Clay Red Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayviolet", "bakedclay:bakedclay_violet",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_violet.png"},
      "Baked Clay Violet Angled Wall",
      "Baked Clay Violet Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclaywhite", "bakedclay:bakedclay_white",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_white.png"},
      "Baked Clay White Angled Wall",
      "Baked Clay White Low Angled Wall",
      default.node_sound_wood_defaults())

angledwalls.register_angled_wall_and_low_angled_wall("bakedclayyellow", "bakedclay:bakedclay_yellow",
      {snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3},
      {"baked_clay_yellow.png"},
      "Baked Clay Yellow Angled Wall",
      "Baked Clay Yellow Low Angled Wall",
      default.node_sound_wood_defaults())
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Sun Jul 03, 2016 22:18

As long as you have this code or similar in your init.lua file then it would not be a hard dependency.

Code: Select all
if minetest.get_modpath("bakedclay") then
   dofile(minetest.get_modpath("mymeshnodes").."/bakedclay.lua")
end


Edit - I also made a PR to add a mod.conf file to the mod.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sun Jul 03, 2016 23:14

Don wrote:As long as you have this code or similar in your init.lua file then it would not be a hard dependency.

Code: Select all
if minetest.get_modpath("bakedclay") then
   dofile(minetest.get_modpath("mymeshnodes").."/bakedclay.lua")
end


Edit - I also made a PR to add a mod.conf file to the mod.


Yep, it has that.
Thank you..., I will push my recent changes tonight then, and merge yours and pithy's PRs.
Then, just a few more changes I want to make, which I need to ask pithy about..., then hopefully it will be ready to be moved into mod release : )
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Mon Jul 04, 2016 00:19

TumeniNodes wrote:Yep, it has that.
Thank you..., I will push my recent changes tonight then, and merge yours and pithy's PRs.
Then, just a few more changes I want to make, which I need to ask pithy about..., then hopefully it will be ready to be moved into mod release : )

Hold off on my PR I may need to check it with your update to make sure nothing breaks.
Don's PR should be fine.
 

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

by TumeniNodes » Mon Jul 04, 2016 05:03

pithy wrote:
TumeniNodes wrote:Yep, it has that.
Thank you..., I will push my recent changes tonight then, and merge yours and pithy's PRs.
Then, just a few more changes I want to make, which I need to ask pithy about..., then hopefully it will be ready to be moved into mod release : )

Hold off on my PR I may need to check it with your update to make sure nothing breaks.
Don's PR should be fine.

Hopefully I get this in before pwr out again. pwr has gone off n on a few times so wait until tomorrow for push sorry
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Mon Jul 04, 2016 19:11

Just finished updated files / textures, for those who have PRs and want to check.
Yep. last night, my power went off and on several times..., seems some overly festive, typical American, snapped a pole at the base. Anyway, all is back to normal now
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Re: [MOD] Angled Walls [1.1] [angledwalls]

by coeseta » Tue Jul 05, 2016 08:57

Hi TumeniNodes, do you think it would be possible to add crafting recipes for survival, maybe something like that:

O = nothing
X = full block
H = half slab
G = glass

Angled wall:

O X X
X X X
X X O


Angled wall half size:

O H H
H H H
H H O


Angled window:

O O O
X G X
O O O
 

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Re: [MOD] Angled Walls [1.1] [angledwalls]

by TumeniNodes » Tue Jul 05, 2016 17:01

coeseta wrote:Hi TumeniNodes, do you think it would be possible to add crafting recipes for survival, maybe something like that:

O = nothing
X = full block
H = half slab
G = glass

Angled wall:

O X X
X X X
X X O


Angled wall half size:

O H H
H H H
H H O


Angled window:

O O O
X G X
O O O

If these are available crafts, I'll gladly register them.
or, if you like, you can do a pull request, and I will merge your work, provided the recipes do not conflict with any from other mods.
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Re: [MOD] Angled Walls [1.1] [angledwalls]

by Milan* » Sun Jul 10, 2016 13:35

The recipe idea is not bad but keep in mind that many servers use the circular saw.
To have this stuff with recipes instead don't really make sense/confuse players i think.. .

Edit: maybe with some kind of specific saw if not as an enhanced circular saw?
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Re: [MOD] Angled Walls [1.1] [angledwalls]

by TumeniNodes » Sun Jul 10, 2016 14:49

Milan* wrote:The recipe idea is not bad but keep in mind that many servers use the circular saw.
To have this stuff with recipes instead don't really make sense/confuse players i think.. .

Edit: maybe with some kind of specific saw if not as an enhanced circular saw?

That actually is a good idea. Maybe a miter saw..., though I am not sure I would know how to create such a thing. I could take a look at the circular saw to see how it was done.
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Re: [MOD] Angled Walls [1.2] [angledwalls]

by TumeniNodes » Sun Jul 10, 2016 18:53

Update 1.2

*Added a new model called "angledwalls_corner" (model provided by pithy, thank you).
This new model fixes the issue of a small space between angled wall and full nodes at a floor level.

*I also added some materials I had missed originally, such as glass, obsidian glass, snow, ice & diamond...
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Re: [MOD] Angled Walls [1.2] [angledwalls]

by Sokomine » Thu Jul 28, 2016 16:04

It might be getting a bit much - like your name suggests: too many nodes :-) - by now. The nodes are also quite specific. What I'd rather love to have would be windows that could be put up in angled walls very much like you did in your picture - but without the sourrounding material that comes with them here. It's tricky to integrate windows inside sloped walls and might not even be doable...will have to check that out.
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Re: [MOD] Angled Walls [1.2] [angledwalls]

by TumeniNodes » Fri Jul 29, 2016 07:56

Sokomine wrote:It might be getting a bit much - like your name suggests: too many nodes :-) - by now. The nodes are also quite specific. What I'd rather love to have would be windows that could be put up in angled walls very much like you did in your picture - but without the sourounding material that comes with them here. It's tricky to integrate windows inside sloped walls and might not even be doable...will have to check that out.


When I started with the angled glass..., I simply used straight up glass and obsidian glass and noticed instantly they looked odd, due to the fact they become stretched out across the diagonal span.
That is why I opted to create the custom textures with the side fillers..., this made the angled glass equal to the straight glass dimensions, and looked better.
I guess I could add the straight glass textures back in (can't remember if I left them as alternates or not) I will have to glance over my code real quick later.
I will still be adding the arched/angled glass textures but have not been feeling so well lately, so I still have a couple left to finish before I add them in. (they do look pretty cool, If I do say so myself :P )
I did add glass and obsidian glass angled walls as well (but I don't think I pushed that to the repo yet) So that may be an option you might like as well?
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Re: [Mod] Angled Walls [1.2] [angledwalls]

by TumeniNodes » Fri Mar 24, 2017 19:47

I just re-blendered?, or remade the model for the angled glass, so they work as intended to use multiple textures from which ever texture pack the user chooses.
And then I can completely remove all those glass textures I put so much time into : / :P

I just have to fix a slight space between the glass node and the neighboring block.
But I am having difficulty sizing it just right, both horizontally, and vertically (it is a bit short on the sides, and a bit high at the top)
Image

And then I will update the mod on github.

But I am wondering if someone might be able to help me with another aspect I wish to add to the angled walls?
SO I may postpone updating until this might be able to be implemented.

I would like to add a "connecting" code to the angled walls, using an overlay (if that is possible?)
SO when the user places an angled wall node, next to another, they become connected and smooth. Also when placing an angled wall next to a normal node, that it connects smoothly?

If someone has some input that can help with this, I would really appreciate it.
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Re: [Mod] Angled Walls [1.3] [angledwalls]

by TumeniNodes » Sun Jan 28, 2018 14:12

1.3 changes:

I finally took some time to fix some things with this mod, it is now AFAIAC, fini!
*Fixed the angled glass model (now uses textures from TP in use)
*Added angled glass for supported mods (bakedclay and quartz) <these mods must be enable to add them to inv>
*Removed the custom textures folder, as it is no longer needed.
*Updated media licenses for models.

please check it out, let me know here if there are any bugs, thank you
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Re: [Mod] Angled Walls [1.3] [angledwalls]

by Codesound » Mon Jan 29, 2018 08:04

TumeniNodes wrote:1.3 changes:

I finally took some time to fix some things with this mod, it is now AFAIAC, fini!
*Fixed the angled glass model (now uses textures from TP in use)
*Added angled glass for supported mods (bakedclay and quartz) <these mods must be enable to add them to inv>
*Removed the custom textures folder, as it is no longer needed.
*Updated media licenses for models.

please check it out, let me know here if there are any bugs, thank you


Many thanks! This is a beautiful and useful mod!!!!

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Re: [Mod] Angled Walls [1.3] [angledwalls]

by TumeniNodes » Mon Jan 29, 2018 10:53

Thank you for the compliment Codesound, glad you like it.
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Re: [Mod] Angled Walls [1.4] [angledwalls]

by TumeniNodes » Wed Nov 21, 2018 05:44

**Just added angled doors... for anyone interested
Image
Image
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Re: [Mod] Angled Walls [1.4] [angledwalls]

by voxelproof » Thu Nov 22, 2018 14:15

TumeniNodes wrote:**Just added angled doors... for anyone interested


Yeah! +1
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Re: [Mod] Angled Walls [1.4] [angledwalls]

by TumeniNodes » Thu Nov 22, 2018 17:45

You might notice, I need to fix the alignment for the right door in the open state.
Just so people know, I am aware of this and will attend to it soon... unfortunately, even though it is an easy fix, I have to be in the mood to do things some times.
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Re: [Mod] Angled Walls [1.4] [angledwalls]

by TumeniNodes » Mon Jun 10, 2019 04:32

Clean Sloped Walls Added!
Image

There may be some minor tweaks or ability I may have missed, please test and let me know.
Thank you
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Re: [Mod] Angled Walls [1.4] [angledwalls]

by voxelproof » Tue Jun 11, 2019 11:04

TumeniNodes wrote:Clean Sloped Walls Added!


Man, you've made my day :-D Great THANKS !!!
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Re: [Mod] Angled Walls [1.5] [angledwalls]

by TumeniNodes » Thu Jun 13, 2019 16:09

Thanks to An0n3m0us, angled walls now look much better with this PR https://github.com/TumeniNodes/angledwalls/pull/12

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