[Mod]c_doors[c_doors][1.0]

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Diamond knight
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Re: [Mod]c_doors[c_doors][0.5]

by Diamond knight » Post

Myitemchest only works for treasure chests and not the kind players can craft and use normally, so keep the animated chests

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Re: [Mod]c_doors[c_doors][0.5]

by TumeniNodes » Post

Diamond knight wrote:Myitemchest only works for treasure chests and not the kind players can craft and use normally, so keep the animated chests
Thanks D Knight... will do : D
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Re: [Mod]c_doors[c_doors][0.6]

by TumeniNodes » Post

* 01/19/17 UUUUGE Update by Napiophelios!!!, as follows:
condensed format (removes over 800 lines of code)
enforced naming convention (textures)
removed unused textures / remade some textures
alters groups of nodes
adds some place holder crafting recipes
(thank you very much Napiophelios) PS, I'm currently making even more messes for you and Nathan and/or other contributors to clean up : D


Image
look peretty shaweet... do they not?
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Re: [Mod]c_doors[c_doors][0.6]

by Napiophelios » Post

It's way over my head, but I am certain if you study what Sofar has done with the doors mod
(and do a lot of experimenting) you could probably reduce this even more.

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Re: [Mod]c_doors[c_doors][0.6]

by TumeniNodes » Post

Napiophelios wrote:It's way over my head, but I am certain if you study what Sofar has done with the doors mod
(and do a lot of experimenting) you could probably reduce this even more.
I hope these do get a nice api one day..., but sofar's stuff is way, way to intricate for me to be messing with. I only understand the absolute basics, and even then I get lost easily.
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Re: [Mod]c_doors[c_doors][1.0]

by TumeniNodes » Post

* 01/25/18: Big Update! New models, new textures, now uses doors_door textures (except doors_door_glass, because the glass detail is ugly).
Which means, what ever doors your TP offers, will be used... (although I have not seen too many TPs which cover doors and, if they do, they do not cover the glass doors... anyway
No more glitchy doors! (you're welcome...)

Remember: you can download all this yummy, goodness from the original post, or enjoy a day out with the family to browse the amazing, wonderous source code.
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Re: [Mod]c_doors[c_doors][1.0]

by the_raven_262 » Post

So I didn't know that this mod even existed. But a few hours ago I got an idea of making something like this (I'm talking about the doors only).
Then I was faced by some problems that weren't so easy to solve, so I discarded the idea.
Now, while randomly looking around the forums, I find that this mod has not only been already made, but also exists for a while?!
Good job though, gotta see how you solved those problems that I had in mind.

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Re: [Mod]c_doors[c_doors][1.0]

by TumeniNodes » Post

the_raven_262 wrote:Good job though, gotta see how you solved those problems that I had in mind.
Thank you,

You probably ran into the same problems I did..., the solution I found best..., was to cheat.
Sure it makes the code less efficient but hey, whudayagannado?

The "ideal" thing, is to figure out how to get these to work with the doors code but, it became extremely frustrating for me.
If I got one aspect to work, it threw another aspect out of whack.
It's that cursed "hidden node" :D that was the only area which properly thumped me.

Either way, I believe 4 models (2 for each instance) is the better way to go, even for the current/existing doors code but, that requires recoding all of it and, I don't even fully understand how it works, (or more precise how to modify it) in the first place....
It is some sort of evil sorcery at work. :P
Don't get me wrong, the current doors code is good...., "too good". It seems over-qualified for the environment
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Re: [Mod]c_doors[c_doors][1.0]

by azekill_DIABLO » Post

First time i found doors interesting.
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Re: [Mod]c_doors[c_doors][1.0]

by GamingAssociation39 » Post

Could you also add double chests that are animated also to your mod?
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Re: [Mod]c_doors[c_doors][1.0]

by TumeniNodes » Post

azekill_DIABLO wrote:First time i found doors interesting.
:) I am working on adding the key functionality in
GamingAssociation39 wrote:Could you also add double chests that are animated also to your mod?
I removed the animated chest from this, as MTG has animated chests now.
However, I had started adding the double/open chest model to do a PR for HybridDig's connected chests mod. I got distracted from it, but will try to finish it up over the weekend. I already have the model
Then we will have to see fro there.
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Re: [Mod]c_doors[c_doors][1.0]

by azekill_DIABLO » Post

Tumeni, do you mean we will use keys to open doors or that you'll add an important functionality soon?
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Re: [Mod]c_doors[c_doors][1.0]

by TumeniNodes » Post

azekill_DIABLO wrote:Tumeni, do you mean we will use keys to open doors or that you'll add an important functionality soon?
Yes, eventually making them work with the keys code,when I have some extra time.
Sorry for not responding sooner
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Re: [Mod]c_doors[c_doors][1.0]

by azekill_DIABLO » Post

np for the late response! Sounds cool for servers!
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