[mod] Woolen Mesh Creator (not only wool!) [wesh]
Posted: Tue May 15, 2018 23:02
Update 2019/01/12: released v1.1 allowing RGB captures in the style of minetest mapper: https://github.com/entuland/wesh/issues/6 - thanks @benrob0329 for the nice idea
Hello there,
I've just published my second mod, it allows for capturing builds made out of most of the default minetest_game nodes and create small reproduction of such builds (one-block sized) made out of "mini-voxels", so to say. Only wool colors available but many more nodes will be captured.
Allows for rebuilding captures immediately either as wool blocks or with the original nodes, rotated at will.
Repo: https://github.com/entuland/wesh
Download link:
V.1.0 https://github.com/entuland/wesh/archive/1.0.zip
V.1.1 https://github.com/entuland/wesh/archive/1.1.zip (v1.1 allows for capturing with arbitrary RGB palettes)
Dependencies: [matrix]
Code License: MIT
Media License: CC0
Important: this mod started with only capturing wool blocks, this isn't the case anymore! You don't need to rebuild your creations with wool in order to capture them cause the mod is able to capture any kind of block (this can be customized in the nodecolors.conf file).
Canvases available in sizes of 2, 4, 8, 16 and 32 (side of the captured cube). Added size 64 as well, which can potentially produce invisible meshes. Invisible meshes will not happen though, cause there is an optional cap in the number of faces (you can change that for each capture if you want to push the limits).
The readme file there has all instructions and screenshots, here I'll post just a few.
You start from something like this...
...and you end up with something like this:
or like this:
Sample of natural terrain capture:
Sample of non-full nodes (automatic collision box):
Since new nodes / meshes can't be picked up while the world is running, you'll need a world restart in order to see and use the blocks you'll create. Once the world gets restarded you can obtain new meshes from the "Giveme Meshes" button in the capture interface.
Finally, when you save a capture the mod also saves a copy of the build (if so you wish). Only nodes and their orientation will be stored, no metadata.
As usual, all comments, bug reports and feature requests will be more than welcome, hope you'll enjoy this second contribution of mine.
And, hopefully, we'll get some more eyes on the code for allowing us to register new nodes or to alter existing ones while a world is running (short of that, this mod of mine will _always_ require a world reboot in order to use the new captures).
In the meantime, have fun :)
Update 16/05/2018
Meshes were all looking funky cause my code failed to specify normals for each vertex in each face definition, now the final result looks way better. Existing meshes can be fixed importing them in Blender, flipping normals and exporting them again - or simply deleting them and capturing them again.
Bonus update, same day, additional canvas sizes :P
Update 17/05/2018
Added support for capturing and customizing colors of most of the default minetest_game nodes.
Update 02/06/2018
- implemented automatic collision box as simple cuboids so you cannot create stairs (but you can create slabs, frames, carpets and so forth)
- added ability to specify custom node properties to be passed to register_node() from .obj.dat structure (details in https://github.com/entuland/wesh#specif ... properties)
Update 03/06/2018
Split collision box into up to 8 sub boxes to allow for stairs, stair corners and slopes (sort of, they'll feel like stairs).
Update 05/06/2018
Added a canvas of size 64
Added facilities to merge collision boxes together when fitting
Merged contributions from TwistedGate (new canvas meshes and textures)
Update 08/06/2018
Added separated privileges to limit ability to capture meshes, place meshes and delete meshes
Added ability to omit backup matrices at capture time
Added ability to choose variants at capture time
Added ability to obtain/delete meshes from the capture interface
Capped number of faces to avoid crashes and invisible meshes
Update 09/06/2018
Added importing and vacuuming features that allow to import matrix files and use them as temporary / permanent blueprints
Some minor tweaks here and there
Update 10/06/2018
Added transformations to allow canvases to work properly with any rotation (capture your house, place the canvas up in the air, rotate it upside down and reimport the house :P)
Added invert / mononode modes to import matrices (you can rebuild a matrix out of cobblestone, or carve its negative with air inside the ground and so forth)
Update 06/07/2018
Added support for colorfacedir nodes.
Published version 1.0 release
Hello there,
I've just published my second mod, it allows for capturing builds made out of most of the default minetest_game nodes and create small reproduction of such builds (one-block sized) made out of "mini-voxels", so to say. Only wool colors available but many more nodes will be captured.
Allows for rebuilding captures immediately either as wool blocks or with the original nodes, rotated at will.
Repo: https://github.com/entuland/wesh
Download link:
V.1.0 https://github.com/entuland/wesh/archive/1.0.zip
V.1.1 https://github.com/entuland/wesh/archive/1.1.zip (v1.1 allows for capturing with arbitrary RGB palettes)
Dependencies: [matrix]
Code License: MIT
Media License: CC0
Important: this mod started with only capturing wool blocks, this isn't the case anymore! You don't need to rebuild your creations with wool in order to capture them cause the mod is able to capture any kind of block (this can be customized in the nodecolors.conf file).
Canvases available in sizes of 2, 4, 8, 16 and 32 (side of the captured cube). Added size 64 as well, which can potentially produce invisible meshes. Invisible meshes will not happen though, cause there is an optional cap in the number of faces (you can change that for each capture if you want to push the limits).
The readme file there has all instructions and screenshots, here I'll post just a few.
You start from something like this...
...and you end up with something like this:
or like this:
Sample of natural terrain capture:
Sample of non-full nodes (automatic collision box):
Since new nodes / meshes can't be picked up while the world is running, you'll need a world restart in order to see and use the blocks you'll create. Once the world gets restarded you can obtain new meshes from the "Giveme Meshes" button in the capture interface.
Finally, when you save a capture the mod also saves a copy of the build (if so you wish). Only nodes and their orientation will be stored, no metadata.
As usual, all comments, bug reports and feature requests will be more than welcome, hope you'll enjoy this second contribution of mine.
And, hopefully, we'll get some more eyes on the code for allowing us to register new nodes or to alter existing ones while a world is running (short of that, this mod of mine will _always_ require a world reboot in order to use the new captures).
In the meantime, have fun :)
Update 16/05/2018
Meshes were all looking funky cause my code failed to specify normals for each vertex in each face definition, now the final result looks way better. Existing meshes can be fixed importing them in Blender, flipping normals and exporting them again - or simply deleting them and capturing them again.
Bonus update, same day, additional canvas sizes :P
Update 17/05/2018
Added support for capturing and customizing colors of most of the default minetest_game nodes.
Update 02/06/2018
- implemented automatic collision box as simple cuboids so you cannot create stairs (but you can create slabs, frames, carpets and so forth)
- added ability to specify custom node properties to be passed to register_node() from .obj.dat structure (details in https://github.com/entuland/wesh#specif ... properties)
Update 03/06/2018
Split collision box into up to 8 sub boxes to allow for stairs, stair corners and slopes (sort of, they'll feel like stairs).
Update 05/06/2018
Added a canvas of size 64
Added facilities to merge collision boxes together when fitting
Merged contributions from TwistedGate (new canvas meshes and textures)
Update 08/06/2018
Added separated privileges to limit ability to capture meshes, place meshes and delete meshes
Added ability to omit backup matrices at capture time
Added ability to choose variants at capture time
Added ability to obtain/delete meshes from the capture interface
Capped number of faces to avoid crashes and invisible meshes
Update 09/06/2018
Added importing and vacuuming features that allow to import matrix files and use them as temporary / permanent blueprints
Some minor tweaks here and there
Update 10/06/2018
Added transformations to allow canvases to work properly with any rotation (capture your house, place the canvas up in the air, rotate it upside down and reimport the house :P)
Added invert / mononode modes to import matrices (you can rebuild a matrix out of cobblestone, or carve its negative with air inside the ground and so forth)
Update 06/07/2018
Added support for colorfacedir nodes.
Published version 1.0 release