[Mod] Reworked signs from xyz [signs]

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VanessaE
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by VanessaE » Post

If anyone's interested, I've forked this to add signs onto wooden fenceposts. Place a few standard fences, then place a sign onto the post as usual. Instead of the sign floating in front of the post, the post will be replaced with one bearing the sign.

Right click to edit the text as described in the first post.

Dig the post+sign combination to get back one fencepost and one sign.

Download: https://github.com/VanessaE/signs/archive/master.zip
...or browse the code: https://github.com/VanessaE/signs

Unzip the downloaded file, rename the resultant folder to just "signs", and put it in your Minetest mods folder.

Note that these signs-on-fences objects don't connect to neighboring fences yet (my initial idea was that these be placed onto fences that are being used as vertical posts, e.g. as lampposts).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Ragnarok
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by Ragnarok » Post

Amazing! +1

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Topywo
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by Topywo » Post

That a good improvement!

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VanessaE
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by VanessaE » Post

Fixed a bug in my fork that kept other mods' right-click actions from working right if you happen to be holding a sign when performing such an action. Please re-pull/re-download as needed.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by 4aiman » Post

+1
Could you add cyrillic letters/explain how to add cyrillic letters?
I added new png file, added it's name w/o extension to the list of filenames, but that didn't work...
Ttf patch applied also.

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by VanessaE » Post

I'll have to defer that to PilzAdam (who I hope will merge my changes back to master ;-) ). I don't know anything about handling of non-Latin glyphs.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by 4aiman » Post

VanessaE wrote:I'll have to defer that to PilzAdam (who I hope will merge my changes back to master ;-) ). I don't know anything about handling of non-Latin glyphs.
What about "interlingual" ones? Like "!" and "&"?
I'm pretty sure I've missed smth obvious... Could you describe how to add new character?
Anyway, I'll try to do smth on my own one more time before asking PilzAdam for help. Don't want to disturb him atm :)

Also, how about changing "edit" control with "textarea"? (Just an idea ;)

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by Temperest » Post

+1 for using multiline text field.
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b21munhoz
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by b21munhoz » Post

I don't know if you are still working on the mod, but, I'm having a little problem.
When I use this mod the LCD item (from digilines mod) show the letters with the same size as they're shown by the signs.
Is there something I can edit to change the characters size?
thank you ^^
oh, and +1

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PilzAdam
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by PilzAdam » Post

b21munhoz wrote:I don't know if you are still working on the mod, but, I'm having a little problem.
When I use this mod the LCD item (from digilines mod) show the letters with the same size as they're shown by the signs.
Is there something I can edit to change the characters size?
thank you ^^
oh, and +1
The font size is in the textures and in the code. Changing it is a PITA. The digilines mod probably uses the same texture names.

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by prof-turbo » Post

---------------[Idea]---------------

I had an idea with this mod :

To make signs of different size. The signs would be greater, and the scripture would be too. As it, we could make writting easier to see.

Exemple :
_
size 1 : |_|
__
size 2 : | |
|__|
___
size 3 : | |
| |
|___| ETC.....

crafts ideas :
size 1 : normal craft
size 2 : size 1 + size 1
size 3 : size 2 + size 2
ETC.....

Tell me if you like that idea and if you'd like to use it :)
Last edited by prof-turbo on Sat Jun 29, 2013 18:50, edited 1 time in total.
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by Pitriss » Post

Why is text cropped also when i hover cursor on sign? Sign itself can remember longer text, so why it is not showing when i'm pointing at the sign? When i'm poinitng there is no reason to shorten it to fit on sign..
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by kaeza » Post

Pitriss wrote:Why is text cropped also when i hover cursor on sign? Sign itself can remember longer text, so why it is not showing when i'm pointing at the sign? When i'm poinitng there is no reason to shorten it to fit on sign..
This mod is a bit outdated.
The homedecor mod has a more up-to-date version with a few other niceties like being able to "attach" signs to fences and protecting signs from edits ("locked signs").
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Re: [Mod] Reworked signs from xyz [signs]

by davedevils » Post

Just i post a little edit of PilzAdam version :)

This edit is for multi-player , only the first people have write in sign can edit the same sign :) (like a sign protect)

Code: Select all

-- Font: 04.jp.org

-- load characters map
local chars_file = io.open(minetest.get_modpath("signs").."/characters", "r")
local charmap = {}
local max_chars = 16
if not chars_file then
    print("[signs] E: character map file not found")
else
    while true do
        local char = chars_file:read("*l")
        if char == nil then
            break
        end
        local img = chars_file:read("*l")
        chars_file:read("*l")
        charmap[char] = img
    end
end

local signs = {
    {delta = {x = 0, y = 0, z = 0.399}, yaw = 0},
    {delta = {x = 0.399, y = 0, z = 0}, yaw = math.pi / -2},
    {delta = {x = 0, y = 0, z = -0.399}, yaw = math.pi},
    {delta = {x = -0.399, y = 0, z = 0}, yaw = math.pi / 2},
}

local signs_yard = {
    {delta = {x = 0, y = 0, z = -0.05}, yaw = 0},
    {delta = {x = -0.05, y = 0, z = 0}, yaw = math.pi / -2},
    {delta = {x = 0, y = 0, z = 0.05}, yaw = math.pi},
    {delta = {x = 0.05, y = 0, z = 0}, yaw = math.pi / 2},
}

local sign_groups = {choppy=2, dig_immediate=2}

local construct_sign = function(pos)
    local meta = minetest.env:get_meta(pos)
	meta:set_string("formspec", "field[text;;${text}]")
	meta:set_string("infotext", "")
end

local destruct_sign = function(pos)
    local objects = minetest.env:get_objects_inside_radius(pos, 0.5)
    for _, v in ipairs(objects) do
        if v:get_entity_name() == "signs:text" then
            v:remove()
        end
    end
end

local update_sign = function(pos, fields, sender)
    local meta = minetest.env:get_meta(pos)
	local owner = meta:get_string("owner")
	meta:set_string("infotext", "")
	local text = meta:get_string("text")
	if fields and sender:get_player_name() == owner or text == "" then
		meta:set_string("text", fields.text)
		meta:set_string("owner", sender:get_player_name() or "")
	end
	text = meta:get_string("text")
    local objects = minetest.env:get_objects_inside_radius(pos, 0.5)
    for _, v in ipairs(objects) do
        if v:get_entity_name() == "signs:text" then
            v:set_properties({textures={generate_texture(create_lines(text))}})
			return
        end
    end
	
	-- if there is no entity
	local sign_info
	if minetest.env:get_node(pos).name == "signs:sign_yard" then
		sign_info = signs_yard[minetest.env:get_node(pos).param2 + 1]
	elseif minetest.env:get_node(pos).name == "signs:sign_wall" then
		sign_info = signs[minetest.env:get_node(pos).param2 + 1]
	end
	if sign_info == nil then
		return
	end
	local text = minetest.env:add_entity({x = pos.x + sign_info.delta.x,
										y = pos.y + sign_info.delta.y,
										z = pos.z + sign_info.delta.z}, "signs:text")
	text:setyaw(sign_info.yaw)
end

minetest.register_node(":default:sign_wall", {
    description = "Sign",
    inventory_image = "default_sign_wall.png",
    wield_image = "default_sign_wall.png",
    node_placement_prediction = "",
    paramtype = "light",
	sunlight_propagates = true,
    paramtype2 = "facedir",
    drawtype = "nodebox",
    node_box = {type = "fixed", fixed = {-0.45, -0.15, 0.4, 0.45, 0.45, 0.498}},
    selection_box = {type = "fixed", fixed = {-0.45, -0.15, 0.4, 0.45, 0.45, 0.498}},
    tiles = {"signs_top.png", "signs_bottom.png", "signs_side.png", "signs_side.png", "signs_back.png", "signs_front.png"},
    groups = sign_groups,

    on_place = function(itemstack, placer, pointed_thing)
        local above = pointed_thing.above
        local under = pointed_thing.under
        local dir = {x = under.x - above.x,
                     y = under.y - above.y,
                     z = under.z - above.z}

        local wdir = minetest.dir_to_wallmounted(dir)

        local placer_pos = placer:getpos()
        if placer_pos then
            dir = {
                x = above.x - placer_pos.x,
                y = above.y - placer_pos.y,
                z = above.z - placer_pos.z
            }
        end

        local fdir = minetest.dir_to_facedir(dir)

        local sign_info
        if wdir == 0 then
            --how would you add sign to ceiling?
            minetest.env:add_item(above, "signs:sign_wall")
			itemstack:take_item()
			return itemstack
        elseif wdir == 1 then
            minetest.env:add_node(above, {name = "signs:sign_yard", param2 = fdir})
            sign_info = signs_yard[fdir + 1]
        else
            minetest.env:add_node(above, {name = "signs:sign_wall", param2 = fdir})
            sign_info = signs[fdir + 1]
        end

        local text = minetest.env:add_entity({x = above.x + sign_info.delta.x,
                                              y = above.y + sign_info.delta.y,
                                              z = above.z + sign_info.delta.z}, "signs:text")
        text:setyaw(sign_info.yaw)

		itemstack:take_item()
        return itemstack
    end,
    on_construct = function(pos)
        construct_sign(pos)
    end,
    on_destruct = function(pos)
        destruct_sign(pos)
    end,
    on_receive_fields = function(pos, formname, fields, sender)
        update_sign(pos, fields, sender)
    end,
	on_punch = function(pos, node, puncher)
		update_sign(pos)
	end,
})

minetest.register_node("signs:sign_yard", {
    paramtype = "light",
	sunlight_propagates = true,
    paramtype2 = "facedir",
    drawtype = "nodebox",
    node_box = {type = "fixed", fixed = {
        {-0.45, -0.15, -0.049, 0.45, 0.45, 0.049},
        {-0.05, -0.5, -0.049, 0.05, -0.15, 0.049}
    }},
    selection_box = {type = "fixed", fixed = {-0.45, -0.15, -0.049, 0.45, 0.45, 0.049}},
    tiles = {"signs_top.png", "signs_bottom.png", "signs_side.png", "signs_side.png", "signs_back.png", "signs_front.png"},
    groups = {choppy=2, dig_immediate=2},
    drop = "default:sign_wall",

    on_construct = function(pos)
        construct_sign(pos)
    end,
    on_destruct = function(pos)
        destruct_sign(pos)
    end,
    on_receive_fields = function(pos, formname, fields, sender)
        update_sign(pos, fields, sender)
    end,
	on_punch = function(pos, node, puncher)
		update_sign(pos)
	end,
})

minetest.register_entity("signs:text", {
    collisionbox = { 0, 0, 0, 0, 0, 0 },
    visual = "upright_sprite",
    textures = {},

    on_activate = function(self)
        local meta = minetest.env:get_meta(self.object:getpos())
        local text = meta:get_string("text")
        self.object:set_properties({textures={generate_texture(create_lines(text))}})
    end
})

-- CONSTANTS
local SIGN_WITH = 110
local SIGN_PADDING = 8

local LINE_LENGTH = 16
local NUMBER_OF_LINES = 4

local LINE_HEIGHT = 14
local CHAR_WIDTH = 5

string_to_array = function(str)
	local tab = {}
	for i=1,string.len(str) do
		table.insert(tab, string.sub(str, i,i))
	end
	return tab
end

string_to_word_array = function(str)
	local tab = {}
	local current = 1
	tab[1] = ""
	for _,char in ipairs(string_to_array(str)) do
		if char ~= " " then
			tab[current] = tab[current]..char
		else
			current = current+1
			tab[current] = ""
		end
	end
	return tab
end

create_lines = function(text)
	local line = ""
	local line_num = 1
	local tab = {}
	for _,word in ipairs(string_to_word_array(text)) do
		if string.len(line)+string.len(word) < LINE_LENGTH and word ~= "|" then
			if line ~= "" then
				line = line.." "..word
			else
				line = word
			end
		else
			table.insert(tab, line)
			if word ~= "|" then
				line = word
			else
				line = ""
			end
			line_num = line_num+1
			if line_num > NUMBER_OF_LINES then
				return tab
			end
		end
	end
	table.insert(tab, line)
	return tab
end

generate_texture = function(lines)
    local texture = "[combine:"..SIGN_WITH.."x"..SIGN_WITH
    local ypos = 12
    for i = 1, #lines do
        texture = texture..generate_line(lines[i], ypos)
        ypos = ypos + LINE_HEIGHT
    end
    return texture
end

generate_line = function(s, ypos)
    local i = 1
    local parsed = {}
    local width = 0
    local chars = 0
    while chars < max_chars and i <= #s do
        local file = nil
        if charmap[s:sub(i, i)] ~= nil then
            file = charmap[s:sub(i, i)]
            i = i + 1
        elseif i < #s and charmap[s:sub(i, i + 1)] ~= nil then
            file = charmap[s:sub(i, i + 1)]
            i = i + 2
        else
            print("[signs] W: unknown symbol in '"..s.."' at "..i.." (probably "..s:sub(i, i)..")")
            i = i + 1
        end
        if file ~= nil then
            width = width + CHAR_WIDTH
            table.insert(parsed, file)
            chars = chars + 1
        end
    end
    width = width - 1

    local texture = ""
    local xpos = math.floor((SIGN_WITH - 2 * SIGN_PADDING - width) / 2 + SIGN_PADDING)
    for i = 1, #parsed do
        texture = texture..":"..xpos..","..ypos.."="..parsed[i]..".png"
        xpos = xpos + CHAR_WIDTH + 1
    end
    return texture
end

if minetest.setting_get("log_mods") then
	minetest.log("action", "signs loaded")
end
I hope that can help 2-3 people ^^

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kaeza
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Re: [Mod] Reworked signs from xyz [signs]

by kaeza » Post

davedevils wrote:Just i post a little edit of PilzAdam version :)

This edit is for multi-player , only the first people have write in sign can edit the same sign :) (like a sign protect)

-snip-

I hope that can help 2-3 people ^^
This mod is old and unmaintained. A more recent version can be found in homedecor_modpack (in the form of signs_lib).
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Re: [Mod] Reworked signs from xyz [signs]

by davedevils » Post

too lot's of conflicts for me ^^ (and too fat i like make my self)
Maybe same for other people it's why i post this :)

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Re: [Mod] Reworked signs from xyz [signs]

by TenPlus1 » Post

I was tinkering with PilzAdam's old signs mod a few weeks ago and came up with this, it has a yard, wall and hanging sign, uses a lightened version of the default_wood.png image and is nice and simple to use...
Attachments
signs_pilzadam(jkedit).zip
(24.53 KiB) Downloaded 95 times

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Re: [Mod] Reworked signs from xyz [signs]

by afflatus » Post

I am using the version from home decor, but I thought I'd post my questions here in the hope of getting PilzAdam or Kaeza's response.

I'd like to make the text image slightly smaller, but the code is so gnomic I don't dare attempt to mod it without advice. I can see how to reduce the number of characters per line, but how is the size of the PNG set in pixels?

4aiman - if you came up with a set of correctly mapped cyrillic character textures I'd be very grateful. As I'm sure you're aware, there is no good way of writing Russian in Latin script. It may require creating a separate signs:vyveska (or something) node, but I'll worry about that.
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Re: [Mod] Reworked signs from xyz [signs]

by afflatus » Post

I managed to get acceptable results messing about with TEXT_SCALE and apologies for double-posting.
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Re:

by snowflake » Post

VanessaE wrote:PilzAdam: There is a new version of the font work we were doing on IRC. This one fixes some missing characters from my previous copy, and also fixes the messed up sizes and alignment of some characters. All eight font sets have been reworked accordingly.

http://digitalaudioconcepts.com/vanessa ... 1010-3.zip

(note the -3 in the filename)

is this a one which we have text normally seeing or its the default?

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