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PostPosted: Fri Dec 21, 2012 17:43
by jojoa1997
can you make the bottom see through

PostPosted: Fri Dec 21, 2012 17:48
by Zeg9
jojoa1997 wrote:can you make the bottom see through


I'll try to make that in the next 30 minutes
EDIT: I may also improve the texture, what do you suggest?

PostPosted: Fri Dec 21, 2012 17:55
by jojoa1997
http://www.minecraftforum.net/topic/330001-ufo/

have it look more circular maybe take up 2*9 blocks

also can you make a plane mod like this one

PostPosted: Fri Dec 21, 2012 18:16
by Zeg9
jojoa1997 wrote:http://www.minecraftforum.net/topic/330001-ufo/

have it look more circular maybe take up 2*9 blocks

also can you make a plane mod like this one


As holidays start today, I think I'm going to work on a plane mod during these
About the circular, I didn't make it round because I was scared of "THIS IS A BLOCKY GAME OMG WHY YOU MAKE IT ROUND", but if you all want it round, I can make it round.

PostPosted: Fri Dec 21, 2012 18:55
by jojoa1997
Zeg9 wrote:
jojoa1997 wrote:http://www.minecraftforum.net/topic/330001-ufo/

have it look more circular maybe take up 2*9 blocks

also can you make a plane mod like this one


As holidays start today, I think I'm going to work on a plane mod during these
About the circular, I didn't make it round because I was scared of "THIS IS A BLOCKY GAME OMG WHY YOU MAKE IT ROUND", but if you all want it round, I can make it round.


can you at least make it kinda blocky eliptical
like a 2*1

PostPosted: Sat Dec 22, 2012 18:44
by Zeg9
Updated: smoother texture and a window on the bottom.
Soon adding a togglable beam under the ufo...

PostPosted: Sun Dec 23, 2012 15:13
by mauvebic
Image

Still figuring how to skin (texture) this bird (mesh) - also looking to add a cylon raider mesh, and adding weapons to them. collision box is also a bit of a problem . When i figure these things out ill post the d/l here :-)

PostPosted: Tue Jan 01, 2013 18:46
by mauvebic
Here's my version. Cylon raiders, colonial vipers and a new navigation control system. The birds are missing textures, hopefully someone good w/ blender might fix that :-)

PostPosted: Tue Jan 01, 2013 19:31
by Zeg9
mauvebic wrote:Here's my version. Cylon raiders, colonial vipers and a new navigation control system. The birds are missing textures, hopefully someone good w/ blender might fix that :-)


I might do that. Please remind me :D

PostPosted: Wed Jan 02, 2013 12:55
by Melkor
tell me your opinion about this:
Image

PostPosted: Wed Jan 02, 2013 13:03
by jojoa1997
Melkor wrote:tell me your opinion about this:
Image

I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT I LOVE IT

PostPosted: Wed Jan 02, 2013 14:20
by JoeyXtreme
that looks really good melkor

PostPosted: Wed Jan 02, 2013 14:34
by Zeg9
Melkor wrote:tell me your opinion about this:
Image


o_O That one is really great.
Did you make the model ?
I think I'll use this instead of mine, if you don't mind.

PostPosted: Wed Jan 02, 2013 15:13
by Melkor
yep, i made it
no problem, here: http://ompldr.org/vZ3d6NQ/ufo.zip.
licence WTFPL
don't forget to add me in the credits :)

PostPosted: Wed Jan 02, 2013 15:25
by Zeg9
Melkor wrote:yep, i made it
no problem, here: http://ompldr.org/vZ3d6NQ/ufo.zip.
licence WTFPL
don't forget to add me in the credits :)


Yeah don't worry about that ;)
Thanks !
EDIT: has been pushed. I'll update the screenshots soon.
I also updated the readme ;)

PostPosted: Wed Jan 02, 2013 15:38
by Melkor
Remember: the size is 3x3x2 nodes, I hope that the scale is well
edit:
Ok nevermind XD

PostPosted: Wed Jan 02, 2013 16:02
by Melkor
Image

Image

I want to believe

PostPosted: Wed Jan 02, 2013 16:04
by Rancon
COOL!

PostPosted: Wed Jan 02, 2013 23:56
by VanessaE
I love the new model!

PostPosted: Thu Jan 03, 2013 02:12
by InfinityProject
This mod just keeps getting better and better. By the way, you posted the download and repo links twice in the main description. :D

PostPosted: Thu Jan 03, 2013 10:49
by Zeg9
InfinityProject wrote:By the way, you posted the download and repo links twice in the main description. :D


I know, it is because the screenshots were huge and I often don't want to scroll to the download. But when I do, I like if the download link is there.
I don't know if everybody is same, but never mind. Anyway I'll remove one of them :P

PostPosted: Thu Jan 03, 2013 14:33
by qwrwed
mauvebic wrote:Here's my version. Cylon raiders, colonial vipers and a new navigation control system. The birds are missing textures, hopefully someone good w/ blender might fix that :-)


Those are nice models, but I think you should release it as a seperate mod.

PostPosted: Thu Jan 03, 2013 23:28
by Ragnarok
Pretty nice :)

I slightly modified code like this (different horisontal and vertical speeds):

Code: Select all
local UFO_SPEED_H = 10
local UFO_SPEED_V = 3
local UFO_TURN_SPEED = 2

local ufo = {
    physical = true,
    collisionbox = {-1.5,-.5,-1.5, 1.5,2,1.5},
    visual = "mesh",
    mesh = "ufo.x",
    textures = {"ufo.png"},
   
    driver = nil,
    v = 0
}
function ufo:on_rightclick (clicker)
    if not clicker or not clicker:is_player() then
        return
    end
    if self.driver and clicker == self.driver then
        self.driver = nil
        clicker:set_detach()
    elseif not self.driver then
        self.driver = clicker
        clicker:set_attach(self.object, "", {x=0,y=5,z=0}, {x=0,y=0,z=0})
    end
end

function ufo:on_activate (staticdata, dtime_s)
    self.object:set_armor_groups({immortal=1})
end

function ufo:on_punch (puncher, time_from_last_punch, tool_capabilities, direction)
    self.object:remove()
    if puncher and puncher:is_player() then
        puncher:get_inventory():add_item("main", "ufos:ufo")
    end
end

function ufo:on_step (dtime)
    if self.driver then
        local ctrl = self.driver:get_player_control()
        local vel = self.object:getvelocity()
        local acc = self.object:getacceleration()
        if ctrl.up then
            acc.x = math.cos(self.object:getyaw()+math.pi/2)*UFO_SPEED_H
            acc.z = math.sin(self.object:getyaw()+math.pi/2)*UFO_SPEED_H
        else
            acc.x = -vel.x/5
            acc.z = -vel.z/5
        end
        if ctrl.down then
            acc.x = -vel.x
            acc.z = -vel.z
        end
        if ctrl.jump then
            vel.y = UFO_SPEED_V
        elseif ctrl.sneak then
            vel.y = -UFO_SPEED_V
        else
            acc.y = -vel.y/2
        end
        self.object:setvelocity(vel)
        self.object:setacceleration(acc)
        if ctrl.left then
            self.object:setyaw(self.object:getyaw()+math.pi/120*UFO_TURN_SPEED)
        end
        if ctrl.right then
            self.object:setyaw(self.object:getyaw()-math.pi/120*UFO_TURN_SPEED)
        end
    end
end

minetest.register_entity("ufos:ufo", ufo)


minetest.register_craftitem("ufos:ufo", {
    description = "ufo",
    inventory_image = "ufo_inventory.png",
    wield_image = "ufo_inventory.png",
   
    on_place = function(itemstack, placer, pointed_thing)
        if pointed_thing.type ~= "node" then
            return
        end
        minetest.env:add_entity(pointed_thing.above, "ufos:ufo")
        itemstack:take_item()
        return itemstack
    end,
})

minetest.register_craft( {
    output = 'ufos:ufo',
    recipe = {
        { "", "default:glass", ""},
        { "default:mese_crystal_fragment", "default:stone", "default:mese_crystal_fragment"},
        { "default:steel_ingot", "default:mese_crystal", "default:steel_ingot"},
    },
})


What do you think?

PostPosted: Thu Jan 03, 2013 23:34
by jojoa1997
can you make an inventory image because the new one looks bad

PostPosted: Fri Jan 04, 2013 09:33
by Zeg9
jojoa1997 wrote:can you make an inventory image because the new one looks bad

What are you seeing as an inventory image ?
1) Image
or
2) Image

If it's the second one then just update.