[Modpack] 3D Armor [0.4.13] [minetest-3d_armor]
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Thanks guys. Trying to find out what make the Crafting mod crash in my game.
I test mines.
- stu
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- Joined: Sat Feb 02, 2013 02:51
- GitHub: stujones11
- Location: United Kingdom
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Minor update: Added support for caped skins
Should be similar to the default model but there may be some slight differences.
Please let me know if there are any problems as I do not actually have a caped skin to test it with :-/
Should be similar to the default model but there may be some slight differences.
Please let me know if there are any problems as I do not actually have a caped skin to test it with :-/
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
There seems to be a problem with the model.stu wrote:Minor update: Added support for caped skins
Should be similar to the default model but there may be some slight differences.
Please let me know if there are any problems as I do not actually have a caped skin to test it with :-/
I am using minetest 4.10 stable on windows.
Before applying mod:
With mod enabled:
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- stu
- Member
- Posts: 923
- Joined: Sat Feb 02, 2013 02:51
- GitHub: stujones11
- Location: United Kingdom
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Should be fixed now, thanks for reporting it.Esteban wrote: There seems to be a problem with the model.
I am using minetest 4.10 stable on windows.
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Thanks.
Is almost accurate to actual cape:
It only shows what is inside the box^
Is almost accurate to actual cape:
It only shows what is inside the box^
Scan avatar or click here to read a Message of Hope (PDF)
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Where do I put the textures? I want to make a texture but don't know where to put them.
I test mines.
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
What textures? The armor textures? The skin? The cape?SAMIAMNOT wrote:Where do I put the textures? I want to make a texture but don't know where to put them.
Scan avatar or click here to read a Message of Hope (PDF)
- stu
- Member
- Posts: 923
- Joined: Sat Feb 02, 2013 02:51
- GitHub: stujones11
- Location: United Kingdom
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Ok, I think I got it right this time ;-)Esteban wrote:Thanks.
Is almost accurate to actual cape:
You need to use a 'skins' mod, compatible ones are listed in the first post.SAMIAMNOT wrote:Where do I put the textures? I want to make a texture but don't know where to put them.
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
It works now! Thanks!stu wrote:Ok, I think I got it right this time ;-)Esteban wrote:Thanks.
Is almost accurate to actual cape:
Scan avatar or click here to read a Message of Hope (PDF)
- JPRuehmann
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Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Hellostu wrote:Officially, this mod supports either inventory_plus OR unified_inventory, otherwise I would be constantly spammed with weird bug reportsJPRuehmann wrote:Hello
I had this problem a time ago
and changed it by alter the mod and adding a setting for the inventorys
because I have to use inventory+ and modmenu for some mods such as specialties that cannot integrate with unified inventory and using unified inventory as default the Button for 3d_armor is not displayed in unified inventory but only in modmenu.
Is it Possible to change that?
I don´t know so much about github and programming.
but my changes should somewhere in the thread.
Thanks,
JPR
P.S. The Tip with the other u_skins mod has helped.
However, If you can post your full code changes somewhere like pastebin then I will look them over.
Here is my old Post including the source for the changed armor.lua and some descriptions.viewtopic.php?f=11&t=4654&p=138695&sid= ... ca#p138695
Here are the sources of my actual changed armor .lua and armor.conf.
Code: Select all
ARMOR_INIT_DELAY = 1
ARMOR_INIT_TIMES = 1
ARMOR_BONES_DELAY = 1
ARMOR_UPDATE_TIME = 1
ARMOR_DROP = minetest.get_modpath("bones") ~= nil
ARMOR_DESTROY = false
ARMOR_LEVEL_MULTIPLIER = 1
ARMOR_HEAL_MULTIPLIER = 1
INVENTORY = "unified_inventory"
local modpath = minetest.get_modpath(ARMOR_MOD_NAME)
local worldpath = minetest.get_worldpath()
local input = io.open(modpath.."/armor.conf", "r")
if input then
dofile(modpath.."/armor.conf")
input:close()
input = nil
end
input = io.open(worldpath.."/armor.conf", "r")
if input then
dofile(worldpath.."/armor.conf")
input:close()
input = nil
end
local time = 0
armor = {
player_hp = {},
elements = {"head", "torso", "legs", "feet"},
physics = {"jump","speed","gravity"},
formspec = "size[8,8.5]list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2,0.75;2,4;armor_preview]"
.."list[current_player;main;0,4.5;8,4;]"
.."list[current_player;craft;4,1;3,3;]"
.."list[current_player;craftpreview;7,2;1,1;]",
textures = {},
default_skin = "character",
}
if INVENTORY == "inventory_plus" then
armor.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
.."list[detached:player_name_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;armor_preview]"
.."label[5,1;Level: armor_level]"
.."label[5,1.5;Heal: armor_heal]"
.."list[current_player;main;0,4.5;8,4;]"
elseif INVENTORY == "unified_inventory" then
unified_inventory.register_button("armor", {
type = "image",
image = "inventory_plus_armor.png",
})
unified_inventory.register_page("armor", {
get_formspec = function(player)
local name = player:get_player_name()
local formspec = "background[0.06,0.99;7.92,7.52;3d_armor_ui_form.png]"
.."label[0,0;Armor]"
.."list[detached:"..name.."_armor;armor;0,1;2,3;]"
.."image[2.5,0.75;2,4;"..armor.textures[name].preview.."]"
.."label[5,1;Level: "..armor.def[name].level.."]"
.."label[5,1.5;Heal: "..armor.def[name].heal.."]"
return {formspec=formspec}
end,
})
end
armor.def = {
state = 0,
count = 0,
}
armor.update_player_visuals = function(self, player)
if not player then
return
end
local name = player:get_player_name()
if self.textures[name] then
default.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
})
end
end
armor.set_player_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local player_inv = player:get_inventory()
if not name then
minetest.log("error", "Failed to read player name")
return
elseif not player_inv then
minetest.log("error", "Failed to read player inventory")
return
end
local armor_texture = "3d_armor_trans.png"
local armor_level = 0
local armor_heal = 0
local state = 0
local items = 0
local elements = {}
local textures = {}
local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=1}
local preview = armor:get_player_skin(name).."_preview.png"
for _,v in ipairs(self.elements) do
elements[v] = false
end
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
local item = stack:get_name()
if stack:get_count() == 1 then
local def = stack:get_definition()
for k, v in pairs(elements) do
if v == false then
local level = def.groups["armor_"..k]
if level then
local texture = item:gsub("%:", "_")
table.insert(textures, texture..".png")
preview = preview.."^"..texture.."_preview.png"
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
local heal = def.groups["armor_heal"] or 0
armor_heal = armor_heal + heal
for kk,vv in ipairs(self.physics) do
local o_value = def.groups["physics_"..vv]
if o_value then
physics_o[vv] = physics_o[vv] + o_value
end
end
local mat = string.match(item, "%:.+_(.+)$")
if material.type then
if material.type == mat then
material.count = material.count + 1
end
else
material.type = mat
end
elements[k] = true
end
end
end
end
end
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end
if material.type and material.count == #self.elements then
armor_level = armor_level * 1.1
end
armor_level = armor_level * ARMOR_LEVEL_MULTIPLIER
armor_heal = armor_heal * ARMOR_HEAL_MULTIPLIER
if #textures > 0 then
armor_texture = table.concat(textures, "^")
end
local armor_groups = {fleshy=100}
if armor_level > 0 then
armor_groups.level = math.floor(armor_level / 20)
armor_groups.fleshy = 100 - armor_level
end
player:set_armor_groups(armor_groups)
player:set_physics_override(physics_o)
self.textures[name].armor = armor_texture
self.textures[name].preview = preview
self.def[name].state = state
self.def[name].count = items
self.def[name].level = armor_level
self.def[name].heal = armor_heal
self.def[name].jump = physics_o.jump
self.def[name].speed = physics_o.speed
self.def[name].gravity = physics_o.gravity
self:update_player_visuals(player)
end
armor.update_armor = function(self, player)
if not player then
return
end
local name = player:get_player_name()
local hp = player:get_hp() or 0
if hp == 0 or hp == self.player_hp[name] then
return
end
if self.player_hp[name] > hp then
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
if not player_inv then
minetest.log("error", "Failed to read player inventory")
return
elseif not armor_inv then
minetest.log("error", "Failed to read detached inventory")
return
end
local heal_max = 0
local state = 0
local items = 0
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
if stack:get_count() > 0 then
local use = stack:get_definition().groups["armor_use"] or 0
local heal = stack:get_definition().groups["armor_heal"] or 0
local item = stack:get_name()
stack:add_wear(use)
armor_inv:set_stack("armor", i, stack)
player_inv:set_stack("armor", i, stack)
state = state + stack:get_wear()
items = items + 1
if stack:get_count() == 0 then
local desc = minetest.registered_items[item].description
if desc then
minetest.chat_send_player(name, "Your "..desc.." got destroyed!")
end
self:set_player_armor(player)
armor:update_inventory(player)
end
heal_max = heal_max + heal
end
end
self.def[name].state = state
self.def[name].count = items
heal_max = heal_max * ARMOR_HEAL_MULTIPLIER
if heal_max > math.random(100) then
player:set_hp(self.player_hp[name])
return
end
end
self.player_hp[name] = hp
end
armor.get_player_skin = function(self, name)
local skin = nil
if skins then
skin = skins.skins[name]
elseif u_skins then
skin = u_skins.u_skins[name]
end
return skin or armor.default_skin
end
armor.get_armor_formspec = function(self, name)
local formspec = armor.formspec:gsub("player_name", name)
formspec = formspec:gsub("armor_preview", armor.textures[name].preview)
formspec = formspec:gsub("armor_level", armor.def[name].level)
return formspec:gsub("armor_heal", armor.def[name].heal)
end
armor.update_inventory = function(self, player)
local name = player:get_player_name()
if INVENTORY == "unified_inventory" then
if unified_inventory.current_page[name] == "armor" then
unified_inventory.set_inventory_formspec(player, "armor")
end
else
local formspec = armor:get_armor_formspec(name)
if INVENTORY == "inventory_plus" then
local page = player:get_inventory_formspec()
if page:find("detached:"..name.."_armor") then
inventory_plus.set_inventory_formspec(player, formspec)
end
else
player:set_inventory_formspec(formspec)
end
end
end
-- Register Player Model
default.player_register_model("3d_armor_character.x", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png",
},
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
},
})
-- Register Callbacks
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if INVENTORY == "inventory_plus" and fields.armor then
local formspec = armor:get_armor_formspec(name)
inventory_plus.set_inventory_formspec(player, formspec)
return
end
for field, _ in pairs(fields) do
if string.find(field, "skins_set_") then
minetest.after(0, function(player)
local skin = armor:get_player_skin(name)
armor.textures[name].skin = skin..".png"
armor:set_player_armor(player)
end, player)
end
end
end)
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "3d_armor_character.x")
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor",{
on_put = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, stack)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
on_take = function(inv, listname, index, stack, player)
player:get_inventory():set_stack(listname, index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
local plaver_inv = player:get_inventory()
local stack = inv:get_stack(to_list, to_index)
player_inv:set_stack(to_list, to_index, stack)
player_inv:set_stack(from_list, from_index, nil)
armor:set_player_armor(player)
armor:update_inventory(player)
end,
allow_put = function(inv, listname, index, stack, player)
return 1
end,
allow_take = function(inv, listname, index, stack, player)
return stack:get_count()
end,
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return count
end,
})
if INVENTORY == "inventory_plus" then
inventory_plus.register_button(player,"armor", "Armor")
end
armor_inv:set_size("armor", 6)
player_inv:set_size("armor", 6)
for i=1, 6 do
local stack = player_inv:get_stack("armor", i)
armor_inv:set_stack("armor", i, stack)
end
-- Legacy support, import player's armor from old inventory format
for _,v in pairs(armor.elements) do
local list = "armor_"..v
armor_inv:add_item("armor", player_inv:get_stack(list, 1))
player_inv:set_stack(list, 1, nil)
end
armor.player_hp[name] = 0
armor.def[name] = {
state = 0,
count = 0,
level = 0,
heal = 0,
jump = 1,
speed = 1,
gravity = 1,
}
armor.textures[name] = {
skin = armor.default_skin..".png",
armor = "3d_armor_trans.png",
wielditem = "3d_armor_trans.png",
preview = armor.default_skin.."_preview.png",
}
if minetest.get_modpath("skins") then
local skin = skins.skins[name]
if skin and skins.get_type(skin) == skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
elseif minetest.get_modpath("simple_skins") then
local skin = skins.skins[name]
if skin then
armor.textures[name].skin = skin..".png"
end
elseif minetest.get_modpath("u_skins") then
local skin = u_skins.u_skins[name]
if skin and u_skins.get_type(skin) == u_skins.type.MODEL then
armor.textures[name].skin = skin..".png"
end
end
if minetest.get_modpath("player_textures") then
local filename = minetest.get_modpath("player_textures").."/textures/player_"..name
local f = io.open(filename..".png")
if f then
f:close()
armor.textures[name].skin = "player_"..name..".png"
end
end
for i=1, ARMOR_INIT_TIMES do
minetest.after(ARMOR_INIT_DELAY * i, function(player)
armor:set_player_armor(player)
if inventory_plus == nil and unified_inventory == nil then
armor:update_inventory(player)
end
end, player)
end
end)
if ARMOR_DROP == true or ARMOR_DESTROY == true then
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local pos = player:getpos()
if name and pos then
local drop = {}
local player_inv = player:get_inventory()
local armor_inv = minetest.get_inventory({type="detached", name=name.."_armor"})
for i=1, player_inv:get_size("armor") do
local stack = armor_inv:get_stack("armor", i)
if stack:get_count() > 0 then
table.insert(drop, stack)
armor_inv:set_stack("armor", i, nil)
player_inv:set_stack("armor", i, nil)
end
end
armor:set_player_armor(player)
if unified_inventory then
unified_inventory.set_inventory_formspec(player, "craft")
elseif inventory_plus then
local formspec = inventory_plus.get_formspec(player,"main")
inventory_plus.set_inventory_formspec(player, formspec)
else
armor:update_inventory(player)
end
if ARMOR_DESTROY == false then
if minetest.get_modpath("bones") then
minetest.after(ARMOR_BONES_DELAY, function()
pos = vector.round(pos)
local node = minetest.get_node(pos)
if node.name == "bones:bones" then
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local inv = meta:get_inventory()
if name == owner then
for _,stack in ipairs(drop) do
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
end
end
end
end
end)
else
for _,stack in ipairs(drop) do
local obj = minetest.add_item(pos, stack)
if obj then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:setvelocity({x=1/x, y=obj:getvelocity().y, z=1/z})
end
end
end
end
end
end)
end
minetest.register_globalstep(function(dtime)
time = time + dtime
if time > ARMOR_UPDATE_TIME then
for _,player in ipairs(minetest.get_connected_players()) do
armor:update_armor(player)
end
time = 0
end
end)
Code: Select all
-- Armor Configuration (defaults)
-- Increase this if you get initialization glitches when a player first joins.
ARMOR_INIT_DELAY = 1
-- Number of initialization attempts.
-- Use in conjunction with ARMOR_INIT_DELAY if initialization problems persist.
ARMOR_INIT_TIMES = 1
-- Increase this if armor is not getting into bones due to server lag.
ARMOR_BONES_DELAY = 1
-- How often player armor/wield items are updated.
ARMOR_UPDATE_TIME = 1
-- Drop armor when a player dies.
-- Uses bones mod if present, otherwise items are dropped around the player.
ARMOR_DROP = true
-- Pulverise armor when a player dies, overrides ARMOR_DROP.
ARMOR_DESTROY = false
-- You can use this to increase or decrease overall armor effectiveness,
-- eg: ARMOR_LEVEL_MULTIPLIER = 0.5 will reduce armor level by half.
ARMOR_LEVEL_MULTIPLIER = 1
-- You can use this to increase or decrease overall armor healing,
-- eg: ARMOR_HEAL_MULTIPLIER = 0 will disable healing altogether.
ARMOR_HEAL_MULTIPLIER = 1
-- You can also use this file to execute arbitary lua code
-- eg: Dumb the armor down if using Simple Mobs
if minetest.get_modpath("mobs") then
ARMOR_LEVEL_MULTIPLIER = 0.5
ARMOR_HEAL_MULTIPLIER = 0
-- You can use this to change the used Inventory.
-- INVENTORY = "unified_inventory" will use the unified Inventory.
INVENTORY = "unified_inventory"
end
The Mod then could work with
-unified_inventory or
-inventory_plus or
-unified_inventory & inventory_plus (compatibility mod for modmenu)
Thanks,
JPR
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
anyway to make half-transparent parts of armor? i mean, i have diamond armor with blue 40% transparent visor but its completely transparent ingame, or if i change transparency of this part to 60% theres completely no transparency at all ingame...
Anyway to fix it?
Anyway to fix it?
- Achilles
- Member
- Posts: 247
- Joined: Sun Dec 15, 2013 11:55
- In-game: Achilles
- Location: Excuse Me???? -_-
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
There is a transparency feature in place for this armor mod? How does it work?Ryuq wrote:anyway to make half-transparent parts of armor? i mean, i have diamond armor with blue 40% transparent visor but its completely transparent ingame, or if i change transparency of this part to 60% theres completely no transparency at all ingame...
Anyway to fix it?
The Ironic Thing About Common Sense Is That It Isn't Very Common
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
I dont think there is a semi-transparency feature in this mod by default. To do so, I think you would have to edit the mod and add this parameter (I don't know where exactly) to the texturesAchilles wrote:There is a transparency feature in place for this armor mod? How does it work?Ryuq wrote:anyway to make half-transparent parts of armor? i mean, i have diamond armor with blue 40% transparent visor but its completely transparent ingame, or if i change transparency of this part to 60% theres completely no transparency at all ingame...
Anyway to fix it?
Code: Select all
[makealpha:R,G,B
Scan avatar or click here to read a Message of Hope (PDF)
- Achilles
- Member
- Posts: 247
- Joined: Sun Dec 15, 2013 11:55
- In-game: Achilles
- Location: Excuse Me???? -_-
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Ah OK, may check it out. ThanksEsteban wrote:I dont think there is a semi-transparency feature in this mod by default. To do so, I think you would have to edit the mod and add this parameter (I don't know where exactly) to the texturesAchilles wrote:There is a transparency feature in place for this armor mod? How does it work?Ryuq wrote:anyway to make half-transparent parts of armor? i mean, i have diamond armor with blue 40% transparent visor but its completely transparent ingame, or if i change transparency of this part to 60% theres completely no transparency at all ingame...
Anyway to fix it?SourceCode: Select all
[makealpha:R,G,B
The Ironic Thing About Common Sense Is That It Isn't Very Common
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
23:29:42: ERROR[main]: ServerError: ...t\minetest-0.4.10-64bit\bin\..\mods\armor\armor\init.lua:67: attempt to call field 'set_armor_groups' (a nil value)
23:29:42: ERROR[main]: stack traceback:
23:29:42: ERROR[main]: ...t\minetest-0.4.10-64bit\bin\..\mods\armor\armor\init.lua:67: in function <...t\minetest-0.4.10-64bit\bin\..\mods\armor\armor\init.lua:35>
23:29:42: ERROR[main]: ...t\minetest-0.4.10-64bit\bin\..\builtin\game\register.lua:348: in function <...t\minetest-0.4.10-64bit\bin\..\builtin\game\register.lua:336>
im not really sure what i have done...but the mod is not working anymore...
23:29:42: ERROR[main]: stack traceback:
23:29:42: ERROR[main]: ...t\minetest-0.4.10-64bit\bin\..\mods\armor\armor\init.lua:67: in function <...t\minetest-0.4.10-64bit\bin\..\mods\armor\armor\init.lua:35>
23:29:42: ERROR[main]: ...t\minetest-0.4.10-64bit\bin\..\builtin\game\register.lua:348: in function <...t\minetest-0.4.10-64bit\bin\..\builtin\game\register.lua:336>
im not really sure what i have done...but the mod is not working anymore...
- Napiophelios
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Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
rename the mod's folder to : 3d_armor (not armor)
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
12:48:03: ERROR[main]: ServerError: ...inetest-0.4.10-64bit\bin\..\mods\3d_armor\armor\init.lua:67: attempt to call field 'set_armor_groups' (a nil value)Napiophelios wrote:rename the mod's folder to : 3d_armor (not armor)
12:48:03: ERROR[main]: stack traceback:
12:48:03: ERROR[main]: ...inetest-0.4.10-64bit\bin\..\mods\3d_armor\armor\init.lua:67: in function <...inetest-0.4.10-64bit\bin\..\mods\3d_armor\armor\init.lua:35>
12:48:03: ERROR[main]: ...t\minetest-0.4.10-64bit\bin\..\builtin\game\register.lua:348: in function <...t\minetest-0.4.10-64bit\bin\..\builtin\game\register.lua:336>
i still get this error....but still thank you!
- Napiophelios
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Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
" armor\3d_armor "
"armor" is the modpack folder it can be named anything,
so long as it has a text file called "modpack.txt" in it.
the folder containing the init.lua needs to be named "3d_armor"
"armor" is the modpack folder it can be named anything,
so long as it has a text file called "modpack.txt" in it.
the folder containing the init.lua needs to be named "3d_armor"
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
thank you really much! idk why i had another folder called 3d_armor(beside the pack with shields)and i disbled the one with no shields. but thank you really much! u really helped me! u are an amazing guy! God bless all of u! the comunity is really nice!Napiophelios wrote:" armor\3d_armor "
"armor" is the modpack folder it can be named anything,
so long as it has a text file called "modpack.txt" in it.
the folder containing the init.lua needs to be named "3d_armor"
Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
I'm trying to modify the blender model to expand options for character shapes and styles (eg adding various shapes of clothing, or changing character to a non-humanoid).
First problem: the blender file doesn't seem to have the UV-texturing correctly stored, and it references .pngs which don't exist in the download (armor.png, sword.png etc) and don't seem to be stored in the blender file.
If I ignore this and export to a .x file, the model is only 68kb vs 380k for original, and when displayed in minetest and viewed with F7 the faces closest to the camera are transparent, so you end up looking at the inside of the model. Nor does it contain any of the animation information (so it's essentially a statue) - which might explain the size. On a positive note, I do seem to be able to add shapes (like the ears/horns on the head/helmet) below...
Would there be any chance of a step-by-step instruction set for exporting the model. I'm using Blender 2.7, don't know what you used originally, happy to use the same version you did if necessary.
NB this is the view from the *back*
First problem: the blender file doesn't seem to have the UV-texturing correctly stored, and it references .pngs which don't exist in the download (armor.png, sword.png etc) and don't seem to be stored in the blender file.
If I ignore this and export to a .x file, the model is only 68kb vs 380k for original, and when displayed in minetest and viewed with F7 the faces closest to the camera are transparent, so you end up looking at the inside of the model. Nor does it contain any of the animation information (so it's essentially a statue) - which might explain the size. On a positive note, I do seem to be able to add shapes (like the ears/horns on the head/helmet) below...
Would there be any chance of a step-by-step instruction set for exporting the model. I'm using Blender 2.7, don't know what you used originally, happy to use the same version you did if necessary.
NB this is the view from the *back*
- stu
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Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Sorry, I can't help you there, directx export seems to be busted for me too in version 2.69.dgm5555 wrote: Would there be any chance of a step-by-step instruction set for exporting the model. I'm using Blender 2.7, don't know what you used originally, happy to use the same version you did if necessary.
I can only suggest you try a an older version but then maybe someone else has the answer.
- ExeterDad
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Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
I haven't exported to x for a while. But I seem to recall it necessary to flip normals with the export checkboxes. It would explain your textures seeming to be on the inside the model.dgm5555 wrote: First problem: the blender file doesn't seem to have the UV-texturing correctly stored, and it references .pngs which don't exist in the download (armor.png, sword.png etc) and don't seem to be stored in the blender file.
If I ignore this and export to a .x file, the model is only 68kb vs 380k for original, and when displayed in minetest and viewed with F7 the faces closest to the camera are transparent, so you end up looking at the inside of the model.
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Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Add support for More Ores!(or are they in the Modpack?)
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Re: [Modpack] 3D Armor [0.4.2] [minetest-3d_armor]
Add support for More Ores!(or are they in the Modpack?)
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