[Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by Lone_Wolf » Wed Jun 14, 2017 05:56

Could I have the code for the admin armor set stu? With the shield? I'm having trouble figuring out what to seperate xD
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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by Lone_Wolf » Wed Jun 14, 2017 06:12

GreenDimond wrote:
Lone_Wolf wrote:Could I have the code for the admin armor set stu? With the shield? I'm having trouble figuring out what to seperate xD

Admin armor: https://github.com/stujones11/minetest-3d_armor/blob/master/3d_armor/armor.lua#L6-L48
Admin shield: https://github.com/stujones11/minetest-3d_armor/blob/master/shields/init.lua#L28-L41

Thanks xD
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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by stu » Sat Jul 22, 2017 14:26

For those wishing to use the latest minetest development builds, I have made the necessary changes to the armor player model. The files are available here and will need to be manually substituted for now. I will add a new feature branch to the repo as soon as possible, however, I am currenty experiencing build problems and am unable to test anything right now.
 

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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by lonestar » Sat Jul 22, 2017 23:15

Loving the mod. I have made a few edits for my own personal use and I'm trying to get in contact with the original dev of the textures to see if I can release these to public.
Image
 

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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by Lone_Wolf » Sun Jul 23, 2017 01:24

lonestar wrote:Loving the mod. I have made a few edits for my own personal use and I'm trying to get in contact with the original dev of the textures to see if I can release these to public.
Image

Those are awesome! O_O
Do you really have to ask the dev of the textures though? I just put a link to the textures for mine. I'm going to redo from scratch soon though.
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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by TumeniNodes » Sun Jul 23, 2017 02:48

lonestar wrote:Loving the mod. I have made a few edits for my own personal use and I'm trying to get in contact with the original dev of the textures to see if I can release these to public.


Those are beautiful!!!! Look like a wee bit more than "a few edits".
Of course you can release them to the public, as long as these are your own work... choose you're own license for them (CC BY-SA 3.0) is an option.

But do it quickly, I love them and want to use them!!! :P

<edit> wait... NVM I just now realized you mean you are waiting to hear from the dev of the textures you posted...
I thought you meant that you created these textures to replace the original ones from this mod, and were waiting to hear from daviddoesminetest who did the original 3d armor mod textures :P
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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by stu » Wed Jul 26, 2017 18:05

Those are very nice textures indeed!

I just thought I would mention that the new MT 0.5.0 models have now been re-exported with vertex normals and split edges to work with the proposed advanced lighting feature #6165
 

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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by Beerholder » Sat Jul 29, 2017 10:37

Hi stu, my painted armor kept disappearing, and one of the culprits seems to be switching the wielded item. I noticed that there is no call being made to on_update when the wielded item is switched (in wieldview.update_wielded_item) and was wondering, shouldn't it do that in that case... I added an issue on GitHub as well. For now I just bluntly did an override of the method in my own code like this:

Code: Select all
if self.wielded_item[name] then
   if self.wielded_item[name] == item then
      return
   end
   armor.textures[name].wielditem = self:get_item_texture(item)
   armor:update_player_visuals(player)
   armor:run_callbacks("on_update", player) -- I ADDED THIS
end

Let me know what you think about this change... Or maybe I completely missed something and need more coffee? In any case, hope to get rid of that override, as replacing another mod's code could potentially break that other mod's internals of course O_o
 

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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by stu » Sat Jul 29, 2017 14:10

Beerholder wrote:Hi stu, my painted armor kept disappearing, and one of the culprits seems to be switching the wielded item. I noticed that there is no call being made to on_update when the wielded item is switched (in wieldview.update_wielded_item) and was wondering, shouldn't it do that in that case... I added an issue on GitHub as well. For now I just bluntly did an override of the method in my own code like this:

Code: Select all
if self.wielded_item[name] then
   if self.wielded_item[name] == item then
      return
   end
   armor.textures[name].wielditem = self:get_item_texture(item)
   armor:update_player_visuals(player)
   armor:run_callbacks("on_update", player) -- I ADDED THIS
end

Let me know what you think about this change... Or maybe I completely missed something and need more coffee? In any case, hope to get rid of that override, as replacing another mod's code could potentially break that other mod's internals of course O_o


See my reply on #113, I will make this change as soon as possible.
 

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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by Chem871 » Fri Aug 25, 2017 16:24

Stu, how do you think I should go about applying the time of day to a set of armor? I'm trying to make Day/Night armors, but I'm having difficulties with the code. Day armor should be strong in the day, but weak in the night, and Night armor should be the reverse.Any ideas?
 

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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by Hamlet » Fri Aug 25, 2017 19:21

Chem871 wrote:Stu, how do you think I should go about applying the time of day to a set of armor? I'm trying to make Day/Night armors, but I'm having difficulties with the code. Day armor should be strong in the day, but weak in the night, and Night armor should be the reverse.Any ideas?


I'm working on a mod using the time of day check, so far I've gathered these informations:

To get the time of day:

Code: Select all
local time = minetest.get_timeofday(val)


lua_api.txt wrote:* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday


Not very good for fine tuning, then it could be better to convert it in the same /time command's format:

Code: Select all
time = time * 24000


Doing some inworld tests with the /time command I've discovered that basically it's the same as military time, e.g.:

0000 = 00:00 / midnight
5000 = 05:00 / 5 am
12000 = 12:00 / midday
19000 = 19:00 / 7 pm

and so on.

Thus I would do something like this:

Code: Select all
PSEUDOCODE

local armor_rating = 100

minetest.register_abm(is it daytime or not?, check every X seconds)

if (time >= 5000) and (time < 19000) -- from dawn to dusk
   armor_rating = 100
else
   armor_rating = 50
end


MirceaKitsune's moonflower mod is a good example; I hope that these informations can help you in some way.
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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by azekill_DIABLO » Sat Aug 26, 2017 12:31

lonestar wrote:Image

what an atonishing piece of art!
Code: Select all
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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by Grossam » Mon Sep 04, 2017 10:17

Hi !

I'm using you api to create a new armor, but I'm lost in all those groups : How the use_armor and the damage_groups work and what physics groups are available.

Is there a place where all these informations are gathered ?

TY !
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Re: [Modpack] 3D Armor [0.4.9] [minetest-3d_armor]

by stu » Fri Sep 08, 2017 20:44

Grossam wrote:Hi !

I'm using you api to create a new armor, but I'm lost in all those groups : How the use_armor and the damage_groups work and what physics groups are available.

Is there a place where all these informations are gathered ?

TY !

From what I recall, the damage_groups determine the amount of damage the armor takes based on the weapons respective level. It uses the same algo as node damage, more or less.

I apologise for the poor documentation, improving that is on my todo list :)
 

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