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Posted: Thu Apr 18, 2013 20:39
by jojoa1997
I think it is a problem between having 2 different models being used

Posted: Thu Apr 18, 2013 20:53
by stu
Traxie21 wrote:Using 0.4.6-latest git, and the skin is 64x32
Ok, I have just compiled the latest git and it still seems to be working fine here. I will have to take a look at your mod list and see if I can figure out what could be conflicting.
jojoa1997 wrote:I think it is a problem between having 2 different models being used
What do you mean, 2 different models? It uses a custom model for wieldview, sure, why should that be a problem?

Posted: Thu Apr 18, 2013 21:18
by jojoa1997
I mean the default model and the wieldview one. Also here is a suggestion. http://forum.minetest.net/viewtopic.php ... 983#p84983
you can check for the hud function though i forget the code to chexk

Posted: Thu Apr 25, 2013 17:55
by Pavel_S
I added helmet to player model, so is it need to move on?
Image

Posted: Thu May 16, 2013 05:04
by Pavel_S
I change wieldview model and now it`s realy 3d armor=)
Image
So it need to be coded.

Posted: Thu May 16, 2013 11:01
by jojoa1997
Pavel_S wrote:I change wieldview model and now it`s realy 3d armor=)
Image
So it need to be coded.
Could you make 3d armor. Also maybe would it be possible for you to like only change unified skins or at least not eh definitions of the armor. Also stu maybe you could make feet. Feel free to use the code in minitest to make the feet.

Posted: Thu May 16, 2013 19:51
by stu
Pavel_S wrote:I change wieldview model and now it`s realy 3d armor=)
Image
So it need to be coded.
Neat, I was thinking of adding an outer skin for armor myself but this could save me some time. Is there anywhere I can download the blender file?

jojoa1997: I saw what you did with armor in MiniTest and it looks great. I do plan on making some updates to armor once MT 0.4.7 is released.

Posted: Thu May 16, 2013 21:22
by jojoa1997
stu wrote:
Pavel_S wrote:I change wieldview model and now it`s realy 3d armor=)
Image
So it need to be coded.
Neat, I was thinking of adding an outer skin for armor myself but this could save me some time. Is there anywhere I can download the blender file?

jojoa1997: I saw what you did with armor in MiniTest and it looks great. I do plan on making some updates to armor once MT 0.4.7 is released.
what is so special with 0.4.7 that isn't in 0.4.6? Also the damage is messed up I think in the armor. Wood has little uses and health while steel has tons of damage and health. Also maybe gold and diamond should be added.

Posted: Thu May 16, 2013 21:42
by stu
jojoa1997 wrote:what is so special with 0.4.7 that isn't in 0.4.6? Also the damage is messed up I think in the armor. Wood has little uses and health while steel has tons of damage and health. Also maybe gold and diamond should be added.
Well, I got caught out updating the mod just prior to the 0.4.6 release, someone went and completely changed the damage system ;-) I am guessing 0.4.7 will be here pretty soon anyway.

Wooden armor, like wooden tools, should not be very efffective imo. Wood is easily obtained compared to mining and smelting metals. Damage has do with the default swords, not the armor and I am reluctent to override them. I was considering using diamond to 'enhance' the basic armor, maybe make those have the healing properties...not sure yet.

Posted: Fri May 17, 2013 03:03
by Pavel_S
I upload .blend`s to DropBox. Link.
Full information is in ReadMe.txt

Posted: Fri May 17, 2013 23:12
by stu
Pavel_S wrote:I upload .blend`s to DropBox. Link.
Full information is in ReadMe.txt
Thank you Pavel_S, that looks really good. I would have rather kept the 64x64px size for the UV but I can change that myself.

Cheers!

Posted: Sat May 18, 2013 00:32
by jojoa1997
Also maybe you could find a way to overide the default texture and model. Maybe have it load after 1 second.

Posted: Sat May 18, 2013 02:46
by Pavel_S
stu wrote:Thank you Pavel_S, that looks really good. I would have rather kept the 64x64px size for the UV but I can change that myself.

Cheers!
If you want 64x64px size, you need delete wieldview part of the mesh.

Posted: Sat May 18, 2013 15:38
by stu
Pavel_S wrote:
stu wrote:Thank you Pavel_S, that looks really good. I would have rather kept the 64x64px size for the UV but I can change that myself.

Cheers!
If you want 64x64px size, you need delete wieldview part of the mesh.
Not necessarily, it should all fit if the helmet is moved to its original position next to the head.

Posted: Sat May 18, 2013 15:46
by stu
jojoa1997 wrote:Also maybe you could find a way to overide the default texture and model. Maybe have it load after 1 second.
It should override the deafult model/textures as it is. I did originally have a delay there but it seems to work fine with minetest.after(0, ... ).

Are you still having problems? Perhaps I'll put a half second delay back in there if you think it will help.

Posted: Sat May 18, 2013 19:46
by jojoa1997
that will probably healp
stu wrote:
jojoa1997 wrote:Also maybe you could find a way to overide the default texture and model. Maybe have it load after 1 second.
It should override the deafult model/textures as it is. I did originally have a delay there but it seems to work fine with minetest.after(0, ... ).

Are you still having problems? Perhaps I'll put a half second delay back in there if you think it will help.

Posted: Sat Jun 08, 2013 16:02
by stu
3d armor mod that almost was...
Image
Anyone interested in making this a reality will have to shout at the devs & possibly Pavel_S.

http://forum.minetest.net/viewtopic.php?id=6038
http://forum.minetest.net/viewtopic.php ... 590#p93590

Posted: Sat Jun 08, 2013 16:35
by Zeg9
Please merge this to make it compatible with inventory++:
https://github.com/stujones11/minetest-3d_armor/pull/2

Posted: Sat Jun 08, 2013 16:45
by stu
Zeg9 wrote:Please merge this to make it compatible with inventory++:
https://github.com/stujones11/minetest-3d_armor/pull/2
Done!

Posted: Sat Jun 08, 2013 17:10
by Zeg9
stu wrote:
Zeg9 wrote:Please merge this to make it compatible with inventory++:
https://github.com/stujones11/minetest-3d_armor/pull/2
Done!
Thanks ! By the way, would your commit (you know, the one reverted :/) fix the problem with "HD" skins ?

Posted: Sat Jun 08, 2013 17:13
by stu
Zeg9 wrote:
stu wrote:
Zeg9 wrote:Please merge this to make it compatible with inventory++:
https://github.com/stujones11/minetest-3d_armor/pull/2
Done!
Thanks ! By the way, would your commit (you know, the one reverted :/) fix the problem with "HD" skins ?
Yes, the wieldview model would have a separate UV for skin, armor, wielditem & shield so they could all be completely different resolutions.

Posted: Sat Jun 08, 2013 17:17
by Zeg9
stu wrote:
Zeg9 wrote:
stu wrote:
Done!
Thanks ! By the way, would your commit (you know, the one reverted :/) fix the problem with "HD" skins ?
Yes, the wieldview model would have a separate UV for skin, armor, wielditem & shield so they could all be completely different resolutions.
You should reopen the pull request, since now we're sure the problem is coming from Pavel_S's model (aren't we?).

Posted: Sat Jun 08, 2013 17:24
by stu
Zeg9 wrote: You should reopen the pull request, since now we're sure the problem is coming from Pavel_S's model (aren't we?).
I am as sure as I can be without seeing his .blend files. It does not seem to break any other models. I will re-open the pull request once I have done some more tests with other existing mods. There probably needs to be some entity modelling guidelines written in lua_api.txt

Posted: Sat Jun 08, 2013 20:24
by Sokomine
It will get intresting if mobs (those from sapiers animals mod) can wear that armor. Might look decorative on them and offer new ways of equipping towns/buildings with...er...living decoration :-) On more adventure-based worlds, they could handle out quests.

Posted: Sun Jun 09, 2013 02:56
by Josh
This should be added to deafult if we got mobs in the future, otherwise this is useless in the deafult game (unless you have a Mobs mod)