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Posted: Mon Mar 04, 2013 21:23
by stu
Iqualfragile wrote:stability report: did not crash so far when used on in any standard situation but i think there might be an crash related to unknown items

but thanks for the mod, it realy adds to the game
Thanks, there was a crash when attempting to wield an unkown item. I added a simple check and now this seems to be fixed. The unknown item image does not show in the players hand, however.
please let me know if you find anything else.

Posted: Mon Mar 04, 2013 22:14
by stu
Iqualfragile wrote:another one: it would be great if you could split the mod into its two components: the api and the real armor (you do allready have seperate files for that anyways), that would be great
Do you mean make it so that you can use the api for wielded items, without including the actual armor?
I guess there will be other people who want that too. I'll see what I can do.
kaeza wrote:Well... I was gonna do this with my armorplus mod, but since you found how to workaround the problem with different texture sizes, why don't you make something like a "unified skins" mod, where you can register custom skins, and also each player can have different clothing, maybe unrelated to actual armor?
Sorry, I don't think I quite follow you. I figured out how to use the [combine texture modifier. This does not however, resolve the issue of different skin/texture resolution. Clothing is something I do very much want to implement eventually.

Posted: Wed Mar 06, 2013 01:06
by tinoesroho
If you prefer skins based on game characters, there's a twenty pack here.

Posted: Sun Mar 17, 2013 19:55
by stu
Mod Updaded, version: 0.1.2

Added: Chat messages when an armor item is destroyed. eg: "Your Steel Shield got destroyed!"
Bugfix: Player armor updating when armor slot is empty. Should add significant performance improvement for melee pile-ups.

Posted: Fri Mar 22, 2013 22:12
by Traxie21
Is there any way to add more armors?

Posted: Tue Mar 26, 2013 21:42
by stu
Mod Updated, version: 0.2.0

I have reluctantly added wood armor to the base 3d_armor mod.
Bronze and Mithril armor are added optionally via modpack.

See top post for more info.

Image
Traxie21 wrote:Is there any way to add more armors?
Hopefully this helps. If you want to add more then just take a look at those already included.
Pay particular attention to the naming convention used by the armor textures.

Posted: Tue Mar 26, 2013 22:01
by jojoa1997
Why not put all the textures on a single file and just have the mod use certain areas of the armor texture file.

Posted: Tue Mar 26, 2013 22:12
by stu
jojoa1997 wrote:Why not put all the textures on a single file and just have the mod use certain areas of the armor texture file.
That sounds horribly complicated for little if any gain. The naming convention is simply the registered tool name with the colon substituted by an underscore.

Posted: Tue Mar 26, 2013 23:56
by jojoa1997
It is complicated now but later on it will be simple.

Posted: Thu Apr 11, 2013 20:26
by deivan
I have a crash with a fail in the line 61 but I don't have the mod "player_textures", is another mod or a new part of the game?

Posted: Thu Apr 11, 2013 20:30
by stu
Mod Updated: Version: 0.2.1

Added a new helper mod to the modpack [unified_skins] (Thanks kaeza)
This acts a common framework for [3d_armor] and [wieldview] allowing them to be used completely independently of each other. The mod will also be used as the basis for visible player clothing (coming soon).

See top post for more info.

Posted: Sun Apr 14, 2013 15:07
by nextmissinglink
make tools that you hold 3d

Posted: Sun Apr 14, 2013 17:39
by stu
deivan wrote:I have a crash with a fail in the line 61 but I don't have the mod "player_textures", is another mod or a new part of the game?
I somehow missed this post while updating. This bug has now been fixed, thanks for letting me know.
nextmissinglink wrote:make tools that you hold 3d
While that would look really cool, it would be a lot of work to implement. I'd need to create a separate character model for every single wieldable item.

The current 2d system is much more flexible and I don't think it looks all that bad.

Posted: Sun Apr 14, 2013 17:47
by jojoa1997
@stu i have added a version not dependent on inventory pkus for minitest. is that alright?

Posted: Sun Apr 14, 2013 17:57
by stu
jojoa1997 wrote:@stu i have added a version not dependent on inventory pkus for minitest. is that alright?
Absolutely! I look forward to trying it.

Will you be using the wieldview also? If so I can make you a player model with the wield-item scaled more like MC's

Posted: Sun Apr 14, 2013 18:34
by jojoa1997
I will be using everything but the extra armor one. And sure. though a suggestion for the armors is wrap it in a function. When i realease minitest 1.2 look at your mod

Posted: Wed Apr 17, 2013 15:48
by addi
it seams there is a bug with crafting the wood and iron stuff, mithrill armor does work :)

instead of the registered item 3d_armor:helmet_iron

ill get the inknown item :

Code: Select all

17:41:48: ACTION[ServerThread]: player addi crafts 3d_armor:helmet_2

Posted: Wed Apr 17, 2013 18:09
by stu
addi wrote:it seams there is a bug with crafting the wood and iron stuff, mithrill armor does work :)

instead of the registered item 3d_armor:helmet_iron

ill get the inknown item :

Code: Select all

17:41:48: ACTION[ServerThread]: player addi crafts 3d_armor:helmet_2
Thank you for bringing this to my attention, it was a silly mistake and is now corrected in the current git.

Mod updated!

Posted: Thu Apr 18, 2013 02:22
by jojoa1997
Uh weildview makes the players look weird. i think you messed up with the player model. Maybe have the mod make the user hold an entity which is what the weild item is.

Posted: Thu Apr 18, 2013 17:50
by stu
jojoa1997 wrote:Uh weildview makes the players look weird. i think you messed up with the player model. Maybe have the mod make the user hold an entity which is what the weild item is.
That can happen if you try to weild a non 16x16px textured item. You can still handle other texture sizes so long as you keep the item's inventory_image at 16x16px.

If this is not the case then please try to explain what you mean by weird. Using entities may be possible but making them animate in sync with the player model would be lot of work to do in lua. From what I have experienced entity attachment tends to be jerky and often lags.

The ideal solution (imo) would be to have the player model support multiple uv images. That way the wielded item would be a separate texture from the player. Another thing that would be useful is a texture resizing ^[modifier (cubic interpolation)

Posted: Thu Apr 18, 2013 18:45
by Traxie21
At the moment, even while holding a 16x16 item, the player model is squashed and mitextured.

Posted: Thu Apr 18, 2013 19:18
by jojoa1997
stu wrote:
jojoa1997 wrote:Uh weildview makes the players look weird. i think you messed up with the player model. Maybe have the mod make the user hold an entity which is what the weild item is.
That can happen if you try to weild a non 16x16px textured item. You can still handle other texture sizes so long as you keep the item's inventory_image at 16x16px.

If this is not the case then please try to explain what you mean by weird. Using entities may be possible but making them animate in sync with the player model would be lot of work to do in lua. From what I have experienced entity attachment tends to be jerky and often lags.

The ideal solution (imo) would be to have the player model support multiple uv images. That way the wielded item would be a separate texture from the player. Another thing that would be useful is a texture resizing ^[modifier (cubic interpolation)
Go on traxies server and look at others. Traxie keep the weilditem mod on there

Posted: Thu Apr 18, 2013 19:19
by Traxie21
Just removed it :I

Posted: Thu Apr 18, 2013 19:47
by stu
Traxie21 wrote:At the moment, even while holding a 16x16 item, the player model is squashed and mitextured.
What resolution is your player's skin? Using a non 64x32px skin will also cause problems, that goes for armor too! If that's not it then it could be a conflict with some other mod. Something that alters scale or player texture, perhaps?

It works fine for me with all the default textures I can think of, unless i can see the problem or know the specific textures that cause the problem, there is not much I can do.

Edit: btw, what minetest version are you running there? I have not updated my dev version for a few days now.
--Will Rebuild

Posted: Thu Apr 18, 2013 20:14
by Traxie21
Using 0.4.6-latest git, and the skin is 64x32