[Modpack] Animals Modpack [2.5] -- 2.6 approaching
- LuxAtheris
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- Location: Aether
This is very cool! You did a good job. I've really been wanting to make some non-hostile mobs to bring some life to the generated world. Like tiny crabs that spawn around beaches and shores. And Little owls that spawn in forests. That would be so cute.
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Please do so! At least we can enjoy them in singleplayer. The mobs make the world far more intresting.grey wrote: job. I've really been wanting to make some non-hostile mobs to bring some life to the generated world. Like tiny crabs that spawn around beaches and shores. And Little owls that spawn in forests.
A list of my mods can be found here.
Sokomine wrote:AspireMint has written some models (including animations) and textures for new animals. The integration into mobf isn't perfect yet - getting a swan to swim isn't easy, and some other aspects are not perfect yet either. If you like to test it, get the mobf_animals repro from github.
Rabbits come in brown, grey and white (good for snowy landscapes):
http://mg.viewskew.com/mgoblin_media/me ... t_grey.png
A donkey you can actually ride on:
http://mg.viewskew.com/mgoblin_media/me ... donkey.png
Butterflies:
http://mg.viewskew.com/mgoblin_media/me ... terfly.png
A swan:
http://mg.viewskew.com/mgoblin_media/me ... l_swan.png
A turtle (hides inside its shell if you attack it!):
http://mg.viewskew.com/mgoblin_media/me ... turtle.png
Although the mobf versions are not perfect yet, they are already more convincing in "behaviour" and movement than the simple mobs versions.
Thanks to AspireMint for the fine models and to sapier for mobf!
These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab.
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Most of the work consists of creating a model with the program blender plus a texture for that model. Once you got that ready, adding a new mob with mobf is pretty easy. There is a nice wiki that explains mob creation in detail. You can of course also have a look at existing mobs and start from there.grey wrote: These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab.
A hermit crab would be very welcome at the shores of my world :-)
A list of my mods can be found here.
Sokomine wrote:Most of the work consists of creating a model with the program blender plus a texture for that model. Once you got that ready, adding a new mob with mobf is pretty easy. There is a nice wiki that explains mob creation in detail. You can of course also have a look at existing mobs and start from there.grey wrote: These are so great! Is there documentation on making these? I would love to add more animals onto this. I especially want a hermit crab.
A hermit crab would be very welcome at the shores of my world :-)
Is there a way to define where exactly a mob will spawn? For example, make hermit crabs spawn only on sand that's near water.
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Yes, a possible way to do that is how I do it for my 'whiteshells' (sea-modpack)grey wrote: Is there a way to define where exactly a mob will spawn? For example, make hermit crabs spawn only on sand that's near water.
Code: Select all
minetest.register_abm({
nodenames = {"clams:sandalgae"},
interval = 60,
chance = 15,
action = function(pos, node, active_object_count, active_object_count_wider)
local y = {x = pos.x, y = pos.y + 1, z = pos.z }
local yy = {x = pos.x, y = pos.y + 2, z = pos.z }
if minetest.get_node(pos).name == "clams:sandalgaeused" and
(minetest.get_node(y).name == "default:water_source" or
minetest.get_node(y).name == "noairblocks:water_sourcex") then
if minetest.get_node(pos).name == "clams:sandalgaeused" and
(minetest.get_node(yy).name == "default:water_source" or
minetest.get_node(yy).name == "noairblocks:water_sourcex") then
pos.y=pos.y+1
minetest.add_entity(pos, "clams:whiteshell") else
return
end
end
end,
})
Probably there are also other (and better) methods used by more talented modders. Just take a look at the different mods that have entities in them.
Running minetest-0.4.9 and getting the following errors regarding
"Could not open file of texture: animal_big_red_mesh.png"
I am not sure what to do, when the game starts up, there don't appear to be any spawns, but I think it is because they are all invisible with the meshes not getting loaded?
Irrlicht Engine version 1.8.0
Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
Using renderer: OpenGL 4.4.0
GeForce GTX 650 Ti/PCIe/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 4.4
Resizing window (800 600)
Loaded texture: C:/minetest-0.4.9/games/minetest_game/menu/header.png
Loaded texture: C:/minetest-0.4.9/games/minetest_game/menu/icon.png
Loaded texture: C:/minetest-0.4.9/games/minimal/menu/icon.png
11:52:14: ACTION[main]: MOD: animalmaterials loading ...
11:52:14: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
registering pattern dont_move
registering pattern run_and_jump_low
registering pattern stop_and_go
registering pattern swim_pattern1
registering pattern swim_pattern2
registering pattern flight_pattern1
MOD: mob framework mod 2.3.5 loaded
11:52:14: ACTION[main]: MOD: mobf_settings mod loading ...
11:52:14: ACTION[main]: MOD: mobf_settings mod version 0.9.1 loaded
11:52:14: ACTION[main]: MOD: mob_slime mod loading ...
11:52:14: ACTION[main]: adding mob slime_L
[ 4.058000]MOBF: registering new entity: ":mob_slime:slime_L"
11:52:14: ACTION[main]: adding mob slime_M
[ 4.062000]MOBF: registering new entity: ":mob_slime:slime_M"
11:52:14: ACTION[main]: adding mob slime_S
....
....many lines deleted as not important
....
11:52:14: ACTION[main]: .__ __ __
11:52:14: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
11:52:14: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
11:52:14: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
11:52:14: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
11:52:14: ACTION[main]: \/ \/ \/ \/ \/
11:52:14: ACTION[main]: World at [C:\minetest-0.4.9\bin\..\worlds\test]
11:52:14: ACTION[main]: Server for gameid="minetest" listening on port 53999.
11:52:14: ACTION[ServerThread]: singleplayer [0.0.0.1] joins game. List of playe
rs: singleplayer
Could not open file of texture: animal_big_red_mesh.png
Loaded mesh: animal_big_red.b3d
...
...again deleted lines to save space, same error as "animal_big_red" for each MOB
...
Could not open file of texture: character.png
Loaded mesh: npc_character.b3d
Loaded texture: C:/minetest-0.4.9/textures/base/pack/sunrisebg.png
Font size: 8 17
I Installed by unzipping the zip file into minetest-install-directory/mods and renaming the folder to animals_modpack.
enabled the modpack in my world named test.
click play
thanks
"Could not open file of texture: animal_big_red_mesh.png"
I am not sure what to do, when the game starts up, there don't appear to be any spawns, but I think it is because they are all invisible with the meshes not getting loaded?
Irrlicht Engine version 1.8.0
Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
Using renderer: OpenGL 4.4.0
GeForce GTX 650 Ti/PCIe/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 4.4
Resizing window (800 600)
Loaded texture: C:/minetest-0.4.9/games/minetest_game/menu/header.png
Loaded texture: C:/minetest-0.4.9/games/minetest_game/menu/icon.png
Loaded texture: C:/minetest-0.4.9/games/minimal/menu/icon.png
11:52:14: ACTION[main]: MOD: animalmaterials loading ...
11:52:14: ACTION[main]: MOD: animalmaterials mod version 0.1.0 loaded
MOD: mobf loading ...
registering pattern dont_move
registering pattern run_and_jump_low
registering pattern stop_and_go
registering pattern swim_pattern1
registering pattern swim_pattern2
registering pattern flight_pattern1
MOD: mob framework mod 2.3.5 loaded
11:52:14: ACTION[main]: MOD: mobf_settings mod loading ...
11:52:14: ACTION[main]: MOD: mobf_settings mod version 0.9.1 loaded
11:52:14: ACTION[main]: MOD: mob_slime mod loading ...
11:52:14: ACTION[main]: adding mob slime_L
[ 4.058000]MOBF: registering new entity: ":mob_slime:slime_L"
11:52:14: ACTION[main]: adding mob slime_M
[ 4.062000]MOBF: registering new entity: ":mob_slime:slime_M"
11:52:14: ACTION[main]: adding mob slime_S
....
....many lines deleted as not important
....
11:52:14: ACTION[main]: .__ __ __
11:52:14: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
11:52:14: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
11:52:14: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
11:52:14: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
11:52:14: ACTION[main]: \/ \/ \/ \/ \/
11:52:14: ACTION[main]: World at [C:\minetest-0.4.9\bin\..\worlds\test]
11:52:14: ACTION[main]: Server for gameid="minetest" listening on port 53999.
11:52:14: ACTION[ServerThread]: singleplayer [0.0.0.1] joins game. List of playe
rs: singleplayer
Could not open file of texture: animal_big_red_mesh.png
Loaded mesh: animal_big_red.b3d
...
...again deleted lines to save space, same error as "animal_big_red" for each MOB
...
Could not open file of texture: character.png
Loaded mesh: npc_character.b3d
Loaded texture: C:/minetest-0.4.9/textures/base/pack/sunrisebg.png
Font size: 8 17
I Installed by unzipping the zip file into minetest-install-directory/mods and renaming the folder to animals_modpack.
enabled the modpack in my world named test.
click play
thanks
I have the same messages. I don't know the details. I guess it has to do with the animals being loaded as 3d by default. I think I read in this topic, some/a lot of post earlier. To be short: It should just work.jnharlin wrote: Could not open file of texture: character.png
Loaded mesh: npc_character.b3d:
Animals not spawning might be caused when you enabled the modpack in a older world. When you walk, fly fast in one direction they should appear. Creating a world test1 with only the animal modpack enabled is another approach to test if the modpack works.
P.s. press save after enabling (to be complete)
My main problem is not so much the character.png, but ALL of the mobs this mod installs gets that error.jnharlin wrote: Could not open file of texture: character.png
Loaded mesh: npc_character.b3d:
Are you saying that we cannot open the texture files for any 3d mesh and that it still should work fine?
- Mcc457
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With this mod, can you create your own animals/mobs and edit how often they spawn?
Last edited by Mcc457 on Sat Jan 18, 2014 17:02, edited 1 time in total.
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Yes you can, this is a modpack, all mods besides mobf and animal_materials contain definitions for a single mob (or two to three for things with children and genders) you can take those as a starting point.Mcc457 wrote:With this mod, can you create your own animals/mobs and edit how often they spawn?
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It can already be tamed if you catch it with a net. When you do so, you get a tamed wolf that will follow you araound if you place him somewhere. Which further instructions did you have in mind?Landrover110 wrote: i like it but you could make it where the wolf can be tamed and obeys instructions just an idea
A list of my mods can be found here.
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awseome mod ! gives a life feeling to minetest ! congratz on http://www.youtube.com/watch?v=AD6ErFNBlXM ur mod got featured in the top 5 mods just because it gives us a feelin' of life and not alone this has a great potential and well i hope u keep it going well ! Good job my friend
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