[Mod] Simple Mobs [mobs]

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PilzAdam
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by PilzAdam » Post

Pavel_S wrote:New UV unwrap!
Sand and stone monsters.
Texture for dirt monster is available(uses stone_monster.x).
DropBox link
Done.

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Neuromancer
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by Neuromancer » Post

Need an option for hi-res textures for these mobs that go better with 64x64 texture packs. (But still need to also offer the low res ones.) It's just that this mod is an essential mod, but the mobs look cheap when you go to a 64x64 texture pack. I do like the flying rats though. Please leave that in.

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PilzAdam
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by PilzAdam » Post

Neuromancer wrote:Need an option for hi-res textures for these mobs that go better with 64x64 texture packs. (But still need to also offer the low res ones.) It's just that this mod is an essential mod, but the mobs look cheap when you go to a 64x64 texture pack. I do like the flying rats though. Please leave that in.
Why is an option needed? Cant you just use high resolution textures?

The flying rats were a bug in the engine, so I cant bring it back.

u34

by u34 » Post

with the latest 0.4.6 dev version, mobs are not shown with the correct texture.

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Zeg9
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by Zeg9 » Post

PilzAdam wrote:
Neuromancer wrote:Need an option for hi-res textures for these mobs that go better with 64x64 texture packs. (But still need to also offer the low res ones.) It's just that this mod is an essential mod, but the mobs look cheap when you go to a 64x64 texture pack. I do like the flying rats though. Please leave that in.
Why is an option needed? Cant you just use high resolution textures?

The flying rats were a bug in the engine, so I cant bring it back.
I think he's talking about high-res models.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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vv221
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by vv221 » Post

If you are talking about high-poly meshes, I think it does not go the Minetest way ;)
And if you are talking about high-res textures, anyone can do a texture pack for any mod, including this one.

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Neuromancer
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by Neuromancer » Post

Yep, I guess I'm just hoping someone creates some higher res textures for this mod. As for the flying rats, it just was good to have something in the sky. If we can't have them, I would like it if the next mobs involve some sort of bird and fish. It's cool to have all these mobs that already exist, but the sky and water seem so empty by comparison. It just make's sense to have some sort of mob in the water and sky. Aside from the sheep and sand monsters taking a swim. :)
Last edited by Neuromancer on Wed Jun 05, 2013 02:16, edited 1 time in total.

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webdesigner97
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by webdesigner97 » Post

I don't know wheter a rat infestation is a bug or a feature...

Image

:D

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PilzAdam
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by PilzAdam » Post

webdesigner97 wrote:I don't know wheter a rat infestation is a bug or a feature...

Image

:D
Lets call it a feature ;-)

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onpon4
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by onpon4 » Post

Shouldn't rats be more prominent underground?

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webdesigner97
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by webdesigner97 » Post

PilzAdam wrote:
webdesigner97 wrote:I don't know wheter a rat infestation is a bug or a feature...

Image

:D
Lets call it a feature ;-)
It's decreases my FPS... In my favourite singleplayer world :(

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by Sokomine » Post

You call that a rat infestation? You ought to see my sheep collections....
A list of my mods can be found here.

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Zeg9
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by Zeg9 » Post

webdesigner97 wrote:
PilzAdam wrote:
webdesigner97 wrote:I don't know wheter a rat infestation is a bug or a feature...

Image

:D
Lets call it a feature ;-)
It's decreases my FPS... In my favourite singleplayer world :(
Well, /clearobjects has been fixed if you see what I mean ;-)
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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AndrOn
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by AndrOn » Post

love that mod! Thanks to you guys!
k8NzxjXgxpd3KOKx8pz2z12pStfpe5tR

ashenk69
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by ashenk69 » Post

I'm trying to retexture this mod with BDCraft and was wondering if somebody could release images that show the outlines for the UV's. I had to spend a couple hours just figuring out the UV mapping for the sand monster. Some of them are hard to test some of the UV mapping, rat and sheep, and some are just extremely difficult to figure out where to even start for testing.

Jordach
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by Jordach » Post

ashenk69 wrote:I'm trying to retexture this mod with BDCraft and was wondering if somebody could release images that show the outlines for the UV's. I had to spend a couple hours just figuring out the UV mapping for the sand monster. Some of them are hard to test some of the UV mapping, rat and sheep, and some are just extremely difficult to figure out where to even start for testing.
I'll make some tonight using blender.

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by ashenk69 » Post

Thanks Jordach

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by Jordach » Post

ashenk69 wrote:Thanks Jordach
Ashenk, related faces will be in one single colour and named.

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by ashenk69 » Post

Awesome that'll help out a lot. Here is a preview of the sand monster's new look.

Image

FateIsFallen
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by FateIsFallen » Post

every time i try to run the mod I get this error. and not just this mod, but all your mods :(

Image

Temperest
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by Temperest » Post

Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

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by FateIsFallen » Post

Temperest wrote:Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.
i'm still getting the error

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PilzAdam
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by PilzAdam » Post

FateIsFallen wrote:
Temperest wrote:Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.
i'm still getting the error
Please post some lines from debug.txt as described here: http://forum.minetest.net/viewtopic.php?id=5073

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Topywo
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by Topywo » Post

PilzAdam wrote:
FateIsFallen wrote:
Temperest wrote:Rename the folder "PilzAdam-mobs-c49cc47" to "mobs". Same for all other mods, except ones that use the modpack pattern, like WorldEdit and Mesecons.
i'm still getting the error
Please post some lines from debug.txt as described here: http://forum.minetest.net/viewtopic.php?id=5073
Did you perhaps rename all PilzAdams mods into mobs?

If yes, then you must rename PilzAdams mods to the name that os in the middle or without '-master'. So the example needs to be called mobs, PilAdam- farming_plus-90390ec must be renamed into farming_plus , carts-master into carts. Etcetera.

If no, sorry for the presumption, paste the error-lines the debug.txt.

Edit: some grammar
Last edited by Topywo on Fri Jun 21, 2013 20:13, edited 1 time in total.

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philipbenr
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by philipbenr » Post

I like the originals that are in Minetest, like the dungeon masters and the like, but I do like the Minecraft creepers that explode. I hope you could make a separate mod that has the TNT dependency, you know...

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