[Mod] Simple Mobs [mobs]

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PilzAdam
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by PilzAdam » Mon Jun 03, 2013 17:09

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 » Tue Jun 04, 2013 02:34

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 » Tue Jun 04, 2013 10:53

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.
 

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cHyper
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by cHyper » Tue Jun 04, 2013 11:03

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 » Tue Jun 04, 2013 11:06

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 » Tue Jun 04, 2013 11:51

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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by Neuromancer » Wed Jun 05, 2013 02:15

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 » Wed Jun 12, 2013 13:13

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 » Wed Jun 12, 2013 13:48

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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by onpon4 » Wed Jun 12, 2013 16:57

Shouldn't rats be more prominent underground?
 

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by webdesigner97 » Wed Jun 12, 2013 18:24

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 » Wed Jun 12, 2013 20:37

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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by Zeg9 » Thu Jun 13, 2013 11:33

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 » Sun Jun 16, 2013 11:34

love that mod! Thanks to you guys!
sorry for bad english
 

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by ashenk69 » Fri Jun 21, 2013 03:47

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.
 

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by Jordach » Fri Jun 21, 2013 06:55

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.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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by Jordach » Fri Jun 21, 2013 15:17

ashenk69 wrote:Thanks Jordach
Ashenk, related faces will be in one single colour and named.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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by ashenk69 » Fri Jun 21, 2013 15:49

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 » Fri Jun 21, 2013 15:51

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

Image
 

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by Temperest » Fri Jun 21, 2013 15:54

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 » Fri Jun 21, 2013 17:28

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 » Fri Jun 21, 2013 18:53

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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by Topywo » Fri Jun 21, 2013 20:13

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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by philipbenr » Sun Jun 23, 2013 23:20

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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