[Mod] Unified_Inventory Skins [u_skins]

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Krock
Developer
 
Posts: 4058
Joined: Thu Oct 03, 2013 07:48
Location: Switzerland
GitHub: SmallJoker

Re: [Mod] Unified_Inventory Skins [u_skins]

by Krock » Sun Mar 22, 2015 10:18

DI3HARD139 wrote:When running generate_previews.sh I get Blender and convert not found errors.

You don't need to run that script. It's possible to automatically download the previews from the skin database.

Try this script: https://github.com/SmallJoker/minetest- ... from_db.py
It might be incompatible with this mod version, use the newer one instead.
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turbogus
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Posts: 279
Joined: Sat Apr 07, 2012 16:00
Location: FRANCE

Re: [Mod] Unified_Inventory Skins [u_skins]

by turbogus » Fri Jul 14, 2017 10:37

Hello,

I recently had a problem with this mod ( with the update script and with the generate_preview script ).
Next the change have done to make this great mod work on my server:

In "update_from_db2.py", I just add a "try .. catch" bloc in the last "for... loop" to continu importing skin from the server:

for s in l["skins"]:
try:
f = open(skinsdir+"character_"+str(i)+".png",'wb')
f.write(base64.b64decode(s["img"]))
f.close()
f = open(metadir+"character_"+str(i)+".txt",'w')
f.write('name = "'+s["name"]+'",\n')
f.write('author = "'+s["author"]+'",\n')
f.write('comment = "'+s["license"]+'",\n')
f.close()
except(BaseException):
print("Erreur de traitement!")
i = i + 1

Next, I change de destination directory in the script in "skin_previews.blend" file (this file is in the hidden ".previews" folder of the mod, and you need blender to open it):

import bpy
from os.path import exists
from sys import stderr # for progress output
path = "../u_skins/textures"
c = 1 # We'll find skins as the lua mod does

In the fourth lign, change "skin" by "u_skin" and save the *.blend file.

Now, import skins and previews generation will work.

(Sorry for my very bad English! :/)
 

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BirgitLachner
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Posts: 356
Joined: Thu May 05, 2016 10:18
In-game: Bibs

Re: [Mod] Unified_Inventory Skins [u_skins]

by BirgitLachner » Thu Aug 31, 2017 03:40

Well, a question, if I can should some more time on it or not ...

I like unified inventory with the skin mod and use it on every server and every world I have.
Now I'm using it for an educational purpose and it would be cool to have different skins for students and for teacher so see because of the skin of an other player if he is teacher or a student.

So, I ask myself if it might be possible to have a different set of skins to choose from. For the EDUTest mod the teachers have the right "teacher" to move the students around, teleport them, freeze them and so on. The student have the right "student" so that they don't see the formspec for the teacher and they appear in the list to teleport them arround.

So, do YOU think that it is possible to change the set of skins depending on the right? Where can I change the skins that are shown?

Birgit
 

hajo
Member
 
Posts: 592
Joined: Thu Oct 13, 2016 10:45
Location: DE

Re: [Mod] Unified_Inventory Skins [u_skins]

by hajo » Thu Aug 31, 2017 07:51

BirgitLachner wrote:unified inventory with the skin mod
different skins for students and for teacher
EDUTest mod .. right "teacher" ..right "student"
change the set of skins depending on the right?

Rename teacher-skins, eg @teacher01, etc.
(or put them into a separate directory),
and choose different file-selectors based on the rights ?

I.e look at .../u_skins/skinlist.lua where the list of skins is read.

Or in ../u_skins/init.lua, modify the function u_skins.is_skin()
to also check the rights of the player, and return false
for teacher-skins if the player doesn't have teacher-rights.
 

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BreadSticks
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Joined: Wed Sep 27, 2017 14:36
In-game: BreadSticks
 

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