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[0.4.10] Sam II and Capes!

Posted: Sat Feb 08, 2014 00:16
by Jordach
Sam II and my player capes model just got intergrated into minetest_game!

How do I make a cape?

Image
The above red section shows where the cape must be placed (it is double sided and the sides mirror the edges), while the result of a good cape; shown here;
Image

Video demonstartion of capes here:
https://www.youtube.com/watch?v=TBCBxHDcHvw

Sam II is also included with this major pull.

Posted: Sat Feb 08, 2014 01:08
by Gambit
Texture it make it look like hair instead.

Posted: Sat Feb 08, 2014 01:21
by Sokomine
Jordach wrote: Sam II and my player capes model just got intergrated into minetest_game!
Great! I'm looking forward to nice new cape-wearing player models :-)

Posted: Sat Feb 08, 2014 11:57
by PilzAdam
The cape inside the player texture will break a lot of player textures. Since this area was not used before many creators of textures just draw something random in it.

Posted: Sat Feb 08, 2014 13:41
by RHR
PilzAdam wrote:The cape inside the player texture will break a lot of player textures. Since this area was not used before many creators of textures just draw something random in it.
Maybe it could be done this way:
Use the "body back" section for the cape and the "body front" could be used for the back of the character too. Because both (front and back) look very similar, I think nobody will see a difference.

Posted: Sat Feb 08, 2014 14:55
by Inocudom
PilzAdam wrote:The cape inside the player texture will break a lot of player textures. Since this area was not used before many creators of textures just draw something random in it.
We must not let the breaking of textures stop improvements. In fact:
viewtopic.php?pid=124630#p124630
The above conversation took place in addi's skins database topic. If a cape can be made, then so can that which is mentioned above.

Posted: Sat Feb 08, 2014 18:11
by hoodedice
Wow. Looks like someone took my tip and made a custom badge. Awesome.


Also, nice add-on...

Posted: Sat Feb 08, 2014 18:21
by Casimir
So next version will be 0.4.10, not 0.5?

Posted: Sat Feb 08, 2014 18:38
by onpon4
Casimir wrote:So next version will be 0.4.10, not 0.5?
The dot is not a decimal point. Each of the three numbers is completely separate and represents a different level of change. I don't know Minetest's policy for what kinds of changes increment what numbers, but version 0.5.0 should not be expected until there is a change more significant than the updates we've seen to 0.4.x so far.

Posted: Sat Feb 08, 2014 18:41
by hoodedice
onpon4 wrote:
Casimir wrote:So next version will be 0.4.10, not 0.5?
The dot is not a decimal point. Each of the three numbers is completely separate and represents a different level of change. I don't know Minetest's policy for what kinds of changes increment what numbers, but version 0.5.0 (if it happens) should be expected to be significantly more different than the updates we've seen to 0.4.x so far.
I heard in the IRC that it will be when it breaks compatibility with everything.

AFAIK, celeron-55 said that 0.4.x is for modding API. So I think we'll switch to 0.5.x when it is complete.

Posted: Fri Feb 14, 2014 00:48
by Esteban
.

Posted: Fri Feb 14, 2014 01:11
by mauvebic
Inocudom wrote: We must not let the breaking of textures stop improvements.
I don't see how just adding capes is an improvement. Now, if we could use different player models and have some in-game facility for changing them like we do with skins, i'd call that an improvement :-)

Posted: Fri Feb 14, 2014 01:24
by philipbenr
mauvebic wrote:
Inocudom wrote: We must not let the breaking of textures stop improvements.
I don't see how just adding capes is an improvement. Now, if we could use different player models and have some in-game facility for changing them like we do with skins, i'd call that an improvement :-)
+1

Posted: Fri Feb 14, 2014 02:13
by Novacain
mauvebic wrote:
Inocudom wrote: We must not let the breaking of textures stop improvements.
I don't see how just adding capes is an improvement. Now, if we could use different player models and have some in-game facility for changing them like we do with skins, i'd call that an improvement :-)
+2

Posted: Sat Feb 15, 2014 15:17
by Rhys
I never knew my idea could go this far. ^_^ Great job!

Posted: Wed Feb 19, 2014 03:50
by Novacain
so, here is a question, what if you only want to make a partial cape? how will it behave then?

Posted: Fri Feb 28, 2014 01:35
by philipbenr
Novacain wrote:so, here is a question, what if you only want to make a partial cape? how will it behave then?
Look on the MT skin database: http://minetest.fensta.bplaced.net/ Take a look at some of the skins on page 3

Posted: Fri Feb 28, 2014 02:00
by Novacain
okay, that works better. however, I do think there could be a major improvement. for non-square capes, there are side pixels missing. could it be made so that for capes that aren't square, they still have the textures for the sides?

Posted: Sat Mar 01, 2014 22:20
by BlauerEisRegen
I think this looks good, but I also think that it is not important. More important woulb be for example adding new bioms or the possibilities to change the settings ingame!
Hope sombody like my ideas?

Posted: Sat Mar 01, 2014 22:40
by CraigyDavi
BlauerEisRegen wrote:I think this looks good, but I also think that it is not important. More important woulb be for example adding new bioms or the possibilities to change the settings ingame!
Hope sombody like my ideas?
In-game settings has been suggested but is yet to be merged into the game. - https://github.com/minetest/minetest/pull/546
Biomes would be cool but I think there is more focus on getting mapgen v7 done.