I usedmauvebic wrote:Are those nodeboxes or angled nodes? really cool :-)
Code: Select all
drawtype = "flowingliquid"
I usedmauvebic wrote:Are those nodeboxes or angled nodes? really cool :-)
Code: Select all
drawtype = "flowingliquid"
Interesting, is the code posted anywhere?Mossmanikin wrote:but the nodes don't spread like water or lava.Code: Select all
drawtype = "flowingliquid"
Not yet, since it's not organized at all.mauvebic wrote:Interesting, is the code posted anywhere?
Code: Select all
minetest.register_node("dunes:desert_sand", {
description = "Desert Sand",
drawtype = "flowingliquid",
liquidtype = "flowing",
liquid_alternative_flowing = "group:liquid",
liquid_alternative_source = "default:desert_sand",
paramtype = "light",
walkable = false,
inventory_image = minetest.inventorycube("default_desert_sand.png"),
tiles = {"default_desert_sand.png"},
special_tiles = {image="default_desert_sand.png"},
groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1},
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2},
},
drop = 'default:desert_sand',
sounds = default.node_sound_sand_defaults(),
})
Thanks ill have to try that with grass :-)Mossmanikin wrote:Not yet, since it's not organized at all.mauvebic wrote:Interesting, is the code posted anywhere?
But here's an example:Code: Select all
minetest.register_node("dunes:desert_sand", { description = "Desert Sand", drawtype = "flowingliquid", liquidtype = "flowing", liquid_alternative_flowing = "group:liquid", liquid_alternative_source = "default:desert_sand", paramtype = "light", walkable = false, inventory_image = minetest.inventorycube("default_desert_sand.png"), tiles = {"default_desert_sand.png"}, special_tiles = {image="default_desert_sand.png"}, groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1}, selection_box = { type = "fixed", fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2}, }, drop = 'default:desert_sand', sounds = default.node_sound_sand_defaults(), })
Are you working on something that imports images into Minetest by replacing pixels with blocks?
Yup: viewtopic.php?pid=103026#p103026Inocudom wrote:Are you working on something that imports images into Minetest by replacing pixels with blocks?
You would not belive how stupid i feel right now…Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
You don't need to feel stupid, I also didn't know thatIqualfragile wrote:You would not belive how stupid i feel right now…Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
This should be taught more often on servers.webdesigner97 wrote:You don't need to feel stupid, I also didn't know thatIqualfragile wrote:You would not belive how stupid i feel right now…Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.
please disable bi/trilinear filtering for low resolution texture packs, it just looks wrongglenalec wrote:And an underground swimming pool with water piped down from the surface and lava-under-obsidian-glass heating of the spa end (the copper block is for thermal transfer!) :-)
http://www.glenalec.net/mt/Snapshot04.jpg
Most cities have a motorway/highway; from which main streets branch off; from which side streets branch off; from which back alleys branch off...MirceaKitsune wrote:Calculating and adding streets would be crazy and require pretty difficult formulas. But I'm thinking about it still. Not sure when / if it will happen.Hybrid Dog wrote:Could you add streets?
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