3D meshes for players and creatures [Models are now upstream!]

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MirceaKitsune
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by MirceaKitsune » Tue Nov 27, 2012 23:38

Wielded items are planned and should be fully possible with the current lua api. We just need to maintain one lua entity as the wielded item for each player (spawned when the player joins and removed when the player unjoins), have it copy the visuals of the item that player is holding, and have it attached to the tip of the right arm.
 

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by lord_james » Wed Nov 28, 2012 00:04

I'm sorry. I didn't explain so good. It could be possible create a 3d mesh for a wieded item? For example, a 3d brick or a 3d gun.
 

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by Josh » Wed Nov 28, 2012 02:03

Melkor wrote:
Josh wrote:Now that we have 3d players, let's create 3d Oerkii's and Dungeon Master's that walk :)


hey! i made an Oerkii and a DM some time ago, it still need to be texturized!

here: http://minetest.net/forum/viewtopic.php?pid=19952#p19952


That's what i was thinking about. If we texturize them, then we can make them walk like a 3d player!
 

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by leo_rockway » Wed Nov 28, 2012 02:26

Josh wrote:
Melkor wrote:
Josh wrote:Now that we have 3d players, let's create 3d Oerkii's and Dungeon Master's that walk :)


hey! i made an Oerkii and a DM some time ago, it still need to be texturized!

here: http://minetest.net/forum/viewtopic.php?pid=19952#p19952


That's what i was thinking about. If we texturize them, then we can make them walk like a 3d player!


I like how the Oerkii seemed to glide or hover. I wouldn't even give it a walking animation o.o Kind of like a ghost.
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by MirceaKitsune » Wed Nov 28, 2012 10:14

lord_james wrote:I'm sorry. I didn't explain so good. It could be possible create a 3d mesh for a wieded item? For example, a 3d brick or a 3d gun.


Ah. That I don't know for sure, but I think not. Models are for players and lua entities, so unless a wield item can be set to "mesh" drawtype instead of "wielditem" then no. But that shouldn't be too hard to adapt to the current code I believe.
 

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by Ragnar » Wed Nov 28, 2012 10:16

wait, does that mean, that you are making another 3D player?
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by MirceaKitsune » Wed Nov 28, 2012 16:09

Ragnar wrote:wait, does that mean, that you are making another 3D player?
AWESOME :D


Not me. Might make some other models for personal use, but later. I think the big concern is 3D animals / mobs for now, but I doubt I'll be diving into that myself (Blender is easy to use and the maker of the Mob Framework knows best what's needed).
 

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by babe223 » Thu Nov 29, 2012 14:20

would be interesting if we could see our characters, as in minecraft
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by Mito551 » Fri Nov 30, 2012 20:15

excuse me, but i've ran into a problem with trying to get models to my dwarves game. what should i do to add model-stuff into a game?

what mods can block the loading?
Last edited by Mito551 on Fri Nov 30, 2012 20:27, edited 1 time in total.
 

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by MirceaKitsune » Sat Dec 01, 2012 00:04

babe223 wrote:would be interesting if we could see our characters, as in minecraft


Could be done with some code changes I think. A character editor menu will be needed at some point... it would be nice if the player's appearance could be shown there too. Also, we need a way to toggle between third person and first person views later on.

Mito551 wrote:excuse me, but i've ran into a problem with trying to get models to my dwarves game. what should i do to add model-stuff into a game?

what mods can block the loading?


Make a rigged model in Blender, animate it in the timeline, and export it to the x format (enable the DirectX mesh exported in preferences -> addons first). Then in the lua script, set the entity's object properties mesh="filename.x" and visual = "mesh". See the player.lua script for the whole thing and how to change animations.
 

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by sdzen » Sat Dec 01, 2012 00:20

3rd person perspective is possible its a matter of changing the position of the camera scene node and drawing the player on the clients screen. IIRC editing the position of the camera node is simple although I am not quite sure about drawing the player.
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by Mito551 » Sat Dec 01, 2012 06:36

MirceaKitsune wrote:
babe223 wrote:would be interesting if we could see our characters, as in minecraft


Could be done with some code changes I think. A character editor menu will be needed at some point... it would be nice if the player's appearance could be shown there too. Also, we need a way to toggle between third person and first person views later on.

Mito551 wrote:excuse me, but i've ran into a problem with trying to get models to my dwarves game. what should i do to add model-stuff into a game?

what mods can block the loading?


Make a rigged model in Blender, animate it in the timeline, and export it to the x format (enable the DirectX mesh exported in preferences -> addons first). Then in the lua script, set the entity's object properties mesh="filename.x" and visual = "mesh". See the player.lua script for the whole thing and how to change animations.


no-no-no, you misunderstood me. i'm trying to get your model, your script into my game.

nevermind i figured it out :)
Last edited by Mito551 on Sat Dec 01, 2012 07:34, edited 1 time in total.
 

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MirceaKitsune
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by MirceaKitsune » Sat Dec 01, 2012 11:12

Mito551 wrote:no-no-no, you misunderstood me. i'm trying to get your model, your script into my game.

nevermind i figured it out :)


Oh... just copy the models folder and player.lua script from minetest_game in the same position for your game. I think you need to reference player.lua in init.lua too and that's all. Glad it works :)
 

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by streondj » Wed Dec 05, 2012 08:30

hey, I was just thinking that if we used a programmable model generator like POV-Ray then user could easily customize colors, and their set of characters could be generated, would also allow for things like clothes to be relatively easy to implement, by tweaking the generator program.
Last edited by streondj on Wed Dec 05, 2012 08:31, edited 1 time in total.
 

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by kotolegokot » Fri Feb 22, 2013 09:16

Why textures are blurry?
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by MirceaKitsune » Fri Feb 22, 2013 10:15

kotolegokot wrote:Why textures are blurry?


Are you talking about the texture files themselves, or only in-game? If only in game, you probably enabled texture filtering and mip-mapping.
 

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