Id like to have a texture pack with a free license (as in CC BY-SA, CC0 or WTFPL) that looks similiar to the default pack of Minecraft. It should definetly be 16x16.windmere33 wrote:I might be converting Traditional Bueaty soon, you could use that when I convert it.
[Game] MiniTest
Traditional Beauty is 64*64PilzAdam wrote:Id like to have a texture pack with a free license (as in CC BY-SA, CC0 or WTFPL) that looks similiar to the default pack of Minecraft. It should definetly be 16x16.windmere33 wrote:I might be converting Traditional Bueaty soon, you could use that when I convert it.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
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But it's not CC LICENSED.jojoa1997 wrote:Traditional Beauty is 64*64PilzAdam wrote:Id like to have a texture pack with a free license (as in CC BY-SA, CC0 or WTFPL) that looks similiar to the default pack of Minecraft. It should definetly be 16x16.windmere33 wrote:I might be converting Traditional Bueaty soon, you could use that when I convert it.
Why not the almost MC texture pack, I see you used it then reverted your commit?PilzAdam wrote:Id like to have a texture pack with a free license (as in CC BY-SA, CC0 or WTFPL) that looks similiar to the default pack of Minecraft. It should definetly be 16x16.windmere33 wrote:I might be converting Traditional Bueaty soon, you could use that when I convert it.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
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Its rather old and a lot of things (like the new picks) are missing, and Im too lazy to update it.Zeg9 wrote:Why not the almost MC texture pack, I see you used it then reverted your commit?PilzAdam wrote:Id like to have a texture pack with a free license (as in CC BY-SA, CC0 or WTFPL) that looks similiar to the default pack of Minecraft. It should definetly be 16x16.windmere33 wrote:I might be converting Traditional Bueaty soon, you could use that when I convert it.
Maybe someone else can do this?
General notice: I will develop this game further in the next few days and will proabably not post every update here, so check the commit log of github for updates.
I made them myself but they are just like the default minecraft pack.
Edit: I am not sure if making something by hand that is just like something else would make them free but i did make them and they do have messups a couple pixels here and there.
Edit: I am not sure if making something by hand that is just like something else would make them free but i did make them and they do have messups a couple pixels here and there.
Last edited by jojoa1997 on Thu May 23, 2013 11:13, edited 1 time in total.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
I made that this morning, but it doesn't look as good as I thought...
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
If it's exactly the same shape (like if you copied using a layer) I guess they aren't free...jojoa1997 wrote:I made them myself but they are just like the default minecraft pack.
Edit: I am not sure if making something by hand that is just like something else would make them free but i did make them and they do have messups a couple pixels here and there.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
No i painted it pixel by pixel from pics i saw
Zeg9 wrote:If it's exactly the same shape (like if you copied using a layer) I guess they aren't free...jojoa1997 wrote:I made them myself but they are just like the default minecraft pack.
Edit: I am not sure if making something by hand that is just like something else would make them free but i did make them and they do have messups a couple pixels here and there.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
I just checked the diamond pick in your minitest (v1.5) is exactly the same as the one from minecraft...
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
A few screenshots
First one is a bit outdated for sand and sandstone.
Done yet:
- Grass and dirt
- Stone and cobble
- Sand and sandstone
https://github.com/PilzAdam/MiniTest/pull/6
Last edited by Zeg9 on Fri May 24, 2013 11:10, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
See also the MT-Faithful texture pack (work in progress).
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Awesome! Added.Zeg9 wrote:A few screenshots
First one is a bit outdated for sand and sandstone.
Done yet:
- Grass and dirt
- Stone and cobble
- Sand and sandstone
https://github.com/PilzAdam/MiniTest/pull/6
I found bag with doublechest.
And fixed it
And fixed it
Code: Select all
local function hacky_swap_node(pos,name,param2)
local node = minetest.env:get_node(pos)
local meta = minetest.env:get_meta(pos)
if node.name == name then
return
end
node.name = name
local meta0 = meta:to_table()
minetest.env:set_node(pos,{name=name,param2=param2})
^rotate added
meta = minetest.env:get_meta(pos)
meta:from_table(meta0)
end
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Ehm, I dont know where you got that version of hacky_swap_node(), but the one in MiniTest and minetest_game keep param2: https://github.com/PilzAdam/MiniTest/bl ... s.lua#L595Pavel_S wrote:I found bag with doublechest.
And fixed itCode: Select all
local function hacky_swap_node(pos,name,param2) local node = minetest.env:get_node(pos) local meta = minetest.env:get_meta(pos) if node.name == name then return end node.name = name local meta0 = meta:to_table() minetest.env:set_node(pos,{name=name,param2=param2}) ^rotate added meta = minetest.env:get_meta(pos) meta:from_table(meta0) end
I meant on local copy. Also minecraft doesn't have a locked chest. Is there a way I can transfer the meta data of the chest when the alias occurs?PilzAdam wrote:What are you talking about?jojoa1997 wrote:I got rid of the locked chests for shared chests. You might want to switch all items into a regular chest before I update. 2 weeks left till I can.
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
I changed hacky_swap_node().PilzAdam wrote: Ehm, I dont know where you got that version of hacky_swap_node(), but the one in MiniTest and minetest_game keep param2: https://github.com/PilzAdam/MiniTest/bl ... s.lua#L595
Becouse of neighbor chest do not rotate.
See in screenshot.
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Ah, now I get it. Pushed a slightly changed fix.Pavel_S wrote:I changed hacky_swap_node().PilzAdam wrote: Ehm, I dont know where you got that version of hacky_swap_node(), but the one in MiniTest and minetest_game keep param2: https://github.com/PilzAdam/MiniTest/bl ... s.lua#L595
Becouse of neighbor chest do not rotate.
See in screenshot.
A little suggestion, since I saw you didn't want to be able to place nodes above y=256:
Moreover, I made some changes to mesecons so that effector are only updated on serverstep. Would you like to use it for a redstone mod?
Code: Select all
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if pos.y>256 then
minetest.env:set_node(pos, oldnode)
return true
end
end)
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Nice, added.Nore wrote:A little suggestion, since I saw you didn't want to be able to place nodes above y=256:Moreover, I made some changes to mesecons so that effector are only updated on serverstep. Would you like to use it for a redstone mod?Code: Select all
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) if pos.y>256 then minetest.env:set_node(pos, oldnode) return true end end)
Id like to wait a bit with the redstone, its just such a huge thing.
I would like to see it. Since i already made redstone it would be easier to integrate it in.Nore wrote:A little suggestion, since I saw you didn't want to be able to place nodes above y=256:Moreover, I made some changes to mesecons so that effector are only updated on serverstep. Would you like to use it for a redstone mod?Code: Select all
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) if pos.y>256 then minetest.env:set_node(pos, oldnode) return true end end)
Coding;
1X coding
3X debugging
12X tweaking to be just right
1X coding
3X debugging
12X tweaking to be just right
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