[mod] nodebox_trees [nodebox_trees]

User avatar
burli
Member
 
Posts: 1641
Joined: Fri Apr 10, 2015 13:18

Re: [mod] nodebox_trees [nodebox_trees]

by burli » Tue Jan 10, 2017 14:56

I've downloaded the latest version and now the thunks are all black and I have an annoying flickering effect in the leaves
 

User avatar
TumeniNodes
Member
 
Posts: 2827
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Tue Jan 10, 2017 15:01

burli wrote:I've downloaded the latest version and now the thunks are all black and I have an annoying flickering effect in the leaves


I like the flickering effect. It looks like leaves quaking in a breeze :D
I've run into the black trunks as well (I just use mapfix) but I realize this is not the desired method of simply using a mod.
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Tue Jan 10, 2017 20:25

I can't seem to fix the flickering problem. The problem is that the leaves overlap when they are beside each other
 

User avatar
burli
Member
 
Posts: 1641
Joined: Fri Apr 10, 2015 13:18

Re: [mod] nodebox_trees [nodebox_trees]

by burli » Tue Jan 10, 2017 20:35

I know, two faces overlap at the exact same position.

Can't you add a little offset?
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Tue Jan 10, 2017 21:20

How though? There is already an offset on the model.
 

User avatar
toby109tt
Member
 
Posts: 648
Joined: Sun May 29, 2016 23:42
Location: Belgium menen
GitHub: tobyplowy
In-game: Toby109tt

Re: [mod] nodebox_trees [nodebox_trees]

by toby109tt » Tue Jan 17, 2017 17:06

Yes the texture flickering is a bit anoying but I dount think it's possible to fix :/
i'm the co-dev and lead artist of farlands
 

User avatar
TumeniNodes
Member
 
Posts: 2827
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Tue Jan 17, 2017 17:30

toby109tt wrote:Yes the texture flickering is a bit anoying but I dount think it's possible to fix :/


I guess I'm ca-raaazy... cus I like the flickering :P
although I do see where it could be seizure inducing... : /

Maybe if you try to reduce the size of the "X" in the model? That might reduce it somewhat.. Because I have noticed it is that protrusion which causes it, when two ends from different nodes are meeting/touching.
Or rather than reducing it's size, thicken the X a bit... being so thin may also be the cause because you are jumping from one side to the other of an extremely thin object, and the images/textures are reversed from one side to the other, giving it that animated effect
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Tue Jan 17, 2017 19:50

Reducing the size would defeat the purpose of having it.
The best solution I can think of could be to have the nodes with random offsets, but I don't know if that is possible.
 

User avatar
TumeniNodes
Member
 
Posts: 2827
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Tue Jan 17, 2017 19:56

D00Med wrote:Reducing the size would defeat the purpose of having it.
The best solution I can think of could be to have the nodes with random offsets, but I don't know if that is possible.

That's why I added an idea of possibly making it a bit thicker (just the X portion of the model) I did not look at the model yet but it appears to be a hybrid cube and plantlike X ?

You should be able to thicken that part.., I do believe it is the fact it is paper thin is creating this flickering for reasons I stated before.
Because I do agree, if you reduce it, it will completely remove the overall quality it produces for leaves
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Tue Jan 17, 2017 20:10

If the model gets thicker, then the nodes beside it will too, and then they will overlap anyway.
It's because the faces are overlapping, which would happen regardless of the thickness(the faces would still overlap)
 

User avatar
TumeniNodes
Member
 
Posts: 2827
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Tue Jan 17, 2017 20:32

D00Med wrote:If the model gets thicker, then the nodes beside it will too, and then they will overlap anyway.
It's because the faces are overlapping, which would happen regardless of the thickness(the faces would still overlap)

ahhhhh... I didn't think of that... hmmmmm

Well then, there's only one thing for it.... deny, deny, deny :D

"What's that flickering?"

"What flickering? 0_o

"Right there...., that flickering" (points to video)

"I don't see any flickering... are you feeling ok? you look a little peaked"
:P
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med
 

User avatar
Nathan.S
Member
 
Posts: 924
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [mod] nodebox_trees [nodebox_trees]

by Nathan.S » Wed Jan 18, 2017 05:14

I've not looked at the model but if it is an X shape, try rotating it a degree or two, it should move the faces out of each other.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Wed Jan 18, 2017 06:44

"try rotating it a degree or two" - yes it works! Thankyou! Now I just have to make new schematics to use the rotation.
Edit: *cough* nope, just my imagination and bad testing.
Edit edit: I fixed some flickering on the top and bottom faces
 

User avatar
Nathan.S
Member
 
Posts: 924
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [mod] nodebox_trees [nodebox_trees]

by Nathan.S » Wed Jan 18, 2017 15:00

Looking at the git repo I notice that you are using .b3d models, unless there is some animation you'd probably be better off using .obj as they are usually smaller files.

I've never used schematics, but I don't think you should need to change that after tweaking the rotation of a model that makes up a schematic. They are still the same nodes, just a little different visually.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Wed Jan 18, 2017 19:30

Ok then, I will use them instead, thanks for the tip.
The rotation doesn't work with the same angle for every node. I thought I could use "degrotate" as paramtype2 and make each node have different rotation, which would fix the flickering.
 

User avatar
Nathan.S
Member
 
Posts: 924
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [mod] nodebox_trees [nodebox_trees]

by Nathan.S » Thu Jan 19, 2017 00:44

I thought you meant rotating the file itself, not the degrotate. I'll try and take at this this weekend, I think it should be a simple solution, but what do I know.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
TumeniNodes
Member
 
Posts: 2827
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Thu Jan 19, 2017 01:24

D00Med wrote:The rotation doesn't work with the same angle for every node. I thought I could use "degrotate" as paramtype2 and make each node have different rotation, which would fix the flickering.


You gotta wiggle it....

wiggle it??

Yep..., just a little bit....

:D

<edit> Not sure if you already looked into this but, I'm sure this is not the first time someone has run into a similar issue with a model... so, have you tried searching around or asking on the Blender forums? or B3D forums, etc.?

As I have stated numerous times, I personally like this "feature bug" because it gives some life to the leaves... especially with the aspen leaves... because in real life, quaking aspen leaves (and some other tree's leaves) flicker with even the slightest breeze.
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Thu Jan 19, 2017 06:44

Nathan.S wrote:I thought you meant rotating the file itself, not the degrotate. I'll try and take at this this weekend, I think it should be a simple solution, but what do I know.

I hope you're not being sarcastic :S I did try to rotate the model.

@TumeniNodes: xD I've had the problem before, apparently it's just because the...computer(idk the technical term for exactly what), can't pick out which face to render.
 

User avatar
Nathan.S
Member
 
Posts: 924
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [mod] nodebox_trees [nodebox_trees]

by Nathan.S » Sat Jan 21, 2017 17:14

I made a pull request that adds some rotation to all three axis of the leaves model, and as far as I could tell removed all flickering. FPS on my laptop maybe went up one or two with the changes to the model, removed two faces on it, as they were nearly duplicates of the existing faces. It's actually possible that those faces may have been causing the flickering, didn't really check that out at all. Feel free look at the changes I made in the model and just merge bits and pieces if you want.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sat Jan 21, 2017 20:16

Thanks, it does improve it somewhat.
There is still flickering though :/
 

User avatar
TheReaperKing
Member
 
Posts: 531
Joined: Sun Nov 22, 2015 21:36

Re: [mod] nodebox_trees [nodebox_trees]

by TheReaperKing » Sat Jan 21, 2017 22:05

Just a heads up I think this mod works quite nicely with the fungi mod :)
viewtopic.php?f=9&t=16345
Resources on happiness and life management - http://MikesHappyPlace.com
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com
Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com
Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

User avatar
azekill_DIABLO
Member
 
Posts: 7489
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
D00Med
Member
 
Posts: 942
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] nodebox_trees [nodebox_trees]

by D00Med » Sun Jan 22, 2017 20:04

azekill_DIABLO wrote:i don't care lag i have a geforce 750 GTi . and a big ego.

lol, such a feeling of invincibility xD
 

User avatar
TumeniNodes
Member
 
Posts: 2827
Joined: Fri Feb 26, 2016 19:49
Location: in the dark recesses of the mind
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes

Re: [mod] nodebox_trees [nodebox_trees]

by TumeniNodes » Sun Jan 22, 2017 20:36

azekill_DIABLO wrote:i don't care lag i have a geforce 750 GTi . and a big ego.

DINKLEBURG!!!!!!
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
 

PreviousNext

Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 5 guests