[WIP][building_elements] Building Elements

ShadMOrdre
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[WIP][building_elements] Building Elements

by ShadMOrdre » Wed Jan 04, 2017 23:16

BUILDING ELEMENTS ** Updated 2017-01-17 **

version 0.0.5

This mod is intended as a more advanced replacement for fences, walls, stairs, slabs, and any other nodebox shaped nodes. Some of the included shapes are static node shapes, while others are xconnected, like the default walls and fences.

NEW FEATURES:
Doors, both solid and windowed versions
Fence gates, both solid and rail type
Updated selection and collision boxes for many nodes, improving performance.
Supports all default stone, wood, metal, and glass types.
Connected Tree nodes

It began with code from default minetest_game:walls and doors and the awesome columnia mod, thus credit to those creators/maintainers. Now, most of the code is suficiently hacked that I can begin to take some credit.

Shapes that are included are columns, beams, pillars, fences, various walls (with and without center pillar), stairs, slabs, and some specialties. Supported nodes are the default stone types, wood, and glass.

Rather that flood user inventory with a shape for each type of node, the shapes themselves are in inventory, but the actual items would have to be crafted.

To use, craft pencil:
xxx default:stick xxx
xxx default:coal_lump xxx
xxx xxx xxx

Use pencil and default:paper to craft blueprint:
default:paper default:paper default:paper
default:paper building_elements:pencil default:paper
default:paper default:paper default:paper

Blueprint pages are then laid into craft grid for the various shapes. Due to future plans, and incomplete crafts, rather than provide individual craft recipes for all shapes here, just play with the blueprint pages in the craft grid.

/giveme building_elements:(node_name) also works.

Actual node blocks are then crafted using a shape node and the node type desired: (See screenshots below)
xxx xxx xxx
xxx shape node xxx
xxx xxx xxx

Screenshots ... or it didn't happen.
Image
Image
Image
Image
Image

Goals:
Github - IN PROGRESS
More shapes - Furniture, Religious symbols
Standard sizes of full, half, and quarter height and width of shapes for which this would benefit
Rewrite:
1. To be able to provide the shapes to any node. Currently, supported nodes must be defined at end of init.lua.
2. To include support for "standard" libs: intllib, help
Include support for moreblocks, darkage, ethereal, and maybe caverealms. After playing with the shapes, I think that most nodes should be able to use these shapes, thus the goal above.

Licenses are as follows:
Code is LGPL2.1
Graphics are CC BY-SA 3.0

My ultimate goal is to get this included with default minetest_game as replacement for stairs, walls, slabs, and fences.
Attachments
building_elements_v0_0_5.zip
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screenshot_20170104_145157.png
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screenshot_20170104_144846.png
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Last edited by ShadMOrdre on Wed Jan 18, 2017 05:10, edited 2 times in total.
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

ShadMOrdre
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Re: [WIP][building_elements] Building Elements

by ShadMOrdre » Sat Jan 14, 2017 00:19

Sorry for the bump.

NEW VERSION.

Doors and fence gates that are aligned in the center of the node, with both left and right versions of each.

Fences that can be crafted from two materials.
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

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TheReaperKing
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Re: [WIP][building_elements] Building Elements

by TheReaperKing » Wed Jan 18, 2017 02:17

This seems interesting, I'll have to test it out. What license is that? Is it supposed to be CC0 version 3?
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yzelast
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Re: [WIP][building_elements] Building Elements

by yzelast » Wed Jan 18, 2017 02:44

That tree on the picture interested me a lot...sadly my laptop would suffer to run this nodeboxes the way i thinked, but
nice mod.
G84mU6AQ9dKaNhxn6dq8P5C0y5r8NssE
 

ShadMOrdre
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Re: [WIP][building_elements] Building Elements

by ShadMOrdre » Wed Jan 18, 2017 05:07

Thank you both for the encouragement. :)

@TheReaperKing,

The code license is LGPL2.1, due to code from Minetest Game.
Graphics license is CC BY-SA 3.0.

I'll update the topic post with this also. Thanks for getting me to get this task done. :)

@yzelast

I created those nodes with the intention of combining your growing Real Trees with Wuzzy's L-Tree generator, to maybe create truly random trees. But, as you point out, this might get processor intensive.

I too suffer from low powered laptops. A core-duo lubuntu laptop, that runs minetest with the nodes better than my slightly better single-core 64bit AMD Athlon II Neo set top. I do have a server, but I make sure the mod works well running on the low powered laptops.
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

ShadMOrdre
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Re: [WIP][building_elements] Building Elements

by ShadMOrdre » Thu Feb 23, 2017 23:24

THIS MOD HAS BEEN SUPERCEDED BY THE FOLLOWING:

lib_node_shapes

Moderators, please move this thread to Old Mods section.

Thank you.
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

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azekill_DIABLO
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Re: [WIP][building_elements] Building Elements

by azekill_DIABLO » Fri Feb 24, 2017 11:57

yzelast wrote:That tree on the picture interested me a lot...sadly my laptop would suffer to run this nodeboxes the way i thinked, but
nice mod.
New 4.15 version seem faster than 4.14, and trees are not that numerous... you should even try, even with low graphic settings!
 


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