[mod] Multiskin [multiskin] [0.1.1]

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stu
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[mod] Multiskin [multiskin] [0.1.1]

by stu » Sun May 07, 2017 20:08

[mod] Multiskin [multiskin] [0.1.1]

Adds per-player support for version 1.8 minecraft skins.

Screenshot

Image

Mod Version: 0.1.1 - May 20, 2017

Minetest Version: 0.4.16

Depends: default

License: MIT

Download: version-0.1.1

Browse Code: github

On its own, this mod acts as a replacement for the out-dated player_textures mod by PilzAdam, individual player textures can be placed in the mod's textures directory and will be automatically assigned to a player by naming the texture file accordingly: `player_<player_name>.png`

This mod also supports the following skin-switching mods which can be used in conjunction with the multiskin default skins and chat commands.

[mod] Skins [skins] by Zeg9
[mod] Simple Skins [simple_skins] by TenPlus1
[mod] Unified Skins [u_skins] by SmallJoker
[mod] Wardrobe [wardrobe] by prestidigitator

Note that auto skin format detection is only available for these mods if the multiskin mod is listed in the `secure.trusted_mods` setting.

Configuration

You can set the default skin format by including the following settings in your minetest.conf, supported formats are 1.0 and 1.8
Code: Select all
multiskin_skin = <texture>
multiskin_format = <format>

Chat Commands

Requires `server` priv in multiplayer mode, no privs required in singleplayer.
Code: Select all
/multiskin format <player_name> <format>
/multiskin set <player_name> <texture>
/multiskin unset <player_name>
/multiskin help

Note this mod does not currently work with my 3d_armor mod, however a feature branch is available for testing.

I have pushed some updates already to my clothing mod to make it work with the new implementation along with support for sfinv, however, the clothing mod is much in need of improvement so there are likely to be further changes there.

Still very WIP, expect to find bugs, feedback and/or constructive criticism is always welcomed :)
Last edited by stu on Fri Jul 21, 2017 20:11, edited 13 times in total.
 

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Re: [mod] Multiskin [multiskin] [WIP]

by TumeniNodes » Sun May 07, 2017 20:13

Nice!
and, might I say, lookin pretty snappy there stu. You look like a defendant in the shot :D
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Re: [mod] Multiskin [multiskin] [WIP]

by GreenDimond » Mon May 08, 2017 18:47

By 1.8 I assume you mean 64x64 skins?
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Re: [mod] Multiskin [multiskin] [WIP]

by azekill_DIABLO » Tue May 09, 2017 10:53

I mean:

stu wrote:[mod] Multiskin [multiskin] [WIP]

Adds per-player support for version 1.8 minecraft skins.
 

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Re: [mod] Multiskin [multiskin] [WIP]

by stu » Wed May 10, 2017 20:38

GreenDimond wrote:By 1.8 I assume you mean 64x64 skins?

The MC 1.8 skins are typically 64x64px, however, so are version 1.9 skins which supports semi-transparency and 3px wide arms. I may include that format if minetest ever supports alpha channel for entities. From what I have seen, most skin websites are still predominantly the 1.8 format.

Thanks everyone for the encouraging comments, I have since made some minor bug-fixes and added a new feature branch to my 3d_armor repo if anyone feels like helping me test this, there is big potential for errors given the number of possible mod combinations this all claims to support :)
 

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Re: [mod] Multiskin [multiskin] [0.1.1]

by stu » Sat May 20, 2017 19:49

Mod Update: Version 0.1.1

I have now added auto-detection for skin format, however, this will only work for textures placed in the mod's own textures directory unless multiskin is listed in `secure.trusted_mods` as detecting the format of skins located elsewhere requires the use of a temporary insecure environment during the initialization phase.
 

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Re: [mod] Multiskin [multiskin] [0.1.1]

by theangelcaroll » Thu Jul 20, 2017 16:09

I like this mod, and it works, but I'm having a problem with my skin looking really out of focus.

Image

Do you know why or a way to fix this?
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Re: [mod] Multiskin [multiskin] [0.1.1]

by azekill_DIABLO » Thu Jul 20, 2017 16:21

hmm, it's a trilinear filter (disable it in settings tab menu) or you rezised the texture (change it to the good resolution.)
 

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Re: [mod] Multiskin [multiskin] [0.1.1]

by theangelcaroll » Thu Jul 20, 2017 17:08

azekill_DIABLO wrote:hmm, it's a trilinear filter (disable it in settings tab menu) or you rezised the texture (change it to the good resolution.)

THANK YOU!
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Re: [mod] Multiskin [multiskin] [0.1.1]

by Lone_Wolf » Fri Jul 21, 2017 02:49

I'm going to add this to my server as soon as you add support for 3d_armor!
 

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Re: [mod] Multiskin [multiskin] [0.1.1]

by stu » Fri Jul 21, 2017 18:54

Lone_Wolf wrote:I'm going to add this to my server as soon as you add support for 3d_armor!


You can always use the multiskin branch, I am looking for people to test this out on a public server so I can finally get it merged into master.
 

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Re: [mod] Multiskin [multiskin] [0.1.1]

by stu » Wed Jul 26, 2017 18:10

Minetest 0.5.0-dev compatible model now available here, exported with vertex normals and spilt edges, ready to work with 'advanced lighting' #6165
 

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Re: [mod] Multiskin [multiskin] [0.1.1]

by MangleFox70 » Sat Aug 19, 2017 15:52

Hey Stu,
We've got this running on the TPS servers but it doesn't seem the player textures replacement is working. We'd been using player_textures previously - so I turned that off, turned on multiskin and copied all the .png texture files into the multiskin/textures folder, but no success. Is there something I missed?

I can set the player texture manually (/multiskin set RobbieF player_RobbieF.png) but the automatic loading of the player texture based on player name is not working.

Server is 0.4.16-dev, client is 0.4.16.

By the way, if you're still looking for testers for 3d_armor multiskin, as you know we have been running that branch for a long time, happy to provide feedback.

*** UPDATE *** it seems to work intermittently... it'll work some logins and not the other. Also, if I manually set the skin (eg., /multiskin set playername player_playername.png) it works for that one player.

*** UPDATE 2 *** Looks like having had multiskin enabled previously alongside player_textures, it was just hanging out dormant, but added 'character.png' as the default skin for all players... so once player_textures was disabled, multiskin changed everyone to the default player skin even though a player_player.png file existed... so using sed I removed all the configurations from the player files and now it seems to work. This shows me the mod requires manually setting skins if the player has signed in before. That could be improved.

Thanks!

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Re: [mod] Multiskin [multiskin] [0.1.1]

by stu » Fri Sep 08, 2017 21:00

MangleFox70 wrote:Hey Stu,
We've got this running on the TPS servers but it doesn't seem the player textures replacement is working. We'd been using player_textures previously - so I turned that off, turned on multiskin and copied all the .png texture files into the multiskin/textures folder, but no success. Is there something I missed?

I can set the player texture manually (/multiskin set RobbieF player_RobbieF.png) but the automatic loading of the player texture based on player name is not working.

Server is 0.4.16-dev, client is 0.4.16.

By the way, if you're still looking for testers for 3d_armor multiskin, as you know we have been running that branch for a long time, happy to provide feedback.

*** UPDATE *** it seems to work intermittently... it'll work some logins and not the other. Also, if I manually set the skin (eg., /multiskin set playername player_playername.png) it works for that one player.

*** UPDATE 2 *** Looks like having had multiskin enabled previously alongside player_textures, it was just hanging out dormant, but added 'character.png' as the default skin for all players... so once player_textures was disabled, multiskin changed everyone to the default player skin even though a player_player.png file existed... so using sed I removed all the configurations from the player files and now it seems to work. This shows me the mod requires manually setting skins if the player has signed in before. That could be improved.

Thanks!

RobbieF / Cat5TV on Github


Sorry for the late reply, I somehow seem to have missed this post. Thank you for letting me know about this potential issue. I will see what I can do to improve that asap.
 

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Re: [mod] Multiskin [multiskin] [0.1.1]

by getinfonanyang » Sat Apr 14, 2018 08:02

Skins It's Good, but it just make minetest LAG (Android)
stu wrote:[mod] Multiskin [multiskin] [0.1.1]

Adds per-player support for version 1.8 minecraft skins.

Screenshot

Image

Mod Version: 0.1.1 - May 20, 2017

Minetest Version: 0.4.16

Depends: default

License: MIT

Download: version-0.1.1

Browse Code: github

On its own, this mod acts as a replacement for the out-dated player_textures mod by PilzAdam, individual player textures can be placed in the mod's textures directory and will be automatically assigned to a player by naming the texture file accordingly: `player_<player_name>.png`

This mod also supports the following skin-switching mods which can be used in conjunction with the multiskin default skins and chat commands.

[mod] Skins [skins] by Zeg9
[mod] Simple Skins [simple_skins] by TenPlus1
[mod] Unified Skins [u_skins] by SmallJoker
[mod] Wardrobe [wardrobe] by prestidigitator

Note that auto skin format detection is only available for these mods if the multiskin mod is listed in the `secure.trusted_mods` setting.

Configuration

You can set the default skin format by including the following settings in your minetest.conf, supported formats are 1.0 and 1.8
Code: Select all
multiskin_skin = <texture>
multiskin_format = <format>

Chat Commands

Requires `server` priv in multiplayer mode, no privs required in singleplayer.
Code: Select all
/multiskin format <player_name> <format>
/multiskin set <player_name> <texture>
/multiskin unset <player_name>
/multiskin help

Note this mod does not currently work with my 3d_armor mod, however a feature branch is available for testing.

I have pushed some updates already to my clothing mod to make it work with the new implementation along with support for sfinv, however, the clothing mod is much in need of improvement so there are likely to be further changes there.

Still very WIP, expect to find bugs, feedback and/or constructive criticism is always welcomed :)
 


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