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Re: [WIP][Mod]Facade[facade]

PostPosted: Fri Aug 18, 2017 14:38
by TumeniNodes
Notice: paramtype2 = facedir was re-added to column, and bannister corner nodes, to support the screwdriver mod.

ahh, ok Azekill, now I understand what you were asking.

"But, does it screwdriver?"
Image

heh, sorry Napiophelios. Now I remember why paramtype2 was needed for column corners :P

Re: [WIP][Mod]Facade[facade]

PostPosted: Fri Aug 18, 2017 15:19
by azekill_DIABLO
no, i was mor asking like a kind of round pillar which would be a bit bigger than a block which should look like a junction :)

Re: [WIP][Mod]Facade[facade]

PostPosted: Fri Aug 18, 2017 19:26
by TumeniNodes
oh..., well then I have no idea what you mean (visually), or if it sounds like something I feel would fit well into the style.

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Aug 19, 2017 10:31
by azekill_DIABLO
I'm so good at explaining, things, it's my hidden talent :D

i did a draw (a bad one) the middle node is my concept and the top and bottom ones are the regular pillars
Image

i also now realize that the resolution is ultra small so ctrl+

Re: [WIP][Mod]Facade[facade]

PostPosted: Fri Jan 12, 2018 05:31
by rgspro
This mod is great! I cannot believe I have not found it until now!

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Jan 13, 2018 02:23
by TumeniNodes
Thanks, glad you like it

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Jan 13, 2018 14:02
by Gundul
These nodes look very very nice. As far as I can see your mod works only
for people with creative priv so far.

Do you have plans to add recipes or add a machine like in other mods ?
(for example mydeck, mymillwork etc)


If you agree I will try to add a technic machine to carve your nodes out of
stones.


Gundul

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Jan 13, 2018 18:30
by TumeniNodes
Gundul wrote:These nodes look very very nice. As far as I can see your mod works only
for people with creative priv so far.

Do you have plans to add recipes or add a machine like in other mods ?
(for example mydeck, mymillwork etc)


If you agree I will try to add a technic machine to carve your nodes out of
stones.


Gundul


Thank you for the compliment.
And yes, unfortunately for some, I am strictly a "creative" user. For this reason, most of my mods (maybe all) do not carry any crafting/recipe code, though I am always open to anyone who wishes to add those options..

It would be far more useful, for someone to create a crafting/machine mod which can pull in nodes from any other mod (such as this one).

but, I think there could be a way to add support for one of these two (which would make more sense), and keep it more a hand-craft, than an industrialized one using something like technic.
MyMasonHammer : viewtopic.php?t=13484
MyChisel : viewtopic.php?t=13104

I like things along that idea more and besides, I love Don's mods

Re: [WIP][Mod]Facade[facade]

PostPosted: Sun Jan 14, 2018 07:37
by Gundul
TumeniNodes wrote:
It would be far more useful, for someone to create a crafting/machine mod which can pull in nodes from any other mod (such as this one).

but, I think there could be a way to add support for one of these two (which would make more sense), and keep it more a hand-craft, than an industrialized one using something like technic.
MyChisel : viewtopic.php?t=13104

I like things along that idea more and besides, I love Don's mods


That is a good idea with the crafting/machine api which would make it possible to add nodes from other mods like this one. Unfortunately, I guess my programming skills are not good enough for this :)

MyChisel would be a good tool for handcraft, better than the hammer which is more used for climbing purposes.
I will look into it, if it is possible for me to add your nodes to the chisel. For technic lovers like on my server I will
make the tool rechargable like drills, lasers and so on.

Re: [WIP][Mod]Facade[facade]

PostPosted: Sun Jan 21, 2018 14:37
by TumeniNodes
Update:

Gundul has added support for this mod, to his fork of Don's MyChisel mod.
This adds availability when creative is disabled. It's really nice, check it out. viewtopic.php?f=9&t=19479

For those who are happy about this, don't forget to send a "thank you" to Gundul.

I will be putting a "lite" version together soon, which uses basic nodes (no heavy node boxes) for those who need to be cautious to conserve FPS, which is most often servers.

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Dec 22, 2018 05:58
by TumeniNodes
Update:

Added three(3) new nodes to the mod.
I just named them after the person who used a Jedi mind trick to put the idea into my head "rgspro".
(evidence of use of Jedi mind trick https://youtu.be/xOIxZ9psfmk?t=246)
That and I'm not in a crafty enough mood to figure another name.

I may add a shadow overlay so the cuts show better from all angles, not sure yet.

New Nodes:
rgspro
rgspro inner corner
rgspro outer corner

They look like so:
Image

I will most likely not add code to make placement easier or more intuitive, it's not that hard you can figure it out..., you want fancy, you gotta work for it ; )
(I will of course probably add more intuitive placement at some point, just not right now)

Also just added corner bricks.
Image
I do realize "clay brick" poses an issue, and I will figure out a fix for that later

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Dec 22, 2018 13:35
by voxelproof
TumeniNodes wrote:
Added three(3) new nodes to the mod
...


Thx, good job. It makes making architecturally believable models much easier and adds a whole new range of architectural styles to the scope of the mod's potential.

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Dec 22, 2018 13:55
by voxelproof
As your mod has important role in aesthetical stratum of my project I think it's proper to express my appreciation of your work by posting these screenshots depicting present state of progress. As you can see, it's strongly inspired by Empire State Building (which I've chosen because of my personal experiences and, well, 'adventures' there in NYC), however with intention of making it even better looking than the actual structure ;)

Image

Image

Of course Facade's role is mainly decorative one and some other mods providing different shapes of nodes are being frequently applied during the construction work, to say nothing of the World Edit which is the main tool making this crazy endeavour possibble.

Re: [WIP][Mod]Facade[facade]

PostPosted: Sat Dec 22, 2018 15:59
by TumeniNodes
That looks awesome (awesome being an understatement) I think we have similar tastes.
I love building in both art-deco and art-nouveau style periods.

Eventually, I will have everything the specific way I want them, (mods, textures, mapgen) and I will be able to start building the world I have been planning.
It's gonna be UGE...

I'm glad you like the mod and obviously put it to very good use.

Re: [WIP][Mod]Facade[facade]

PostPosted: Sun Dec 23, 2018 19:01
by TumeniNodes
Minor Update

Made some adjustments to the rgspro nodeboxes

Re: [WIP][Mod]Facade[facade]

PostPosted: Mon Dec 24, 2018 10:14
by Gundul
Thanks for the new nodes. Like them as I do the whole others, too :)

Only stone_corners look not nice when using clay or bakedclay. Also you
forgot to change number of chisel programms from 10 to 14.
I fixed that so i can use it on my two servers before christmas.

Github pull request is made if you are interested.


Gundul

Re: [WIP][Mod]Facade[facade]

PostPosted: Mon Dec 24, 2018 18:40
by TumeniNodes
Gundul wrote:Thanks for the new nodes. Like them as I do the whole others, too :)

Only stone_corners look not nice when using clay or bakedclay. Also you
forgot to change number of chisel programms from 10 to 14.
I fixed that so i can use it on my two servers before christmas.

Github pull request is made if you are interested.


Gundul


Yes, I took a quick glimpse at it last night and will test it today.
I knew about the clay issue and planned to fix it so I will test to see what you did, and sorry about the chisel update, I did overlook that.
And I have to admit I did not check the supported mods (baked clay and quartz)

I did, however fix the nodeboxes and I see you made a change to them as well so I want to look at that, I may have pushed my fix as you were working on yours there.
I imagine your PR is all good, and if so should be merged by tonight
Thank you

Re: [WIP][Mod]Facade[facade]

PostPosted: Tue Dec 25, 2018 12:42
by Gundul
TumeniNodes wrote:I did, however fix the nodeboxes and I see you made a change to them as well so I want to look at that, I may have pushed my fix as you were working on yours there.

I did not change your nodeboxes :) All nice.
I only commited your latest changes to the fork I made before.

Re: [WIP][Mod]Facade[facade]

PostPosted: Tue Dec 25, 2018 16:08
by TumeniNodes
Yes, that was my mistake, sorry.
I had changed the nodeboxes again, probably about the same time you put your PR up.
I still suffer from gitlexia now and then
I just readjusted them again after I merged your PR :) All is good, thank you again

Re: [WIP][Mod]Facade[facade]

PostPosted: Mon Jan 07, 2019 21:58
by Sokomine
I usually hope to see good mods appear on servers so that I can build with them. I'm not quite sure with this mod. It might be *too* tempting :) It has so many nice details that offer whole new options! But it'd also take a considerable amount of time to produce such a good building. Still...extremly tempting to play with it!

Re: [WIP][Mod]Facade[facade]

PostPosted: Mon Jan 07, 2019 22:23
by TumeniNodes
Me pushes facade blocks closer to Sokomine to increase the temptation..

Re: [WIP][Mod]Facade[facade]

PostPosted: Wed Jun 12, 2019 07:35
by h-v-smacker
Hi!

I have made a machine to make the shapes from facade mod. It is similar to CNC from technic, table saw from moreblocks, or mill from mymillwork. It uses buttons to select the shapes, and the buttons are updated to reflect the material the user puts in (defaults to stone when nothing is in source inventory).

Image

The formspec is a bit skewed and half-empty, but that's because you haven't many shapes so far, and I tried to group the existing ones by rows: first row is large blocky shapes, then two rows of "cornice" blocks (straight, inner corner, outer corner) and then a row for shapes that are not defined for every material (so far only corner bricks are there).

That leaves plenty of free space to add new shapes without having to redo the whole formspec layout. I also tried to make adding new shapes easy (hopefully, the code speaks for itself). So the overall number of blocks can be more than doubled before revision of the formspec would be required.

I made a PR for your github repo.

Image

Re: [WIP][Mod]Facade[facade]

PostPosted: Wed Jun 12, 2019 07:50
by voxelproof
h-v-smacker wrote:Hi!

I have made a machine to make the shapes from facade mod.


Very interesting. It adds a lot of flexibility to the facade mod which already proved to be very useful in my EVB project.

Re: [WIP][Mod]Facade[facade]

PostPosted: Wed Jun 12, 2019 07:59
by h-v-smacker
voxelproof wrote:
h-v-smacker wrote:Hi!

I have made a machine to make the shapes from facade mod.


Very interesting. It adds a lot of flexibility to the facade mod which already proved to be very useful in my EVB project.


It doesn't add any shapes though. Just a way for survival players to get the shapes that already are in the mod, and also a balancing mechanism (where you can change the output-per-input-block ratio for smaller shapes, of which one block could easily produce two or three).

Re: [WIP][Mod]Facade[facade]

PostPosted: Wed Jun 12, 2019 14:24
by voxelproof
h-v-smacker wrote:
voxelproof wrote:
h-v-smacker wrote:Hi!

I have made a machine to make the shapes from facade mod.


Very interesting. It adds a lot of flexibility to the facade mod which already proved to be very useful in my EVB project.


It doesn't add any shapes though. Just a way for survival players to get the shapes that already are in the mod, and also a balancing mechanism (where you can change the output-per-input-block ratio for smaller shapes, of which one block could easily produce two or three).


Oh, now I see. It makes the mod more 'game-like' so to speak by extending (or rather creating) gameplay mechanics. And as I understand it's use isn't confined to the default nodes only, am I right? Anyhow, I'll have to check it by myself (when it's hopefully released :)) how it works. Thanks :)