Notes:
Source code's license: LGPLv2.1
Textures' license: CC-BY-SA 3.0
Dependencies: default module (found in minetest_game)
This module is no longer available.
plantlike_rooted not the best fix for this I rather have my bloks be actual blocks and not fakesparamat wrote:In latest dev version we now have a new drawtype "plantlike_rooted" that passes through water without creating air bubbles, so next version use that method instead.
paramat wrote:In latest dev version we now have a new drawtype "plantlike_rooted" that passes through water without creating air bubbles, so next version use that method instead.
Napiophelios wrote:So how do we use "plantlike_rooted" drawtype?
The provided doc only mentions it as a drawtype,
but no examples of how to use it.
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Thanks :)TenPlus1 wrote:Napio: when making tiles you gotta assign the first 6 textures to default_sand.png for the bottom block and the next texture for the coral plant :)
Code: Select all
tiles = {
"default_sand.png",
"default_sand.png",
"default_sand.png",
"default_sand.png",
"default_sand.png",
"default_sand.png"
},
special_tiles = {"fishing_coral4.png"},
Thanks for the hint, I've made a new version for Minetest 0.5.0-dev using that drawtype.paramat wrote:In latest dev version we now have a new drawtype "plantlike_rooted" that passes through water without creating air bubbles, so next version use that method instead.
Well yes I Know but there must be a way especially if you have the power to edit the engineparamat wrote:toby109tt there's no other way, it's this method or nothing. If the plantlike extension was 'actual' then water cannot occupy that space.
I consider your discussion to be In Topic given that it regards the backend of the underwater plants.toby109tt wrote:But I don't want to get offtopic so we should keep it short :)
ooh and these coral models by Kevin Tee might be nice too :)googol wrote:How about adding?
viewtopic.php?f=9&t=16587&hilit=bubbles
You are right, it's the engine; since you're using 0.5.0-dev you should not use this mod, but switch to Water Flora which uses a new drawtype that allows proper rendering of underwater plants.jas wrote:I just cloned and tried it out, and I'm using 0.5.0-dev, but I really like opaque water:
[snip]
I think it's an engine thing.
Basically I just took the "seaplants" mod from the Topywo's Sea modpack and added a couple of lines to allow spawning in river water (aka mgv7 rivers); I haven't included any of the other Sea modpack's mods 'cause my goal was just to add some water plants.jas wrote:Always looking forward to this mod. Did you remove the iron sunken ships? :D
Tried it, and enjoyed the effect; surely it would be a must in a Sea modpack.googol wrote:How about adding?
viewtopic.php?f=9&t=16587&hilit=bubbles
They look cool indeed, I just wonder - I fear so - if they would suffer the air bubble issue; indeed another must have for a Sea modpack.Napiophelios wrote:ooh and these coral models by Kevin Tee might be nice too :)googol wrote:How about adding?
viewtopic.php?f=9&t=16587&hilit=bubbles
Yes it is probably possible, but only with a huge rewrite of how MT works, because currently you can only have one node at each co-ordinate, so if water nodes are there the plant node has to be somewhere else, so we put it in the base cube where the roots are.toby109tt wrote:Well yes I Know but there must be a way especially if you have the power to edit the engine
Wouldn't it be possible to use the same code for the water notes but just render a plant like thing (2 panels crossing each other) inside?Yes it is probably possible, but only with a huge rewrite of how MT works, because currently you can only have one node at each co-ordinate, so if water nodes are there the plant node has to be somewhere else, so we put it in the base cube where the roots are
But you'd have to register if it is flowing water around you, and which of the flowing waters it is. It would take some work, but I think it would be worth it. What say you, paramat?toby109tt wrote:Wouldn't it be possible to use the same code for the water notes but just render a plant like thing (2 panels crossing each other) inside?Yes it is probably possible, but only with a huge rewrite of how MT works, because currently you can only have one node at each co-ordinate, so if water nodes are there the plant node has to be somewhere else, so we put it in the base cube where the roots are
Isn't that the fire node shape?toby109tt wrote:Wouldn't it be possible to use the same code for the water notes but just render a plant like thing (2 panels crossing each other) inside?Yes it is probably possible, but only with a huge rewrite of how MT works, because currently you can only have one node at each co-ordinate, so if water nodes are there the plant node has to be somewhere else, so we put it in the base cube where the roots are
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