[Mod] Skeletons [0.8.1] [skeletons]

SFENCE
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[Mod] Skeletons [0.8.1] [skeletons]

by SFENCE » Post

This mod adds player skeleton nodes. By digging player bones you get skeleton nodes.

It can be useful if want to build a charnel-house to memory your dies for example.

Image

In creative some other skeletons are available.

Plans:
Create skeletons of some animals, add support for paleotest mod.

Download: https://github.com/sfence/skeletons/archive/0.8.1.zip
Source code: https://github.com/sfence/skeletons
Optional Dependencies: bones, bonemeal, hades_animals, mobs_animal , hades_horse, mob_horse, animalia, hades_animalia
License: MIT for source code, CC BY-SA 4.0 for media files.
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Last edited by SFENCE on Tue Mar 19, 2024 17:39, edited 12 times in total.
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Re: [Mod] Skeletons [0.1.0] [skeletons]

by twoelk » Post

cool idea

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Re: [Mod] Skeletons [0.1.0] [skeletons]

by blocker » Post

Exact what i want.
I use the skeletons, lying on the floor, as decoration in Cemetery and my Pyramids. Actuall the skeletons fly over the ground. Can you change the model so that the skeletons lie on the floor?

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Re: [Mod] Skeletons [0.2.0] [skeletons]

by SFENCE » Post

Skeletons mod has been updated to version 0.2.0

There is now an available lying version of the player skeleton.
Craft recipes for transforming the standing skeleton into the lying skeleton and back have been added.

Image
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Re: [Mod] Skeletons [0.2.0] [skeletons]

by SFENCE » Post

blocker wrote:
Fri Jan 08, 2021 06:27
Exact what i want.
I use the skeletons, lying on the floor, as decoration in Cemetery and my Pyramids. Actuall the skeletons fly over the ground. Can you change the model so that the skeletons lie on the floor?
Thanks.

I have recently added the lying version of the player skeleton.
It is a little different model from the standing one, So it should fit the ground.
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blocker
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Re: [Mod] Skeletons [0.2.0] [skeletons]

by blocker » Post

Thank you very much, fits wonderfully.

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Re: [Mod] Skeletons [0.3.0] [skeletons]

by SFENCE » Post

Skeletons mod has been updated to version 0.3.0.
  • license change
  • add bonemeal support
  • add support for mobs_animal bunny, chicken, and cow
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

Skeletons mod has been updated to version 0.4.0.
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by ywwv » Post

Image

Im very interested in carniofacial phisiognomy. maybe you could incorporate this into the mod?

I think superior ( more blocks digging/ more kills) players should in death be a monument to their own acheivement through impressive skull structure. I think this would make the mod more interesting . its something to think about
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

ywwv wrote:
Sat Jan 30, 2021 23:53
Im very interested in craniofacial physiognomy. maybe you could incorporate this into the mod?

I think superior ( more blocks digging/ more kills) players should in death be a monument to their own acheivement through impressive skull structure. I think this would make the mod more interesting . its something to think about
Hi.
Interesting Idea.
Are you able to do models of these skulls?
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by ywwv » Post

SFENCE wrote:
Sun Jan 31, 2021 08:35
ywwv wrote:
Sat Jan 30, 2021 23:53
Im very interested in craniofacial physiognomy. maybe you could incorporate this into the mod?

I think superior ( more blocks digging/ more kills) players should in death be a monument to their own acheivement through impressive skull structure. I think this would make the mod more interesting . its something to think about
Hi.
Interesting Idea.
Are you able to do models of these skulls?
sorry. i m too busy having ideas.,

you should model my skull. give me a big brain area. but not like a cone-head. that's not me

I also have an impressive jawline. I basically look like the hunter-gatherer (male) but more intimidating. I drive a truck

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Re: [Mod] Skeletons [0.4.0] [skeletons]

by ywwv » Post

I hope this will be on a server soon. people need to know. it's important

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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

ywwv wrote:
Sun Jan 31, 2021 11:31
I hope this will be on a server soon. people need to know. it's important
If you are playing on some server where you miss this mod, you can ask the administrator of that server for adding this mod.

What is your opinion about this model prototype?
Spoiler
Image
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by ywwv » Post

SFENCE wrote:
Sun Jan 31, 2021 20:07
ywwv wrote:
Sun Jan 31, 2021 11:31
I hope this will be on a server soon. people need to know. it's important
If you are playing on some server where you miss this mod, you can ask the administrator of that server for adding this mod.

What is your opinion about this model prototype?
Spoiler
Image
looks asian. notice the monolids and how the nose and jaw protrude from the cranium.

you should try making the other shapes too.

Image
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

ywwv wrote:
Mon Feb 01, 2021 01:07
SFENCE wrote:
Sun Jan 31, 2021 20:07
ywwv wrote:
Sun Jan 31, 2021 11:31
I hope this will be on a server soon. people need to know. it's important
If you are playing on some server where you miss this mod, you can ask the administrator of that server for adding this mod.

What is your opinion about this model prototype?
Spoiler
Image
looks asian. notice the monolids and how the nose and jaw protrude from the cranium.

you should try making the other shapes too.
So, this is like it will look.
Spoiler
Image
If you are not satisfied, I can send you schemas (.we format, usable by mod worldedit and you can update them and send them back to me.

So now, I will look for a way, how to get players the possibility to get these skeletons with different skulls. Have you some ideas about it (mod to use for it, etc)?
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

ywwv wrote:
Sun Jan 31, 2021 11:31
looks asian. notice the monolids and how the nose and jaw protrude from the cranium.

you should try making the other shapes too.
So, no ideas from you?
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by philipbenr » Post

I think the blocky head looks more true to the Minetest character and are more fun than the more anatomically correct ones.

If you really want to improve this, making the inside of the skull be darker would be good, as it is a bit hard to tell currently if you look at it just right (though that would require using an externally generated mesh instead of Minetest's builtin meshnodes afaik due to texturing restraints)

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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

philipbenr wrote:
Wed Feb 03, 2021 19:02
I think the blocky head looks more true to the Minetest character and are more fun than the more anatomically correct ones.

If you really want to improve this, making the inside of the skull be darker would be good, as it is a bit hard to tell currently if you look at it just right (though that would require using an externally generated mesh instead of Minetest's builtin meshnodes afaik due to texturing restraints)
If I do this improve, I will do it as the possibility depends on settings, which allow the use of improved skulls with some function to get them.

I agree it will look better with the darker inside of the skull. But, I tried Blender some time ago, and I never success with adding texture to an object. No one instruction videos or manuals help me. I am not good at 3D modeling.
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by ywwv » Post

SFENCE wrote:
Wed Feb 03, 2021 09:05
ywwv wrote:
Sun Jan 31, 2021 11:31
looks asian. notice the monolids and how the nose and jaw protrude from the cranium.

you should try making the other shapes too.
So, no ideas from you?
I think your skull should be more threatening if you kill players or animals and eat meat. predator phrenology . if you grow food and eat bread you should have a weaker skull. this will be how players are measured . your skull collection of enemies you defeated isnt impressive if they are malnourished .

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Re: [Mod] Skeletons [0.5.0] [skeletons]

by SFENCE » Post

Skeletons mod has been updated to version 0.5.0.
  • Better support for mod bones.
  • Add more variants of the player skeleton.
    Spoiler
    Image
  • Add configurable possibilities for getting new variants of the player skeletons.
Getting new skeletons versions:
Getting the new skeletons version is disabled by default. Can be configured to depend on the killed player diet, killed player kills, or chance when digging player bones.
The configuration is available via minetest settings menu. For details, you can check file settingtypes.txt I mod directory.
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

ywwv wrote:
Thu Feb 04, 2021 00:10
I think your skull should be more threatening if you kill players or animals and eat meat. predator phrenology . if you grow food and eat bread you should have a weaker skull. this will be how players are measured . your skull collection of enemies you defeated isnt impressive if they are malnourished .
Thanks for the idea. The update is available. So, you can test it/use it/configure it to be satisfied with it.
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by SFENCE » Post

philipbenr wrote:
Wed Feb 03, 2021 19:02
I think the blocky head looks more true to the Minetest character and are more fun than the more anatomically correct ones.

If you really want to improve this, making the inside of the skull be darker would be good, as it is a bit hard to tell currently if you look at it just right (though that would require using an externally generated mesh instead of Minetest's builtin meshnodes afaik due to texturing restraints)
I have added a python script to generate an obj file and I have studied Blender controls again.

So the result is:
Spoiler
Image
So, do you think, it is enough darker?
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Re: [Mod] Skeletons [0.4.0] [skeletons]

by philipbenr » Post

SFENCE wrote:
Thu Feb 11, 2021 13:53

I have added a python script to generate an obj file and I have studied Blender controls again.

So the result is:

...

So, do you think, it is enough darker?
Well done, it looks good!

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[Mod] Skeletons [0.6.1] [skeletons]

by SFENCE » Post

Skeletons mod has been updated to version 0.6.1.
  • Human skeletons skulls used obj model with better texture mapping. Skulls inside parts are darker.
  • Add python script for converting worldedit mode schema to obj file.
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Re: [Mod] Skeletons [0.7.0] [skeletons]

by SFENCE » Post

Skeletons mod has been updated to version 0.7.0.
  • add support for mob_horse horse.
  • change cow skeleton
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