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Posted: Mon Aug 26, 2013 16:27
by viv100
does not work

Posted: Mon Aug 26, 2013 16:35
by PenguinDad
viv100 wrote:does not work
What doesn't work?

Posted: Mon Aug 26, 2013 16:52
by viv100
there is no init. lua

Posted: Mon Aug 26, 2013 17:01
by webdesigner97
viv100 wrote:there is no init. lua
This is still not a mod...
But I started coding, see

Github repo (of course indev)

Posted: Mon Aug 26, 2013 17:05
by viv100
ok

Posted: Mon Aug 26, 2013 17:15
by viv100
when to be ready ?

Posted: Mon Aug 26, 2013 17:25
by webdesigner97
viv100 wrote:when to be ready ?
I can't really say that. I have a lot of school and it is not possible to say how much I have to code.

Posted: Tue Aug 27, 2013 16:04
by viv100
you could try to do it fast please, thank you

Posted: Tue Aug 27, 2013 17:27
by webdesigner97
viv100 wrote:you could try to do it fast please, thank you
I really don't know what you think about me, so I'll introduce myself for you:

I am 15 years old I go to year 11 on my school (Germany). I have school from 7:30 AM to 5PM, and of course homework. Minetest modding is a hobby for me, it is not my job. If I want to work on a mod, I just do it. I am not a modding machine. I could just stop working on my mods if I don't want them anymore and there's nothing you could do about that. Thanks.

Edit: If you think you can do it faster than me, feel free to start your own car mod ;)

Posted: Tue Aug 27, 2013 22:14
by Sokomine
Wild cars:
Image
...they don't know yet that this would be their natural habitat:
Image

I've played around a bit with the car model and made it into a mobf-mob. That framework Sapier wrote contains almost everything that's needed. The mod is more for playing around and not intended for serious use. Bewar! Cars may linger beneath trees and roam wildly without drivers through the world. Catch them with a standard lasso (animalmaterials:lasso) and ride them with a saddle (animalmaterials:saddle)!

Liscence: WFTPL
Depends: mobf, animalmaterials
Important: It's just for fun! Don't use on a server.
Download: https://github.com/Sokomine/mobf_car/zipball/master
Browse code: https://github.com/Sokomine/mobf_car

For a more serious version, the hovercraft mod may be a better approach. It does require some configuration and changes because cars move diffrently than the (well-done) hovercrafts.

Eventually, I want cars to drive automaticly on roads. That is something which can be handled by mobf.

Posted: Tue Aug 27, 2013 23:36
by paramat
Car mobs ... thats so awesome :)

Posted: Wed Aug 28, 2013 01:55
by Element
i like the mod for cars but i cant find the right link to get the mod

Posted: Wed Aug 28, 2013 02:33
by Sokomine
The download link ought to work. At least it does for me. Like with most mods from github, you'll have to rename it from mobf_car-master to mobf_car. Also you have to install at least the mods mobf and animalmaterials. Both are part of Sapiers animals modpack.

Posted: Wed Aug 28, 2013 02:36
by Element
can i have that mod pack

Posted: Wed Aug 28, 2013 02:50
by Sokomine
You can find mobf in this thread. If you're inexperienced, it may be easier for you to install the complete modpack. That gives you some nice animals as well.

Posted: Wed Aug 28, 2013 02:53
by Element
can i have the complete modpack then...please...i want to try out your cars and its hard to find a certain mod

Posted: Wed Aug 28, 2013 06:19
by Melkor
--deleted--

Posted: Wed Aug 28, 2013 15:05
by Sokomine
Melkor wrote: SO beatiful, sob, sob, sniff!!
Your car model is great :-) Hope someone uses it in a mod that is more suitable for servers. While having them as "wild creatures" is fun, it's not very realistic, and mobf does not perform well yet on multiplayer servers (Sapier's working on it).

Calinou rotated the model for me. Mobf uses models rotated by - compared to your original model - 270 degrees. The UFO mod seems to have them rotated by 180 degree. It might be helpful to provide rotated versions for the .obj file for diffrent mods. But that's a minor issue.

What still needs work - regardless of the mod used - is the selection box for the car. It would be better if that could fit the car more closely. I mostly guessed there. And the player is not positioned perfectly yet.

If you have more car models, please release them as well! One with a closed roof would be good. Perhaps trucks and lorries as well? They can enrich the streets largely. Animal models are welcomed as well!

@Element: The animals modpack can be downloaded from the first page of the thread i linked. Here's a direct link.

Posted: Wed Aug 28, 2013 15:42
by webdesigner97
Wow, Soko, your implementation looks very cool! I'm also working on my own, but for me, the model has some "holes" in it:

Image

Any idea how to fix that? Code:

Code: Select all

visual = "mesh",
        mesh = "car_001.obj",
        textures = {"textur_black.png"},

Posted: Wed Aug 28, 2013 16:30
by viv100
wow , nice

Posted: Wed Aug 28, 2013 19:42
by Melkor
webdesigner97 wrote:Image
mmmm weird, somehow the UVmap got ruined, try the .blend file instead of the OBJ file, included in the download, maybe the blend works.

Posted: Wed Aug 28, 2013 21:13
by AndrOn
hello, I've been playing with this model like you all and made a little car mod with only the green car. I tried to make it climb slabs, but it's glitchy. I started from the boat mod. Say if you like and add it to your git (I'm not very familiar with it yet)

https://mega.co.nz/#!FRAz2DzY!CloAM3XUn ... CDuG7KPeOU

https://www.dropbox.com/s/w4mcxcxkdosabsb/car.zip

Image

[EDIT] I was tired, I left a lot of french in the code, feel free to arrange that

Posted: Thu Aug 29, 2013 11:19
by webdesigner97
Melkor wrote:
mmmm weird, somehow the UVmap got ruined, try the .blend file instead of the OBJ file, included in the download, maybe the blend works.
Irrlicht doesn't support .blend files, and I don't have Blender installed ;) But it's ok during development,for the release, I'll try to fix that.

Posted: Thu Aug 29, 2013 13:42
by yohanes828
coollllllllllllllllllllllllllllllllllllllllllllllllllllllllllll

Posted: Fri Aug 30, 2013 17:03
by viv100
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