[clothing] Clothing Mod

tinoesroho
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Posts: 570
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Location: Canada

[clothing] Clothing Mod

by tinoesroho » Post

[b]This mod is outdated[/b]
This mod is outdated and is only available for historical purposes.

Please use stu's Clothing [Clothing] mod. Stu's mod is a complete implementation, and at the moment, has 16 colors of capes, shirts, and pants. Honestly, go download stu's Clothing [Clothing] mod today!
WARNING: THIS MOD IS INCOMPLETE
For Designers
How You Can Help
  • Color Images
    We need more overlays for Pants and Shirts.
    Currently have 3/15 main colors:
    Blue, White, Red, Yellow
    Image
    Image
    Image
    Image
  • More Images
    We need Dresses or Skirts. Even just a plain White-colored file will do.
  • Fix image combination
    The code to overlay a color is broken. Please help!
Why Clothing?
Skins.

In my opinion, skins should never be used to show off clothing. No, skin is for selecting the base of your character: gender and skin color.

For character customization, mods are key. Mods like 3D-Armor (by Stu), Hair, Jewellery and Clothing exist. Or should, right?

Introducing Clothing!
Shirts!
Pants

Planned Features
* More colors
4 colors is much too low. How about 16?

* More materials
Furs, leathers - animals mod could be more useful.

* Dedicated weaving table
Crafting sucks.

* Hats
Headgear is cool. Hats could spice up the game, plus... you could always sell them.

* Shoes
Shoeless joe is pretty cool. Actual shoes would be nice.

* Capes
It's a bird. It's a plane. No, it's Super Guest_2999! Capes would add desired flair, and would be worn atop armor - if any.

License:
WTFPL

Download:
To be uploaded later[/s]
Attachments
Player_Customization.zip
Not compatible with 3d_armor. Contains Clothing and Multiskin mods.
(426.92 KiB) Downloaded 242 times
Last edited by tinoesroho on Wed May 20, 2015 15:57, edited 4 times in total.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

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Inocudom
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by Inocudom » Post

What about dresses? Some players might find them to be useful.

The layer that is used by the clothes should probably be thinner than what the armor mod uses.

tinoesroho
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by tinoesroho » Post

Inocudom wrote:What about dresses? Some players might find them to be useful.
Right! And Robes-

- well, I know how I'm spending my evening.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

falsegrayburger
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by falsegrayburger » Post

Unified Dyes!

4aiman
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by 4aiman » Post

@ Tinoesroho: Wanna check my capes prototype? It uses entities which are synchronized with the player "wearing" them. This way one can make a wardrobe with clothes that can be right-clicked to put on. Also this way anyone would be able to easy add any type of clothing :)

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Inocudom
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by Inocudom » Post

Considering your first post, hair, hats, and jewelry should be mods as well. Think of the customization possibilities.

Err, why isn't this mod getting more attention? Would it help if screenshots were posted?

4aiman
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by 4aiman » Post

Having screenshots would be great :)

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rubenwardy
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by rubenwardy » Post

This looks really good.

Well done!

edit: Have you forgot the dofile to clothing.lua?
Last edited by rubenwardy on Wed Mar 12, 2014 13:30, edited 1 time in total.
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tinoesroho
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by tinoesroho » Post

jenova99sephiros wrote: Unified Dyes!
@jenova99sephiros: Unified Dyes support is a must-have. I'll do my best.
Inocudom wrote: Err, why isn't this mod getting more attention? Would it help if screenshots were posted?
@Inocudom: Eh. It isn't quite finished yet.
Rubenwardy wrote: This looks really good.
Well done!
edit: Have you forgot the dofile to clothing.lua?
@Rubenwardy: Probably. It's quite unfinished and unpolished at the moment.
4aiman wrote: @ Tinoesroho: Wanna check my capes prototype? It uses entities which are synchronized with the player "wearing" them. This way one can make a wardrobe with clothes that can be right-clicked to put on. Also this way anyone would be able to easy add any type of clothing :)
@4aiman: Screenshots would be nice to have. I'm currently sketching out the next big update on paper - with a pattern table, an automatic loom, and a way to spin thread.

Do you have the capes code uploaded?
Last edited by tinoesroho on Wed Mar 12, 2014 15:31, edited 1 time in total.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

tinoesroho
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Posts: 570
Joined: Fri Feb 17, 2012 21:55
Location: Canada

by tinoesroho » Post

Scribblings:
Could I combine crafter with workers:builder to make a sewing crafter?
The idea being, give table pattern and raw materials, and it would make from pattern.

Code: Select all

minetest.register_node("workers:builder", {
    description = "Benjo The Builder",
    tile_images = worker_images("benjo"),
    stack_max = 1,
    paramtype2 = "facedir",
    groups = {oddly_breakable_by_hand=2,flammable=1,worker=1},
    legacy_facedir_simple = true,
    
    after_place_node = function(pos,player)
        local meta = minetest.env:get_meta(pos)
        meta:set_string("formspec",
                        "invsize[8,6;]"..
                        "list[current_player;main;0,2;8,4;]"..
                        "list[current_name;plan;2,0;1,1;]"..
                        "list[current_name;material;5,0;1,1;]"..
                        "image[6,0;1,1;default_brick.png]")
        local inv = meta:get_inventory()
        inv:set_size("plan", 1)
        inv:set_size("material", 1)
        meta:set_string("infotext", "I can build simple structures, Master")
        meta:set_string("master",player:get_player_name())
        meta:set_int("start_work",0)
        minetest.chat_send_player(player:get_player_name(), "Benjo: Hello, Master.")
    end,
    
    on_punch = function(pos, node, player)
        local meta = minetest.env:get_meta(pos)
        local inv = meta:get_inventory()
        local master = meta:get_string("master")
        if player:get_player_name() ~= master then
            defend(player,master,"Benjo")
            return
        end
        
        if inv:is_empty("plan") or inv:is_empty("material") then return end
        
        if meta:get_int("start_work") == 0 then --if Benjo hasn't moved yet
            meta:set_int("start_work",1)
            minetest.chat_send_player(master, "Benjo: Right away, Master.")
        end
    end,
    
    can_dig = function(pos,player)
        local meta = minetest.env:get_meta(pos)
        local master = meta:get_string("master")
        local inv = meta:get_inventory()
        if not (inv:is_empty("plan")) and not (inv:is_empty("material")) then
            minetest.chat_send_player(master, "Benjo: I cannot leave yet, Master. There are items in my inventory.")
            return false
        end
        minetest.chat_send_player(master, "Benjo: Pleasure to work for you, Master.")
        return true
    end,
})

Code: Select all

--[[

A simple crafter for Minetest

Made by pandaro
License: GPLv3

a block and a entity

thanks to:
cornernote for inspiration code
PilzAdam for any suggestions
"all" patience

]]--


-- expose api
crafter = {}

-- table of non playing characters
crafter.npc = {}
crafter.chest={}

--definition of crafter chest
minetest.register_node("crafter:crafter_chest", {
    description = "crafter chest",
    tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
        "default_chest_side.png", "default_chest_side.png", "villager_crafter_chest_front.png"},
    paramtype2 = "facedir",
    groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
    legacy_facedir_simple = true,
    sounds = default.node_sound_wood_defaults(),

    on_construct=function(pos)
        local k = pos.x..","..pos.y..","..pos.z
    
        crafter.npc[k] =minetest.env:add_entity({x=pos.x,y=pos.y+1.5,z=pos.z},"crafter:crafter")--add crafter
        crafter.chest[k] =minetest.env:get_meta(pos)--give metainf
        crafter.chest[k]:set_string("formspec",
                "size[12,12]"..
                "list[current_name;necessary;0,0;2,4;]"..
                "list[current_name;crafting_table;3,0;3,3;]"..
                
                "list[current_name;crafted;7,0;2,4;]"..
                "list[current_player;main;0,5;8,4;]")
        crafter.chest[k]:set_string("infotext", "crafter chest")
        local inv = crafter.chest[k]:get_inventory()--give inventory
        inv:set_size("necessary", 2*4)
        inv:set_size("crafting_table", 3*3)
        inv:set_size("crafted",2*4)
        
        crafter.npc[k]:get_luaentity().code=k--give a name
        crafter.npc[k]:get_luaentity().cesto=pos--give a reference to the chest
        crafter.npc[k]:get_luaentity().zione="crafter"
        crafter.npc[k]:get_luaentity().inv=inv        
        crafter.npc[k]:get_luaentity()
        nodeupdate(pos)
        
    end,

    on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
        minetest.log("action", player:get_player_name()..
                " moves stuff in chest at "..minetest.pos_to_string(pos))
    end,
    on_metadata_inventory_put = function(pos, listname, index, stack, player)
        minetest.log("action", player:get_player_name()..
                " moves stuff to chest at "..minetest.pos_to_string(pos))
    end,
    on_metadata_inventory_take = function(pos, listname, index, stack, player)
        minetest.log("action", player:get_player_name()..
                " takes stuff from chest at "..minetest.pos_to_string(pos))
    end
})


--Definition of crafter
minetest.register_entity("crafter:crafter",{
    hp_max = 5,
    physical = true,
    weight = 5,
    collisionbox = {-0.4, -1, -0.4, 0.4, 1, 0.4},
    visual = "upright_sprite",
    visual_size = {x=1, y=2},
    textures = {"villager_crafter_npc_sprite_front.png", "villager_crafter_npc_sprite_back.png"},
    spritediv = {x=1, y=1},
    initial_sprite_basepos = {x=0, y=0},
    is_visible = true,
    makes_footstep_sound = false,
    automatic_rotate = false,


    get_staticdata = function(self)--save necessary informations
        return minetest.serialize({
            code = self.code,
            cesto=self.cesto,
            zione=self.zione,
        })
    end,
 
    on_activate=function(self,staticdata)--load necessary informations
        local data = minetest.deserialize(staticdata)
        if data and data.code then
            local k = data.code
            crafter.npc[k] = self.object
            self.code = data.code
            self.cesto = data.cesto
            self.zione = data.zione            
            crafter.npc[self.code]:get_luaentity()
            crafter.chest[self.code]= (minetest.env:get_meta(self.cesto))            
            self.inv=crafter.inv(self)            
        end    
    end,
            
    on_step=function(self,dtime)
        if math.random(1,100)==1 then
            crafter.crafting(self,{{name="default:cobble",count=2},{name="default:stick",count=1}},{name="default:sword_stone",count=1})
            crafter.crafting(self,{{name="default:wood",count=2},{name="default:stick",count=1}},{name="default:sword_wood",count=1})
            crafter.crafting(self,{{name="default:steel_ingot",count=2},{name="default:stick",count=1}},{name="default:sword_steel",count=1})
        end
    end,
})

crafter.inv=function(self)
    local inv=crafter.chest[self.code]:get_inventory()
    return inv
end

crafter.crafting=function(self,needed,output)
    local canbuild=1
    for i,v in pairs (needed) do
        if self.inv:contains_item("necessary",v) then
        else
            canbuild=0
            break
        end
    end
    if canbuild==1 then
        for i,v in pairs (needed) do
            self.inv:remove_item("necessary",v)
        end
        self.inv:add_item("crafted",output)
    end        
end

-- log that we started
minetest.log("action", "[MOD]"..minetest.get_current_modname().." -- loaded from "..minetest.get_modpath(minetest.get_current_modname()))
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

tinoesroho
Member
Posts: 570
Joined: Fri Feb 17, 2012 21:55
Location: Canada

by tinoesroho » Post

Design Documents:
== Pattern Crafting Table ==

[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][_][_][_][_][_]
[_][_][_][_][_][_]

== Spinning thread ==

Wool:
[_]

Thread:
[_]

== Making a pattern ==
1. Craft Paper into paper parts (Paper+Thread(any)=Paper Parts 4)
2. Place on table like this:

# = blank
--- Shirt ---
#PP##
PPPP#
#PP##
#PP##

--- Pants ---

PPP
P#P
P#P

--- Hoodie ---

#PP##
#PP##
PPPP#
#PP##
#PP##

--- Dress ---
#PP##
PPPP#
#PP##
#PP##
PPP##


== Sewing the pattern ==
Loom:

Pattern: [_]
Material: [_][_][_][_]
Output: [_][_][_][_]

== Robes as separate mod ==
Robes should go above worn clothing and armor, and thus should be split into own mod.
Robes should occupy a single slot.
Should be a single texture.

=== Does this make this a modpack? ===
Why not?

We should add a hairstyles sub-project, and a jewellery project.
Last edited by tinoesroho on Wed Mar 12, 2014 19:47, edited 1 time in total.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

tinoesroho
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Posts: 570
Joined: Fri Feb 17, 2012 21:55
Location: Canada

by tinoesroho » Post

*bump*

Topic updated with templates, what you can do, and other notes.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

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Inocudom
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by Inocudom » Post

It would help if you posted this mod on GitHub. That way, people could help you out more.

4aiman
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Posts: 1208
Joined: Mon Jul 30, 2012 05:47

by 4aiman » Post

@ tinoesroho:
I haven't got the download link ATM. But you can look at the code and decide whether it suits your purpose.
Spoiler

Code: Select all

default_model = "helmet.x"
--
-- Start of configuration area:
--

-- Player animation speed
animation_speed = 30

-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0

-- Frame ranges for each player model
function armour_get_animations(model)

        return {
        stand_START = 0,
        stand_END = 79,
        sit_START = 81,
        sit_END = 160,
        lay_START = 162,
        lay_END = 166,
        walk_START = 168,
        walk_END = 187,
        mine_START = 189,
        mine_END = 198,
        walk_mine_START = 200,
        walk_mine_END = 219
        }

end


-- Player stats and animations
local player_model = {}
local player_anim = {}
local player_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK  = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6


-- Update appearance when the player joins
-- minetest.register_on_joinplayer(ar_update_visuals)



local ar = {
    physical = false,
    collisionbox = {-0.5,-1,-0.5, 0.5,1,0.5},
    visual = "mesh",
    mesh = "helmet.x",
    textures = {"ar.png"},
    visual_size = {x=1, y=1, z = 1},
    wielder = nil,
    v = 0,
    animation_speed = 30,
    animation_blend = 0,
    animation = ANIM_STAND,
}


function ar:on_rightclick(clicker)
    if not clicker or not clicker:is_player() then
        return
    end
    --if self.wielder and clicker == self.wielder then
---        self.wielder = nil
    --    clicker:set_detach()
--    elseif not self.driver then
        self.wielder = clicker
        -- self.object:set_attach(self.wielder, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
        self.object:setyaw(self.wielder:get_look_yaw())
            
      --  minetest.chat_send_all(self.mesh)
        local anim = armour_get_animations(self.mesh)
        self.object:set_animation({x=anim.stand_START, y=anim.stand_STOP}, 30, 0)

--    end
end

function ar:on_step(dtime)
  local wielder = self.wielder
  if wielder == nil then 
     return 
  end
--  local name = wielder:get_player_name()
--  if name ~=nil then 
 
        local controls = wielder:get_player_control()
        local walking = false
        local animation_speed_mod = animation_speed
        local anim = armour_get_animations(self.mesh)


        if controls.up 
        or controls.down 
        or controls.left 
        or controls.right 
        then
            walking = true
        end

        
        if  controls.sneak 
        and wielder:get_hp() ~= 0 
        and (walking or controls.LMB) 
        then
            animation_speed_mod = animation_speed_mod / 2                    
        else
            animation_speed_mod = animation_speed_mod * 2        
        end



        if wielder:get_hp() == 0 then
           if self.animation ~= ANIM_LAY then
              self.object:set_animation({x=anim.lay_START, y=anim.lay_END}, animation_speed_mod, animation_blend)
              self.animation = ANIM_LAY
           end 
           
        elseif walking and controls.LMB then
           if self.animation ~= ANIM_WALK_MINE then
              self.object:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
              self.animation = ANIM_WALK_MINE
           end 
           
        elseif walking then
           if self.animation ~= ANIM_WALK then
              self.object:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
              self.animation = ANIM_WALK
           end 
           
        elseif controls.LMB then
           if self.animation ~= ANIM_MINE then
              self.object:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
              self.animation = ANIM_MINE
           end 
           
        else
           if self.animation ~= ANIM_STAND then
              self.object:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
              self.animation = ANIM_STAND
           end 
           
        end


end

minetest.register_entity("capes:ar", ar)


minetest.register_craftitem("capes:helmet", {
    description = "Cape",
    inventory_image = "ar.png",
    wield_image = "ar.png",
    wield_scale = {x=2, y=2, z=1},
    liquids_pointable = true,
    on_place = function(itemstack, placer, pointed_thing)
        if pointed_thing.type ~= "node" then
            return
        end
        local arm = minetest.env:add_entity(pointed_thing.above, "capes:ar")
        local prop = {mesh = "helmet.x",    }
        arm:set_properties(prop)
        itemstack:take_item()
        return itemstack
    end,
})


minetest.register_craftitem("capes:char", {
    description = "Cape",
    inventory_image = "ar.png",
    wield_image = "ar.png",
    wield_scale = {x=2, y=2, z=1},
    liquids_pointable = true,

    on_place = function(itemstack, placer, pointed_thing)
        if pointed_thing.type ~= "node" then
            return
        end
        local arm = minetest.env:add_entity(pointed_thing.above, "capes:ar")
        local prop = {mesh = "character.x",    }
        arm:set_properties(prop)
        itemstack:take_item()
        return itemstack
    end,
})
I'll try to find where did I put sources + textures + models and will make a link.

Edit: those patterns look like realtest's blueprints :)
Last edited by 4aiman on Thu Mar 13, 2014 07:12, edited 1 time in total.

tinoesroho
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Posts: 570
Joined: Fri Feb 17, 2012 21:55
Location: Canada

by tinoesroho » Post

4aiman wrote:@ tinoesroho:
I haven't got the download link ATM. But you can look at the code and decide whether it suits your purpose.

I'll try to find where did I put sources + textures + models and will make a link.

Edit: those patterns look like realtest's blueprints :)
The code looks pretty good. You have github? Maybe tonight I'll throw my code on GitHub and open it up to take patches.

It's going to be a fork-fest; I'll be forking Stu's 3d Armor for integration as per the design document. Probably will fork Zeg9's Skins mod as well.

== Interface ==
=== From Default Craft Screen ===
[Back]

[_][_][_] [_]
[_][_][_]
[_][_][_]

[_][_][_][_][_][_][_][_]
[_][_][_][_][_][_][_][_]
[_][_][_][_][_][_][_][_]
[_][_][_][_][_][_][_][_]
=== Inventory Plus ===
[Character][Crafting]

[_][_][_][_][_][_][_][_]
[_][_][_][_][_][_][_][_]
[_][_][_][_][_][_][_][_]
[_][_][_][_][_][_][_][_]
=== Character Screen ===
[Back]

[Skin]
[Clothing]
[Armor]
[Capes]
[Jewellery]

... etc etc. I'll see what I can do when I get home.
Last edited by tinoesroho on Thu Mar 13, 2014 18:31, edited 1 time in total.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

tinoesroho
Member
Posts: 570
Joined: Fri Feb 17, 2012 21:55
Location: Canada

by tinoesroho » Post

Uploaded to Github.
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/

4aiman
Member
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

by 4aiman » Post

Here's a link to capes on github: https://github.com/4aiman/capes
*Still haven't found where did I put textures & meshes*

tinoesroho
Member
Posts: 570
Joined: Fri Feb 17, 2012 21:55
Location: Canada

by tinoesroho » Post

I wonder what happens when I layer overlays on top of eachother. Will I get purple? That might be easier than creating separate files for each color.
We are what we create.

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Inocudom
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by Inocudom » Post

How is progress on this mod?

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rubenwardy
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by rubenwardy » Post

The title of this thread should be:
[Mod] Clothing Mod [clothing]
or:
[Mod] Clothing Mod [1.2] [clothing]
where 1.2 is the version number.
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4aiman
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by 4aiman » Post

There are no rules for naming, just the common practice :)

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by rubenwardy » Post

4aiman wrote:There are no rules for naming, just the common practice :)
Actually, there is.

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by rubenwardy » Post

I have made a pull request for this mod:

https://github.com/alexrider/Player_Cus ... ion/pull/1
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falsegrayburger
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by falsegrayburger » Post

Please "noncolor" texture
It is necessary to define a template

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by 4aiman » Post

rubenwardy wrote:Actually, there is.
Actually, those are for releases ;)

Also, nothing wrong here, 'cause this would contain parts of 3d_armor and many more mods.
That means this can be considered as a modpack.
And for those we have this:

Code: Select all

[Modpack] The Awesome Modpack
To sum it up: when released then maybe this should be renamed. For now there's no reason - it's just a topic amongst other topics. Some of the latter has even weirder titles like "Ahhhh!!! HeLuP Me PuLEASe, DuDeS!!!"

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