[Modpack] 3D Armor [0.4.3] [minetest-3d_armor]

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stu
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[Modpack] 3D Armor [0.4.3] [minetest-3d_armor]

by stu » Sat Feb 02, 2013 03:10

Visible Wielded Items & Player Armor

Originally an experimental mod exploring the possibilty of layering various 'part skins' with a player's current skin.
Now distributed as a modpack.

[mod] Visible Wielded Items [wieldview] Makes hand wielded items visible to other players.
[mod] Visible Player Armor [3d_armor] Adds craftable armor that is visible to other players.
[mod] Shields [shields] Adds shields to the visible player armor.

Screenshot:
Image

Minetest Version: 0.4.5 - 0.4.12 (see downloads)

Depends: default

Recommends: inventory_plus, inventory++ by Zeg9 or unified_inventory by ReadBadAngel (choose only one)

Supported: player_textures (PilzAdam), skins (Zeg9), simple_skins (TenPlus1), u_skins (SmallJoker), hud (BlockMen), moreores (Calinou)

License Textures: 2013 Ryan Jones - CC-BY-SA

License Source Code: 2013 Stuart Jones - LGPL

Downloads

Minetest 0.4.5, 0.4.6 Version 0.2.3

Minetest 0.4.7 Version 0.3.1

Minetest 0.4.8 Version 0.4.0

Minetest 0.4.9, 0.4.10, 0.4.11, 0.4.12 Version 0.4.3

Browse Code: github

Version History

Version: 0.1.0 Feb 24, 2013 (Official Release)

Version: 0.1.1 Mar 3, 2013 (Added visible wielded items)

Version: 0.1.2 Mar 17, 2013 (Added chat messages and bugfix)

Version: 0.2.0 Mar 26, 2013 (Split mod into modpack and added wood armor)

Version: 0.2.1 Apr 11, 2013 (Updated for minetest 0.4.6)

Version: 0.2.2 Apr 14, 2013 (Fixed player_textures mod dependency bug)

Version: 0.2.3 Apr 17, 2013 (Support for inventory++ added by Zeg9)

Version: 0.3.0 Jun 22, 2013 (Added diamond armor)

Version: 0.3.1 Jun 24, 2013 (Re-included shields as a separate mod)

Version: 0.4.0 Nov 12, 2013 (Support for Better HUD added by BlockMen)

Version: 0.4.1 Jan 3, 2014 (Support for player physics added by BrandonReese)

Version: 0.4.2 Sep 28, 2014 (Support for unified_inventory, u_skins and simple_skins, gold armor added by megaf)

Version: 0.4.3 Feb 20, 2015

Add compatibility for caped skins
Suppress undeclared variable warnings
Improved error logging
Add Cactus armor - by crazyginger72
Add armor.conf to .gitignore
Allow armor materials to be disabled via armor.conf
Add b3d model and fix irrlicht warnings - by ExeterDad
Add wieldview bugfixes from Carbone game by Calinou
Make wood armor cratable from any type of wood by Echoes91

Please let me know of any bugs, problems or suggestions.

Cheers
Last edited by stu on Fri Feb 20, 2015 21:40, edited 22 times in total.
 

Josh
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by Josh » Sat Feb 02, 2013 03:32

Intresting, What classes of armor are there?
 

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by stu » Sat Feb 02, 2013 03:42

Josh wrote:Intresting, What classes of armor are there?


Sorry, only steel armor for now.
 

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by Josh » Sat Feb 02, 2013 04:43

stu wrote:
Josh wrote:Intresting, What classes of armor are there?


Sorry, only steel armor for now.

does it deteriorate when hurt by monsters?
Last edited by Josh on Sat Feb 02, 2013 04:43, edited 1 time in total.
 

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by 4aiman » Sat Feb 02, 2013 09:03

Looks good, but I prefer to have real 3d armor ;)
Maybe my own experiments combined with this way of setting textures...
stu, could you take a look at this: http://forum.minetest.net/viewtopic.php?id=4420&p=3 ?
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by sfan5 » Sat Feb 02, 2013 09:10

Screenshots please?
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stu
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by stu » Sat Feb 02, 2013 20:10

Josh wrote:does it deteriorate when hurt by monsters?


Unfortunately not at the moment as I need to figure out a way to implement this. Since the visible armor does not really exist as an entity itself, there is no way for it to take damage in the conventional sense. I thought about using player:on_punch() but then I read in the api guide...
On the Lua side, every punch calls ''entity:on_punch(puncher,
time_from_last_punch, tool_capabilities, direction)''. This should never be
called directly, because damage is usually not handled by the entity itself.

Maybe someone more familiar with the api can suggest a better way around this?

4aiman wrote:Looks good, but I prefer to have real 3d armor ;)


I did try out your mod prior to creating this but could not get it to work on my current server setup. I do not recall the exact error, however I have watched your youtube vid and do get the general idea of what you are trying to do, pretty cool stuff!

The idea of creating a seperate armor model does have a number advantages over simple player re-texturing, not least solving the problem mentioned above. It could also be used to incorporate 3d shields.

My main concern with armor entities is what additional load it might put on a well populated server. Since I am mainly developing this mod for use on a custom pvp server I wanted to keep things as tight as possible.

4aiman wrote:Maybe my own experiments combined with this way of setting textures...


Sure, create the armor model.x with a fully transparent default texture then simply alpha-blend in-out individual item meshes in much the same way I am doing with the default character.png

sfan5 wrote:Screenshots please?

The Forum would not let me post more than one link, naturally I had to keep the download link.

Image
Last edited by stu on Sat Feb 02, 2013 20:48, edited 1 time in total.
 

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by stu » Wed Feb 13, 2013 22:05

Updated: Added visible shields and wielded items. See the top post for more info.

Image

Cheers!
 

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by Linxx » Wed Feb 13, 2013 22:31

wow man you have done a lot of progress
 

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by lkjoel » Wed Feb 13, 2013 22:32

This should definitely be included in the default minetest!
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by Chinchow » Wed Feb 13, 2013 22:33

Looks good and stu I suggest you post a bit more and lookand comment on things in the forum to become a member also do texture packs change the held items
?
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by jojoa1997 » Wed Feb 13, 2013 22:37

i love it but can you have shovels and axes show up. also it does not protect you unless you have the entire armor set on. finally wood and rock armor sounds nice right now.
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by VanessaE » Wed Feb 13, 2013 23:01

Stu, is there any chance you could do the following?

* split the wielded items off into a separate mod
* make the separate mod work without inventory_plus
* make it compatible with the player_textures mod and similar

I'd really love to use this on my server.
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by stu » Wed Feb 13, 2013 23:59

Thank you all for the kind remarks and screenshots. I promise more will be added as soon as I am happy with how the mod works as a whole. Things like armor taking damage and armor group/level algorithms are more important to me than more items at the moment.

@VanessaE I would love to do that for you but I really don't think it is ready for that type of release just yet.

Saying that, it should only be a process of substraction if you wanted it to be that way. Simply remove all the code relating to armor and inventory plus and there you have it!

It shouldn't leave you with that much, the code is short and should be reasonably self explanatory, any problems, just ask.

Personally, I dont like the way I am including the wielded item atm. I really hope that someday visible wielded items will be part of the default game anyway.

Cheers!
Last edited by stu on Thu Feb 14, 2013 00:11, edited 1 time in total.
 

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by jojoa1997 » Thu Feb 14, 2013 00:20

you could take a look at the code for the armor mod for more ores for how to easily make armor types. i dont understand it though. http://forum.minetest.net/viewtopic.php?id=3730
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by Josh » Thu Feb 14, 2013 01:52

stu wrote:Updated: Added visible shields and wielded items. See the top post for more info.

Image

Cheers!

Awesome! This should be included in the next minetest update.
 

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by jojoa1997 » Thu Feb 14, 2013 01:57

could you make this open with the letter "O" so you can get rid of th dependency for inventory_plus. then it could be added to the next minetest update
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by 4aiman » Thu Feb 14, 2013 05:32

jojoa1997 wrote:could you make this open with the letter "O" so you can get rid of th dependency for inventory_plus. then it could be added to the next minetest update

Searched for help in the lua_api on the github... and found that only player controls are readable from lua. So no "o" or any of the non-bind keys is possible. Or there is another method?

As for the mod: +infinity/0 !
Juts because something can be in some state doesn't mean that it's necessarily in that particular state...
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by Jordach » Thu Feb 14, 2013 07:56

stu wrote:Updated: Added visible shields and wielded items. See the top post for more info.

Image

Cheers!
At some point I will fork this and make a better system for hand wielding. Me thanks GPL V3.

EDIT: Because I know a little about the engine, I might be able to make the hand wielding a little less laggy.
Last edited by Jordach on Thu Feb 14, 2013 07:57, edited 1 time in total.

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by Calinou » Thu Feb 14, 2013 12:19

This, with the health bar, should be in the default game IMO. Nice work!
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by 0gb.us » Thu Feb 14, 2013 12:20

Josh wrote:
stu wrote:Updated: Added visible shields and wielded items. See the top post for more info.

Image

Cheers!

Awesome! This should be included in the next minetest update.


No, armour is too Minecraft-like. It's okay for people who want it, but it would be sad to see the default game become too close to what Minecraft is like.

Unless you mean only the visible wield items. I get the feeling that's going to be added to default Minetest eventually.
 

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by pandaro » Thu Feb 14, 2013 12:23

+++111
Last edited by pandaro on Thu Feb 14, 2013 12:23, edited 1 time in total.
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by LorenzoVulcan » Thu Feb 14, 2013 12:55

0gb.us wrote:
No, armour is too Minecraft-like. It's okay for people who want it, but it would be sad to see the default game become too close to what Minecraft is like.

Unless you mean only the visible wield items. I get the feeling that's going to be added to default Minetest eventually.


Armors are necessary to PVP,independently they're minecraft-like or not.And i think they're not minecraft-like.
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