[FREE 3D MODEL] MELKAR!

viv100
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by PenguinDad » Mon Aug 26, 2013 16:35

viv100 wrote:does not work

What doesn't work?
 

viv100
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by viv100 » Mon Aug 26, 2013 16:52

there is no init. lua
 

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webdesigner97
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by webdesigner97 » Mon Aug 26, 2013 17:01

viv100 wrote:there is no init. lua

This is still not a mod...
But I started coding, see

Github repo (of course indev)
 

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webdesigner97
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by webdesigner97 » Mon Aug 26, 2013 17:25

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.
 

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by viv100 » Tue Aug 27, 2013 16:04

you could try to do it fast please, thank you
 

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by webdesigner97 » Tue Aug 27, 2013 17:27

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 ;)
Last edited by webdesigner97 on Tue Aug 27, 2013 17:27, edited 1 time in total.
 

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by Sokomine » Tue Aug 27, 2013 22:14

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.
A list of my mods can be found here.
 

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paramat
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by paramat » Tue Aug 27, 2013 23:36

Car mobs ... thats so awesome :)
 

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Element
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by Element » Wed Aug 28, 2013 01:55

i like the mod for cars but i cant find the right link to get the mod
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by Sokomine » Wed Aug 28, 2013 02:33

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.
A list of my mods can be found here.
 

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Element
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by Element » Wed Aug 28, 2013 02:36

can i have that mod pack
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by Sokomine » Wed Aug 28, 2013 02:50

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.
A list of my mods can be found here.
 

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Element
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by Element » Wed Aug 28, 2013 02:53

can i have the complete modpack then...please...i want to try out your cars and its hard to find a certain mod
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Melkor
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by Melkor » Wed Aug 28, 2013 06:19

Jordach wrote:Thanks, Append is more friendly than Import, as the Import Options might screw a few things up. Not to mention we can export it as something else.

No problem, I didn't know that about the import function, thanks!

Sokomine wrote:Wild cars:
Image

Image


SO beatiful, sob, sob, sniff!!
 

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by Sokomine » Wed Aug 28, 2013 15:05

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.
Last edited by Sokomine on Wed Aug 28, 2013 15:12, edited 1 time in total.
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by webdesigner97 » Wed Aug 28, 2013 15:42

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"},
 

viv100
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Melkor
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by Melkor » Wed Aug 28, 2013 19:42

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.
 

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by AndrOn » Wed Aug 28, 2013 21:13

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!CloAM3XUnF7HPnc2k1M1UUQ1soYg-gCL1CDuG7KPeOU

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
Last edited by AndrOn on Wed Aug 28, 2013 21:14, edited 1 time in total.
sorry for bad english
 

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webdesigner97
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by webdesigner97 » Thu Aug 29, 2013 11:19

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.
 

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by yohanes828 » Thu Aug 29, 2013 13:42

coollllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
 

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

...
Last edited by viv100 on Fri Aug 30, 2013 17:06, edited 1 time in total.
 

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