[Mod] mycorners [mycorners]

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Don
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Re: [Mod] mycorners [mycorners]

by Don » Post

12Me21 wrote:Wow, this looks amazing!!
I especially like the grey stone brick corners, and the brown wood corners.

However, you might want to add more shading to the wood and stone corners, as they look kind of flat.

Also, I don't really think it's necessary to have so many different colors, but that's probably because I like to use mostly grey in my buildings.

It would be nice if there was a tool that converted a node into the corner version just by clicking on it.
That way you wouldn't need to dig out all the corners of buildings and replace them with these.

I would also like if there were metal corners.

Edit: I think the code can be simplified, by doing:
minetest.register_node("mycorners:cornerblock_"..material.."_"..mat.."_"..color, {
and adjusting the rest of the code accordingly. This would shorten the cornerblock table a lot.
Thanks 12Me21.
I am not wanting to add metal corners right now. Don't want the mod to add too many nodes.
I like the tool idea. I will think about that one.
I will look at the code and see about shorting it. I am just learning so suggestions like this are helpful. Thank you.
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Re: [Mod] mycorners [mycorners]

by Napiophelios » Post

Don, check it out; I got wood corners to work with "[combine" texture modifiers
without any additional textures provided.
ImageImage

unfortunately you have to know what pixel size textures are being used by the players;
or else it looks messed up.

Here's the code for default 16px textures if you wanna try it out:

Code: Select all

minetest.register_node("new_wood_corners:stone", {
description = "Stone with Wood Corner",
tiles = {
  "([combine:16x16:0,0=default_stone.png:10,10=default_wood.png)^[transformFX",
  "([combine:16x16:0,0=default_stone.png:10,10=default_wood.png)^[transformR180",
  "default_stone.png",
		"([combine:16x16:0,0=default_stone.png:0,10=default_wood.png)^[transformR90",
		"default_stone.png",
		"([combine:16x16:0,0=default_wood.png:0,6=default_stone.png)^[transformR90",
		},
inventory_image =  "([combine:16x16:0,0=default_stone.png:0,10=default_wood.png)^[transformR90",
wield_image = "([combine:16x16:0,0=default_stone.png:0,10=default_wood.png)^[transformR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_wood_corners:stonebrick", {
description = "Stonebrick with Wood Corner",
tiles = {
  "default_stone_brick.png^([combine:16x16:10,10=default_wood.png)^[transformFX",
  "default_stone_brick.png^([combine:16x16:10,10=default_wood.png)^[transformR180",
  "default_stone_brick.png",
		"default_stone_brick.png^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
		"default_stone_brick.png",
		"default_stone_brick.png^([combine:16x16:0,10=default_wood.png)^[transformFYR90",
		},
inventory_image = "default_stone_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
wield_image = "default_stone_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_wood_corners:cobble", {
description = "Cobble with Wood Corner",
tiles = {
  "default_cobble.png^([combine:16x16:10,10=default_wood.png)^[transformFX",
  "default_cobble.png^([combine:16x16:10,10=default_wood.png)^[transformR180",
  "default_cobble.png",
		"default_cobble.png^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
		"default_cobble.png",
		"default_cobble.png^([combine:16x16:0,10=default_wood.png)^[transformFYR90",
		},
inventory_image = "default_cobble.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
wield_image = "default_cobble.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_wood_corners:brick", {
description = "Brick with Wood Corner",
tiles = {
  "default_brick.png^[transformFXR180^([combine:16x16:10,10=default_wood.png)^[transformFX",
  "default_brick.png^[transformFYR90^([combine:16x16:10,10=default_wood.png)^[transformR180",
  "default_brick.png^[transformFY",
		"default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
		"default_brick.png^[transformFY",
		"default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFYR90",
		},
inventory_image = "default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
wield_image = "default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})
Attachments
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Re: [Mod] mycorners [mycorners]

by ExeterDad » Post

unfortunately you have to know what pixel size textures are being used by the players;
or else it looks messed up.
I have this brainstorm in my head I need to test. I bet I know how to overcome this. I may try it on my next day off from work. If it ever happens. I've had 1 1/2 days off this month so far.

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Re: [Mod] mycorners [mycorners]

by Don » Post

Napiophelios wrote:Don, check it out; I got wood corners to work with "[combine" texture modifiers
without any additional textures provided.
ImageImage

unfortunately you have to know what pixel size textures are being used by the players;
or else it looks messed up.

Here's the code for default 16px textures if you wanna try it out:

Code: Select all

minetest.register_node("new_wood_corners:stone", {
description = "Stone with Wood Corner",
tiles = {
  "([combine:16x16:0,0=default_stone.png:10,10=default_wood.png)^[transformFX",
  "([combine:16x16:0,0=default_stone.png:10,10=default_wood.png)^[transformR180",
  "default_stone.png",
		"([combine:16x16:0,0=default_stone.png:0,10=default_wood.png)^[transformR90",
		"default_stone.png",
		"([combine:16x16:0,0=default_wood.png:0,6=default_stone.png)^[transformR90",
		},
inventory_image =  "([combine:16x16:0,0=default_stone.png:0,10=default_wood.png)^[transformR90",
wield_image = "([combine:16x16:0,0=default_stone.png:0,10=default_wood.png)^[transformR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_wood_corners:stonebrick", {
description = "Stonebrick with Wood Corner",
tiles = {
  "default_stone_brick.png^([combine:16x16:10,10=default_wood.png)^[transformFX",
  "default_stone_brick.png^([combine:16x16:10,10=default_wood.png)^[transformR180",
  "default_stone_brick.png",
		"default_stone_brick.png^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
		"default_stone_brick.png",
		"default_stone_brick.png^([combine:16x16:0,10=default_wood.png)^[transformFYR90",
		},
inventory_image = "default_stone_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
wield_image = "default_stone_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_wood_corners:cobble", {
description = "Cobble with Wood Corner",
tiles = {
  "default_cobble.png^([combine:16x16:10,10=default_wood.png)^[transformFX",
  "default_cobble.png^([combine:16x16:10,10=default_wood.png)^[transformR180",
  "default_cobble.png",
		"default_cobble.png^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
		"default_cobble.png",
		"default_cobble.png^([combine:16x16:0,10=default_wood.png)^[transformFYR90",
		},
inventory_image = "default_cobble.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
wield_image = "default_cobble.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_wood_corners:brick", {
description = "Brick with Wood Corner",
tiles = {
  "default_brick.png^[transformFXR180^([combine:16x16:10,10=default_wood.png)^[transformFX",
  "default_brick.png^[transformFYR90^([combine:16x16:10,10=default_wood.png)^[transformR180",
  "default_brick.png^[transformFY",
		"default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
		"default_brick.png^[transformFY",
		"default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFYR90",
		},
inventory_image = "default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
wield_image = "default_brick.png^[transformR90^([combine:16x16:0,10=default_wood.png)^[transformFXR90",
groups = { cracky=3, oddly_breakable_by_hand=1},
})
Wow. Thanks.
I tried to figure that out but couldn't.
That is awesome!
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Re: [Mod] mycorners [mycorners]

by Don » Post

ExeterDad wrote:
unfortunately you have to know what pixel size textures are being used by the players;
or else it looks messed up.
I have this brainstorm in my head I need to test. I bet I know how to overcome this. I may try it on my next day off from work. If it ever happens. I've had 1 1/2 days off this month so far.
You need to stop working so hard. Minetest needs you.
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Re: [Mod] mycorners [mycorners]

by Napiophelios » Post

the 16px code looks kinda weird with stonebricks cuz I just used the same tile rotation
I came up with for my custom 32px textures to look right.
I will try to fix it later and get back to you.

If ExeterDad can come up with a way to detrmine the px size being used
it will make [combine alot more useful

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Re: [Mod] mycorners [mycorners]

by Don » Post

Either that or we could put a setting in there for size
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Re: [Mod] mycorners [mycorners]

by ExeterDad » Post

My thoughts are towards one of two ways.
1) A meshnode cube. A cube within a cube creating layers. It doesn't matter the res of the texture, the texture will cover the face of the node it is assigned to no matter what. So a 16x16 "layer" will stretch over a 32x32 "layer" correctly. Or visa versa. My concern would be the Z flashing bug.

2) Another thought is making a meshnode with a textured (trim) corner pressed into another "base" block with the main texture. That would eliminate the possibility of flashing.

Either way in theory would allow any res texture pack to work with any default texture, or visa versa.
I'm thinking this would be cool to try on mypaths as well.

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Re: [Mod] mycorners [mycorners]

by Evergreen » Post

If there was some way of getting the size of the texture you are overlaying on, you could automatically adjust the overlays to the correct size.
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Re: [Mod] mycorners [mycorners]

by jp » Post

Another texture modifier that may helps you for get rid of lot of redundancy...

Code: Select all

#### `[colorize:<color>:<ratio>`
Colorize the textures with the given color.
`<color>` is specified as a `ColorString`.
`<ratio>` is an int ranging from 0 to 255, and specifies how much of the
color to apply. If ommitted, the alpha will be used.

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Re: [Mod] mycorners [mycorners]

by Nathan.S » Post

jp wrote:Another texture modifier that may helps you for get rid of lot of redundancy...

Code: Select all

#### `[colorize:<color>:<ratio>`
Colorize the textures with the given color.
`<color>` is specified as a `ColorString`.
`<ratio>` is an int ranging from 0 to 255, and specifies how much of the
color to apply. If ommitted, the alpha will be used.
Maybe I'm just dumb, but I've been trying to figure this out for a while now, do you know of a mod that uses this method, or could you provide a working example, 'cause I simply can't get this to work.
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Re: [Mod] mycorners [mycorners]

by jp » Post

Pretty simple.

Code: Select all

minetest.register_node("test:node", {
	tiles = {"default_stone.png^[colorize:red:120"},
	description = "Node test",
	groups = {crumbly=3},
})
Image

You can replace "red" by an ASCII code (e.g. #FFFFFF) as well.
<ratio> means the color saturation -- higher is the number, higher is the saturation.

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Re: [Mod] mycorners [mycorners]

by Nathan.S » Post

I wish the API said that you needed the carat and that it belonged in the quotes, I was trying it without the carat and outside of the quotes.

Thanks a Million JP, this helps me out immensely.
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Re: [Mod] mycorners [mycorners]

by Hybrid Dog » Post

the wool mod needs an update in my opinion.

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Re: [Mod] mycorners [mycorners]

by Napiophelios » Post

I dont know why I cant stop messing with this mod :)

This is my version of stone corners without providing textures.
(The cobble with stone corners looks the best..stone on stone aint bad either)

The code is below if you wanna test it out;
(I used Sokomines compressed format to simplify things).
I also fixed the wood corners from the previous post.

Image

Code: Select all

new_corners= {}
new_corners_creative = 0
new_corners.register_corner= function( basename, texture, description, craft_from )
local group_def = {cracky=3, choppy=2, oddly_breakable_by_hand=1, not_in_creative_inventory = new_corners_creative};

minetest.register_node("new_corners:corner_stone_"..basename,{
description = description.." with Stone Corner",
tiles = {
  texture.."^([combine:16x16:8,8=default_stone_brick.png)^[transformFX",
  texture.."^([combine:16x16:8,8=default_stone_brick.png)^[transformR180",
  texture,
		"default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")^[transformFX",
		texture,
		"default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
		},
inventory_image = "default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
wield_image = "default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
paramtype = "light",
paramtype2 = "facedir",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_corners:corner_sandstone_"..basename,{
description = description.." with SandStone Corner",
tiles = {
  texture.."^([combine:16x16:8,8=default_sandstone_brick.png)^[transformFX",
  texture.."^([combine:16x16:8,8=default_sandstone_brick.png)^[transformR180",
  texture,
		"default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")^[transformFX",
		texture,
		"default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
		},
inventory_image = "default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
wield_image = "default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
paramtype = "light",
paramtype2 = "facedir",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_corners:corner_wood_"..basename,{
description = description.." with Wood Corner",
inventory_image = texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFXR90",
wield_image = texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFXR90",
tiles = {
  texture.."^[transformFXR180^([combine:16x16:8,8=default_wood.png)^[transformFX",
  texture.."^[transformFXR180^([combine:16x16:8,8=default_wood.png)^[transformR180",
  texture,
		texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFXR90",
		texture.."^[transformFY",
		texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFYR90",
		},
  groups = group_def,
		paramtype = "light",
		paramtype2 = "facedir",
})


minetest.register_craft({
		output = "new_corners:corner_stone_"..basename.." 4",
		recipe = { { "default:stone", craft_from, ""},
			{ "default:stone", craft_from, "" },
			{ "default:stone", craft_from, ""},
		} });

		minetest.register_craft({
		output = "new_corners:corner_sandstone_"..basename.." 4",
		recipe = { { "default:wood", craft_from, ""},
			{ "default:wood", craft_from, "" },
			{ "default:wood", craft_from, ""},
		} });

				minetest.register_craft({
		output = "new_corners:corner_wood_"..basename.." 4",
		recipe = { { "default:sandstone", craft_from, ""},
			{ "default:sandstone", craft_from, "" },
			{ "default:sandstone", craft_from, ""},
		} });

end

--Default mod
new_corners.register_corner( 'brick',        'default_brick.png',        'Bricks',         'default:brick' );
new_corners.register_corner( 'stone_brick', 'default_stone_brick.png', 'Stone Bricks', 'default:stonebrick' );
new_corners.register_corner( 'cobble',      'default_cobble.png',      'Cobble Stone',       'default:cobble' );
new_corners.register_corner( 'stone',       'default_stone.png',       'Stone',        'default:stone' );
new_corners.register_corner( 'wood',        'default_wood.png',        'Wood Planks',         'default:wood' );

next: stonebrick corners!!!
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Don
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Re: [Mod] mycorners [mycorners]

by Don » Post

Looks nice. I will get around to adding your code. I have been busy with other mods. This mod is on my list for updates.
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Re: [Mod] mycorners [mycorners]

by Napiophelios » Post

Don wrote:Looks nice. I will get around to adding your code. I have been busy with other mods. This mod is on my list for updates.
IDK Don, without default textures and default texture resolution,
my little experiments might make your mod seem unfinished to some.
is it possible to have a setting file?
Thats a little advanced for me to even consider writing :)

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Re: [Mod] mycorners [mycorners]

by Don » Post

It is possible to have a settings file. I will have to think about how I would do it. Maybe have both styles and people can choose which they want
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Re: [Mod] mycorners [mycorners]

by Don » Post

Update

Corner tool is ready for use.
Craft the tool
place your corners to the right of your tool in inventory
left click to install on the block
right click rotates the block

Hope you enjoy!
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Re: [Mod] mycorners [mycorners]

by Don » Post

Update
cleaned up code.
Thanks for the help TeTpaAka
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Re: [Mod] mycorners [mycorners]

by Don » Post

Napiophelios made a version using default textures and [combine.
https://github.com/Napiophelios/new_corners

The link is also at the bottom of the first post.
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Re: [Mod] mycorners [mycorners]

by Gon_17 » Post

Perfect mod

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Don
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Re: [Mod] mycorners [mycorners]

by Don » Post

I made a light version of mycorners.
It includes the basic default nodes and 4 dye colors, brown, green, red and white.
The machine is gone. You craft the corner boards by putting the material in the top left corner and the dye beside it.
To install the corners you use the corner tool.
Let me know what you think. Hopefully this will help with servers.
https://github.com/DonBatman/mycorners_ ... master.zip
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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Don
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Re: [Mod] mycorners [mycorners]

by Don » Post

I cleaned up the code a bit and fixed groups. The blocks the corner is attached to is the group used.
When you remove a corner block you now get the original block and 2 corner pieces.
The corner tool now required 2 corner pieces. Something I missed before.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here

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fireglow
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Re: [Mod] mycorners [mycorners]

by fireglow » Post

One of my players just hit a very serious bug:
When someone hits a default locked chest (be it the owner or another player) with the tool,
a) the chest ownership is cleared
b) the chest is emptied.
Please fix this asap. I'll disable the tool on my servers for now.

Edit: The chests in question were protected by a tenplus protector, to no avail.

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