[Mod] Angled Walls [1.5] [angledwalls]

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TumeniNodes
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[Mod] Angled Walls [1.5] [angledwalls]

by TumeniNodes » Post

This mod adds angled walls, angled glass, and angled doors to Minetest.
pithy was kind enough to provide some awesome models (for the walls), again. Thanks pithy!

As always, using the screwdriver with this mod adds lots of options.

If you have any issues with this mod, questions, ideas, or just like it..., please let me know.
*All changes are listed as they come at the bottom of this post.

Depends = default
Code License = lgpl-2.1
Models License = see "media license" in models folder (CC BY SA 4.0 Intl, and Unlicense)
Textures License = as indicated in Minetest default (see "license.txt")

Image

Image

source: https://github.com/TumeniNodes/angledwalls

download: https://github.com/TumeniNodes/angledwa ... master.zip

Install: rename folder from "angledwalls-master" to "angledwalls". Move the folder into your mods folder.
Enjoy

1.6 changes:
*An0n3m0us fix face textures layout. See post here viewtopic.php?p=349368#p349368

1.5 changes:
*Added clean sloped walls. See post here viewtopic.php?p=349063#p349063

1.4 changes:
*Added angled doors code and models
*Moved all source .blend files into their own folder
*Removed unused models
*Updated depends.txt to include *doors mod
*Updated media license.txt to include only items/media related to/used within this mod
*Updated README.md to add "and angled doors"

1.3 changes:
*Fixed the angled glass model (now uses textures from TP in use)
*Added angled glass for supported mods (bakedclay and quartz) <these mods must be enable to add them to inv>
*Removed the custom textures folder, as it is no longer needed.
*Updated media licenses for models.

1.2 changes:
*Added new model for angled corner (model provided by pithy)
*Added some materials which were missed initially (glass & obsidian glass included)

1.1 changes:
*Refined textures for angled glass
*Added support for the following mods:
1- bakedclay
2-quartz
*Merged PR from pithy which adds "angled-to" code (which adds ease of placement to nodes)
*Merged PR from Don which "Adds mod.conf file so if the mod folder name is not right it will still read the mod properly."
Attachments
screenshot_angledwalls-inv.png
screenshot_angledwalls-inv.png (155.13 KiB) Viewed 1493 times
screenshot_angledwalls1.png
screenshot_angledwalls1.png (853.52 KiB) Viewed 1494 times
Last edited by TumeniNodes on Thu Jun 13, 2019 16:13, edited 13 times in total.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TheReaperKing » Post

Great work, I love it!
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

TheReaperKing wrote:Great work, I love it!
Thanks. It didn't look so great until the meshes pithy provided.
Last edited by TumeniNodes on Sun Jun 26, 2016 17:38, edited 1 time in total.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Onyx » Post

Wow! It's awesome, very well thought out.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Post

+1 very nice

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Post

+1
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Thank you again everyone. I'm glad you like it.
This was an idea I had actually before I did the angled stairs. I lucked out on guessing real quick on working out the glass. Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
I may add support for more mods with building-like nodes later as well.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Is there anything, anyone would like to see added to this mod? i.e. support for other mods textures, or anything like that?
Anyone having any issues with it? Please let me know
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Post

support for baked clay please? and maybe cblocks?

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

KCoombes wrote:support for baked clay please? and maybe cblocks?
oh boy, I think I may have opened a can-o-worms
I will set to work on those then. Thanks for the feedback
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

KCoombes wrote:support for baked clay please? and maybe cblocks?
I tried a few different ways to add the support but no luck. I'm still a complete novice with Lua so please bear with me : )
I may have to ask Ten+1 how to add the support.

I have, however, added plain angled glass and obsidian glass textures (not pushed with git yet). This way, as support for other mods is added, there won't be a real need for each texture to have it's own glass/obsidian glass textures..., because that would just get crazy.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Post

TumeniNodes wrote:
KCoombes wrote:support for baked clay please? and maybe cblocks?
I tried a few different ways to add the support but no luck. I'm still a complete novice with Lua so please bear with me : )
I may have to ask Ten+1 how to add the support.

I have, however, added plain angled glass and obsidian glass textures (not pushed with git yet). This way, as support for other mods is added, there won't be a real need for each texture to have it's own glass/obsidian glass textures..., because that would just get crazy.
In your depends.txt file add them as a soft depends. eg. cblock?
A soft depend is just the mod name with a question mark at the end.

Then use do something like if minetest.get_modpath("cblocks") then
And add the code you want.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Don wrote:In your depends.txt file add them as a soft depends. eg. cblock?
A soft depend is just the mod name with a question mark at the end.

Then use do something like if minetest.get_modpath("cblocks") then
And add the code you want.
Thank you Don.
Yep, I was trying that. I tried using similar code from the stairs mod, one of your mods too actually :D
But I only attempted to add support for bakedclay, which I tried various ways, always making the changes the errors showed.... just tinkering on my end really.
It is fun to try to learn, and really nice having code from other mods to work with, but it can get frustrating, and make one feel really stupid :P
I think bakedclay is throwing me because the extremely simplified code it uses... (if that makes sense?)
And being a dope, I didn't save any of the work I did which failed, to show and ask where I went wrong.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Post

You are not stupid or dumb. You just don't have the skills yet. Once you have done it a few times you will have the skills. Never beat yourself up for not being able to do something you have not done before.

There is a couple ways you can go about it. One is to put the check for the mod in init.lua and if the mod exists then use dofile for a file.

Code: Select all

if minetest.get_modpath("cblocks") then
	dofile(minetest.get_modpath("angledwalls").."/cblocks.lua")
end
Or you can add the check for the mod in your code and at each point that you want to support another mod you would check for the mod and if it exists then run the code you want.
Make sure you have a depends.txt file. Each mod in depends.txt is on a new line.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Post

If you want to see a strange way to support other mods see https://github.com/pithydon/steep_stairs.

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Don wrote:You are not stupid or dumb. You just don't have the skills yet. Once you have done it a few times you will have the skills. Never beat yourself up for not being able to do something you have not done before.

There is a couple ways you can go about it. One is to put the check for the mod in init.lua and if the mod exists then use dofile for a file.

Code: Select all

if minetest.get_modpath("cblocks") then
	dofile(minetest.get_modpath("angledwalls").."/cblocks.lua")
end
Or you can add the check for the mod in your code and at each point that you want to support another mod you would check for the mod and if it exists then run the code you want.
Make sure you have a depends.txt file. Each mod in depends.txt is on a new line.
Thank you very much Don. I'll give it a try again later tonight
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

pithy wrote:If you want to see a strange way to support other mods see https://github.com/pithydon/steep_stairs.
I'll look at that too pithy, thanks.

I think my goal will be to add support for as many mods as poss. using soft depends, with the 3 latest of my mods.
The main support is for default but should really cover any mods which have building nodes (stones, woods, etc.)
as long as it will not cause far too many lines of code
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by azekill_DIABLO » Post

perfect mod!
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

azekill_DIABLO wrote:perfect mod!
Thanks azeKILL.

Guys, I'm still having difficulty figuring out how to add support for other mods. I tried implementing each option provided by Don and pithy but, I am missing something, and have failed to get it to work each time. (frustrated that I can't seem to grasp how to do , what seems to be basic & simple coding) : (
Even literally copy & pasting the scripts provided, I fail.
Is it more beneficial for me to only use the init.lua file to list all the dofiles functions for each mod I wish to support? But then if I do this, when I add init.lua files from the other mods, I have to rename them to modname.lua, and then would I not have to then add also the textures from each mod?
I am confused, and really do not want to make the codes too large, as I wish to add support for the mods which have nodes angled walls could use, to 2 of my mods..., angled walls, and stoneworks.
Or..., is it best for me to only add support for mods which others request? I, myself, would like to have support for a few other mods for both, just as my personal preference.
Anyway, any and all help and handholding would be hugely appreciated..., I truly hate having to bother others who I know have enough of their own stuff to do and work on.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by azekill_DIABLO » Post

continue working and don't be discouaged !

this morning i didn't figured out how to do a door :P
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

azekill_DIABLO wrote:continue working and don't be discouaged !

this morning i didn't figured out how to do a door :P
heh, thanks for the encouragement..., eventually I will figure out what I am doing wrong.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Post

I am busy right now but will help soon. PM me and show me what you have so far.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Desour » Post

TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Post

DS-minetest wrote:
TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said
Is there a way to make a mesh use two or more textures in Minetest?

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Post

Don wrote:I am busy right now but will help soon. PM me and show me what you have so far.
Thank you Don. Actually, I use a copy to try the changes, and each time it failed I simply removed the code to start again.
I think I'm gonna give it another try to see if I can figure it out on my own first...., and then I'll show up on your doorstep crying like a baby asking for help :D
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