[Mod] xFurniture (various items, WIP)

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sun Nov 26, 2017 19:55

Hooray, time to break something again :)

Before the latest commit the window sill end parts were two different nodes each for one side. But since xFurniture uses so many nodes having one item less is a big deal so I unified the end part.

Now the same node can be used for both ends but instead of the previous end which was a distinguished end part the current end is only some kind of extension and I am not quite sure about this.

Image

I added a second sill concept being only one node (so xFurniture would use two less nodes in total, which is a really big deal because having two nodes less means two times the amount all supported loaded non-filtered base nodes are saved. Depending of configuration this results in a couple of hundred less nodes to be generated by xFurniture.

Image

The structure elements are subject to change. One single sill looks like this:

Image

So what do you guys think? Which version is better? The modular one that, well, is modular, or the combined one that uses two times the amount of all nodes less and has a proper end and some more structure?

Both variants of course support indentation and come in all loaded supported not filtered base node variants.
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sun Dec 10, 2017 14:20

I removed and reworked the window stuff.

Now the sill is one part as previously shown. The design remained as shown but I added another structural element that hides the window bars poking through (no z-fighting due to being a fraction longer and higher which is not visible for the player but for the renderer).

Image

This element isn’t quite visible when looked at the sill from slightly above (which is the normal angle when used regularly).

Image

The additional structural element was added because I removed the window frame corners (shown in red) and enlarged the window frame so there is only one element to build the whole frame. It adds minimal z-fighting at the corners but depending on configuration this saves a couple of hundred nodes to be registered.

Image

Oh, and when rotating the sill a little it can be used as door crown, too :)

Image

Just pull the latest version from GitHub (link in first post)
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sun Dec 10, 2017 15:18

azekill_DIABLO wrote:wow, so much uses to this mod!

… and it even provides the functions to define custom furniture in own mods (this needs better and updated documentation but is fully functional).
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sun Dec 10, 2017 17:45

azekill_DIABLO wrote:*hides under the desk with an aluminium hat*

No need to hide. It’s actually quite easy if you know how to register nodes in Minetest.

https://github.com/4w/xtend/tree/master/xfurniture/api
 

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Re: [Mod] xFurniture (various items, WIP)

by azekill_DIABLO » Tue Dec 12, 2017 16:02

I wish I had more time to contribute, I have some great ideas and I'd like to realise them.
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Tue Dec 12, 2017 18:47

azekill_DIABLO wrote:I wish I had more time to contribute, I have some great ideas and I'd like to realise them.

Contribute ideas! Code is just code :)
 

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Re: [Mod] xFurniture (various items, WIP)

by azekill_DIABLO » Tue Dec 12, 2017 19:37

Okay! It was a bit Xmas themed... not too much at all.

Why not adding:
  • A rocking chair
  • A rocking horse
  • A bathub and more WC furniture?
  • Already framed window panels <img> (But I think we can already do somethg like that)
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Wed Dec 13, 2017 11:06

azekill_DIABLO wrote:
  • A rocking chair
  • A rocking horse

Those need curved elements and are hard to add using nodeboxes. Since I have zero Blender skills (and I am not sure if and how to apply a node texture to a 3D object) this likely won't happen. But maybe I'll extend the mod to allow using 3D objects instead of nodeboxes so others can add them.

azekill_DIABLO wrote:
  • A bathub and more WC furniture?
  • Already framed window panels <img> (But I think we can already do somethg like that)

Yes, good ideas.

Window frames might need four rotatable elements (or eight to cover glass panes and full glass nodes, too)

Code: Select all
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This would allow creating (more or less) all possible window frame combinations.

Edit: I forgot a simple squared frame, but when I think about it maybe two or three simple frames (1x1, 2x2 and maybe 2x1 rotatable) might be enough.

Another solution would be "extending" the currently available glass panes but that is currently not supported by xFurniture.

A bathtub would be possible quite easy. This would be as modular as the sofas with corner pieces and wall pieces, etc. Inner corner, outer corner, wall piece, U shaped piece and center piece will be needed. Maybe it's time to fill the two unused categories with those?

I'm about to rework walls and remove some of the wall nodes (some nice nodebox trickery to have torch holders as independent objects, see this just created issue). This would shave off all torch holder walls from the current set of walls.
 

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Re: [Mod] xFurniture (various items, WIP)

by azekill_DIABLO » Wed Dec 13, 2017 16:29

Nice to see I give you inspiration, the windows are a good idea! Also, Some more desks and office stuff would be nice too!
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Thu Dec 14, 2017 19:51

Get latest commit to have all walls with torch holders become unknown nodes :)

Oh, and to get fully modular torch holders and thousands of xFurniture objects less to be generated. See detailed description of this commit.

Image

Basically you first place the wall, then you place the torch against the wall, and then you place the torch holder against the torch. This needs one more node that looks empty but actually has the torch holder in it (it just does not look like this).
 

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Re: [Mod] xFurniture (various items, WIP)

by GamingAssociation39 » Thu Dec 14, 2017 20:00

@linuxdirk Can you help me make a fireplace mantel for my Christmas subgame?
Jesus Is Lord and Savior!!!
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Fri Dec 15, 2017 19:30

GamingAssociation39 wrote:@linuxdirk Can you help me make a fireplace mantel for my Christmas subgame?

Maybe check out the Nodebox Editor and play around with it :)
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sat Dec 16, 2017 01:06

Quick update: now there are pools. And a new category for anything kitchen and bathroom and water related. But basically just pools at the moment. Or better: pool parts. Pools can be created like walls. Just dig out a 2 nodes deep hole and place the pool parts as wanted.

The pools can be filled with any type of water. Lava pools might work with not flammable nodes only :)

Image

But I’m not happy with it. Maybe have pools two nodes deep (will need a three nodes hole and needs more work to fill the pool)? Or make depth modular, too? I guess that would be best. So it doesn’t need any nodebox trickery to prevent z-fighting. This would need 3 more objects and one object could be removed from current pool system.
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sat Dec 16, 2017 14:43

Get the latest version from GitHub!

Pools are created out of three parts. A corner part, a side part and an inner corner part. The three parts are placed on ground level (technically the parts are located in the node above the ground thus it is not possible to place anything there), and go two nodes down (in total the parts are three nodes in height).

Image

If you want to build a pool you need a variety of those parts. If you have them, place them as desired using the pool edge as a guide for the shape of the pool. When doing it properly the edge everywhere has the same width and height.

Image

Now dig the first layer inside the shape you just created.

Image

If you want you can leave it like this and replace the visible ground layer with your desired bottom layer and place water on that layer. If you want a two nodes deep pool leave the layer as it is and fill your pool shape with water.

Image

Now remove the visible layer replace the layer after that with your desired pool ground nodes.

Image

Instead of that you can replace more ground layers just place one node below the pool parts to create a last step, then go straight down. (Shown on screenshot using a different node).

Image

… in the end simply add the pool deck as you prefer …

Image

… aaand done :)
Last edited by Linuxdirk on Sat Dec 16, 2017 15:18, edited 1 time in total.
 

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Re: [Mod] xFurniture (various items, WIP)

by azekill_DIABLO » Sat Dec 16, 2017 14:54

Where did my post go? Anyway, it's a nice work you've done here but we are missingtwo major things:
  • A ladder that goes inside and outside water
  • A diving platform
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sat Dec 16, 2017 15:37

Totally. But since the mod’s concept is providing objects in various base node types those would have the same node texture all over wich would not look that good. Better grab the saw from moreblocks and be more creative like me in this 10 minutes concept and building …

Image

But a ladder might be possible. Maybe I find a way to make it properly climbable without to much hacking :)
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sat Dec 16, 2017 18:06

The latest version now has a pool ladder. The ladder is not climbable but since you would swim to it … ¯\_(ツ)_/¯

Image

Maybe I will make it end on the second wall step. But I’m not happy with the look.
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Sun Dec 17, 2017 15:54

azekill_DIABLO wrote:thw for doing it! it's very nice!

Thanks! Since I was able to remove nearly 30 wall definitions there is now plenty of space for new things :)
 

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Re: [Mod] xFurniture (various items, WIP)

by Linuxdirk » Tue Dec 26, 2017 15:29

A little update: Now the mod has bathtubs, well … at least ONE bathtub. A classic 1x2 sized one plus some covers.

Image

Click the thumbnails for detailed views.

Image Image Image Image

The bathtub is filled with water (or any other fluid or solid node you want) quite similar to how the pool works. But you need to have access to the layer below the bathtub to place your desired node there. Click the below image to see a gallery on how to do this.

Image

The bathtub is one node and there are two covers, the one without a step, and the one with a step. The step is off-center to prevent z-fighting at the corners.

Image

As always: Just get the latest commit version from git and you’re good to go.
 

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