[Mod] [discontinued] xFurniture (various items)
- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
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.
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.
The structure elements are subject to change. One single sill looks like this:
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.
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.
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.
The structure elements are subject to change. One single sill looks like this:
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.
- azekill_DIABLO
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Re: [Mod] xFurniture (various items, WIP)
Last one is better.
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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
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).
This element isn’t quite visible when looked at the sill from slightly above (which is the normal angle when used regularly).
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.
Oh, and when rotating the sill a little it can be used as door crown, too :)
Just pull the latest version from GitHub (link in first post)
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).
This element isn’t quite visible when looked at the sill from slightly above (which is the normal angle when used regularly).
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.
Oh, and when rotating the sill a little it can be used as door crown, too :)
Just pull the latest version from GitHub (link in first post)
- azekill_DIABLO
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Re: [Mod] xFurniture (various items, WIP)
wow, so much uses to this mod!
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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
… and it even provides the functions to define custom furniture in own mods (this needs better and updated documentation but is fully functional).azekill_DIABLO wrote:wow, so much uses to this mod!
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Re: [Mod] xFurniture (various items, WIP)
O.O
*hides under the desk with an aluminium hat*
*hides under the desk with an aluminium hat*
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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
No need to hide. It’s actually quite easy if you know how to register nodes in Minetest.azekill_DIABLO wrote:*hides under the desk with an aluminium hat*
https://github.com/4w/xtend/tree/master/xfurniture/api
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Re: [Mod] xFurniture (various items, WIP)
Just kidding :P *removes the hat*
I'm impressed that a very easy to use API!
I'm impressed that a very easy to use API!
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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
Haha, yes. It basically just hides all the complexity.
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Re: [Mod] xFurniture (various items, WIP)
I wish I had more time to contribute, I have some great ideas and I'd like to realise them.
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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
Contribute ideas! Code is just code :)azekill_DIABLO wrote: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)
Okay! It was a bit Xmas themed... not too much at all.
Why not adding:
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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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
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 rocking chair
- A rocking horse
Yes, good ideas.azekill_DIABLO wrote:
- A bathub and more WC furniture?
- Already framed window panels <img> (But I think we can already do somethg like that)
Window frames might need four rotatable elements (or eight to cover glass panes and full glass nodes, too)
Code: Select all
│ │ │
└── ───┤ ──── ───┼───
│ │
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)
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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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
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.
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).
Oh, and to get fully modular torch holders and thousands of xFurniture objects less to be generated. See detailed description of this commit.
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).
- GamingAssociation39
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Re: [Mod] xFurniture (various items, WIP)
@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)
Maybe check out the Nodebox Editor and play around with it :)GamingAssociation39 wrote:@linuxdirk Can you help me make a fireplace mantel for my Christmas subgame?
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Re: [Mod] xFurniture (various items, WIP)
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 :)
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.
The pools can be filled with any type of water. Lava pools might work with not flammable nodes only :)
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)
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).
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.
Now dig the first layer inside the shape you just created.
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.
Now remove the visible layer replace the layer after that with your desired pool ground nodes.
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).
… in the end simply add the pool deck as you prefer …
… aaand done :)
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).
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.
Now dig the first layer inside the shape you just created.
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.
Now remove the visible layer replace the layer after that with your desired pool ground nodes.
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).
… in the end simply add the pool deck as you prefer …
… aaand done :)
Last edited by Linuxdirk on Sat Dec 16, 2017 15:18, edited 1 time in total.
- azekill_DIABLO
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Re: [Mod] xFurniture (various items, WIP)
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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- Linuxdirk
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Re: [Mod] xFurniture (various items, WIP)
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 …
But a ladder might be possible. Maybe I find a way to make it properly climbable without to much hacking :)
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)
- azekill_DIABLO
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Re: [Mod] xFurniture (various items, WIP)
thw for doing it! it's very nice!
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Re: [Mod] xFurniture (various items, WIP)
Thanks! Since I was able to remove nearly 30 wall definitions there is now plenty of space for new things :)azekill_DIABLO wrote:thw for doing it! it's very nice!
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Re: [Mod] xFurniture (various items, WIP)
A little update: Now the mod has bathtubs, well … at least ONE bathtub. A classic 1x2 sized one plus some covers.
Click the thumbnails for detailed views.
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.
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.
As always: Just get the latest commit version from git and you’re good to go.
Click the thumbnails for detailed views.
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.
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.
As always: Just get the latest commit version from git and you’re good to go.
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