{WIP} HersheyPark (Map) [HELP WANTED]
- GamingAssociation39
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{WIP} HersheyPark (Map) [HELP WANTED]
This map is coming soon. I'm still working on this map, just want to get people hyped for the map.
Chocolate World, Hershey, Pa
Mods needed for map so far:
custom
streets
mcnodes
Github:
https://github.com/Gerold55/HersheyPark-Map
Chocolate World, Hershey, Pa
Mods needed for map so far:
custom
streets
mcnodes
Github:
https://github.com/Gerold55/HersheyPark-Map
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- Chocolate World.png (261.24 KiB) Viewed 920 times
Last edited by GamingAssociation39 on Thu Apr 26, 2018 02:18, edited 10 times in total.
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Re: {WIP} HersheyPark (Map)
Interesting idea. When do you think it will be finished?
plz see my map from The Stanley Parable. viewtopic.php?f=12&t=19944&p=0&e=0
- GamingAssociation39
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Re: {WIP} HersheyPark (Map)
I'll be posting little by little as a certain section is finished. I've been working on it. Time will tell how long since it's a decent size park. I am wanting to make it as realistic as possible.
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Re: {WIP} HersheyPark (Map)
Been there... awesome place.
Maybe you could even do Dutch Wonderland. Enjoyed this area back in 2001 with my oldest when he was about 4, went out there to see Thomas The Tank Engine : )
The video I have of him meeting Sir Topham Hatt is hilarious, he was awestruck
Maybe you could even do Dutch Wonderland. Enjoyed this area back in 2001 with my oldest when he was about 4, went out there to see Thomas The Tank Engine : )
The video I have of him meeting Sir Topham Hatt is hilarious, he was awestruck
A Wonderful World
- GamingAssociation39
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Re: {WIP} HersheyPark (Map)
I've got part of Chocolate World built so far. Am wanting to start the entrance of the park but am having trouble with figuring out the walkways. Can anyone help?
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- GamingAssociation39
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Re: {WIP} HersheyPark (Map)
Why don't you use the official park map for the planning of the walkways?GamingAssociation39 wrote:Am wanting to start the entrance of the park but am having trouble with figuring out the walkways. Can anyone help?
http://www.hersheypark.com/assets/pdf/p ... er-map.pdf
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
What I really need help on is making the models and the signs for the park and Chocolate World.
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
Cool! Cant wait. (I have actually been there so cool!)
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
Maybe this will help. https://rubenwardy.com/minetest_modding ... index.html it's a "how to make a mod" book.GamingAssociation39 wrote:What I really need help on is making the models and the signs for the park and Chocolate World.
plz see my map from The Stanley Parable. viewtopic.php?f=12&t=19944&p=0&e=0
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
GA knows how to make mods:) he just needs help on some models and stuff.
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
Well... unfortunately I can't figure out how to make models either... I can only make ones made out of small cubes. But maybe VannesaE can help with the signs.StarNinjas wrote:GA knows how to make mods:) he just needs help on some models and stuff.
plz see my map from The Stanley Parable. viewtopic.php?f=12&t=19944&p=0&e=0
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
Yeah me either:(
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
I try to make a model, then put it in the code how it says to do it in the "how to mod" book, but it always crashes and says it can't find the model file.
plz see my map from The Stanley Parable. viewtopic.php?f=12&t=19944&p=0&e=0
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
yeah:(
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
I tried using different model types (except b3d because I can't find any) but that didn't work either.
plz see my map from The Stanley Parable. viewtopic.php?f=12&t=19944&p=0&e=0
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
yeah
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
VanessaE has no problem with that. She did it with her homedecor mod and xdecor. Maybe she can help us with that. (I'll ask her on one of her mod pages.)
plz see my map from The Stanley Parable. viewtopic.php?f=12&t=19944&p=0&e=0
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
Ok cool but you see GA is at US army boot camp so i pretty much might be in control of this mod while i am in some of his other projects.
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
Using models in a mod is simpler than everyone makes it out to be. :-)
The hardest part is learning a good modeling tool like Blender.
Once you have most of the model drawn, create a Material and give it a meaningful name, then assign some polygons to it, according to the model's needs. Keeping only those polygons selected, do Unwrap -> Reset. Then, in the UV Map Editor screen, load an image, and Blender will assign it to the selected polygons. From there, move, rotate, resize, flip, and otherwise alter, tweak, and tune the UV shapes as needed, using the "textured solid" mode in the 3D View screen to preview the results.
Usually, I just add all the Materials and assign polygons in one go, after I've created the majority of the model geometry. Then I load and map images one at a time.
The UV mapping may be as simple or as complex as you please for each image. There's no real limit to the level of detail or complexity of your UV maps, other than your target audience's computing resources (and your personal preferences) regarding maximum image resolution, file size, polygon count, etc., just as long as you don't try to use more than 6 image files, since that's Minetest's limit.
Once you have the model looking right, export it to OBJ format. In Blender, use these settings during export:
Blender is all I know for this, so it's up to you to figure out your modeling program's equivalents, if you use something else.
Among your mod files, create a folder named models/ in the top level, i.e. where textures/ and init.lua are, and put your model in there.
Then in your code:
Minetest does not use any texture images or texture information embedded in the model file, i.e. the above settings will create an untextured model. You supply the texture files to be applied via your code, as implied above. If it isn't already obvious, the usual +X, -X, +Y, ... convention has no meaning here. :-)
The Material order in the exported model determines the order of the filenames in the tiles entry in the node definition. Blender can be a little unpredictable in this regard, so use a text editor or grep or something to search inside the OBJ file, for "g " (one space).
The hardest part is learning a good modeling tool like Blender.
Once you have most of the model drawn, create a Material and give it a meaningful name, then assign some polygons to it, according to the model's needs. Keeping only those polygons selected, do Unwrap -> Reset. Then, in the UV Map Editor screen, load an image, and Blender will assign it to the selected polygons. From there, move, rotate, resize, flip, and otherwise alter, tweak, and tune the UV shapes as needed, using the "textured solid" mode in the 3D View screen to preview the results.
Usually, I just add all the Materials and assign polygons in one go, after I've created the majority of the model geometry. Then I load and map images one at a time.
The UV mapping may be as simple or as complex as you please for each image. There's no real limit to the level of detail or complexity of your UV maps, other than your target audience's computing resources (and your personal preferences) regarding maximum image resolution, file size, polygon count, etc., just as long as you don't try to use more than 6 image files, since that's Minetest's limit.
Once you have the model looking right, export it to OBJ format. In Blender, use these settings during export:
Spoiler
Among your mod files, create a folder named models/ in the top level, i.e. where textures/ and init.lua are, and put your model in there.
Then in your code:
Code: Select all
minetest.register_node("my_mod:cool_model_node", {
description = "My cool model node",
drawtype = "mesh",
mesh = "my_mod_cool_model_node_filename.obj",
tiles = {
"my_mod_cool_model_node_first_material_texture.png",
"my_mod_cool_model_node_second_material_texture.png",
-- ...and so on
},
paramtype = "light",
-- .. and then all the rest of the usual node def. stuff, as necessary for your node
})
The Material order in the exported model determines the order of the filenames in the tiles entry in the node definition. Blender can be a little unpredictable in this regard, so use a text editor or grep or something to search inside the OBJ file, for "g " (one space).
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Re: {WIP} HersheyPark (Map) [HELP WANTED]
Thank you. When GA gets back hopefully this helps him i think he knows how to make them he was just saying that's something people can work on. Thanks.
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