[MOD] MT_Village_Set (low poly models)
- Steamed_Punk
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[MOD] MT_Village_Set (low poly models)
MT_Village_Set (low poly models and large textures)
Unless you are using a PC with a bit of power I wouldn't advise you to try these models
They are here for feedback and advice about the direction to take! if you are able to do this I am all ears!
These are 'as is' and they are not ready to be used in any game or world. Just create a new flat empty map and have a look.
Things are slowly progressing thanks to contributors.
The huts are now solid and you can build in and around them.
The streetlight now radiates light in a natural way.
Everything can now be crafted outside of "Creative Mode" and used in game.
THE MOD
Here is the link to the mod repository.
https://github.com/Steamed-Punk/MT_Village_Set
Once installed, just type 'hut' in your inventory search bar.
EXTRA_TEXTURES
There is a branch for downloading replacement (much larger) textures for those that want to see the huts in their full glory. There are instructions for changing the textures, which involves straight replacements and no renaming. You will also find screenshots of the huts using small textures and large textures with the default MT texture_pack and also using my own texture_pack as seen above. Don't worry the small textures are also in the pack for going back.
https://github.com/Steamed-Punk/MT_Vill ... a_Textures
THE GUIDE
Because these models use a different approach I suggest you take a quick look at the guide to see how place a hut into your world. When you place a hut, you will notice that there is no door. Yep, just slap one in there, they fit.
https://github.com/Steamed-Punk/MT_Village_Set/wiki
All licensing info which can be found at github is still conform to open-source and the guidelines here.
I will update this page alongside the github as and when the mod develops.
Unless you are using a PC with a bit of power I wouldn't advise you to try these models
They are here for feedback and advice about the direction to take! if you are able to do this I am all ears!
These are 'as is' and they are not ready to be used in any game or world. Just create a new flat empty map and have a look.
Things are slowly progressing thanks to contributors.
The huts are now solid and you can build in and around them.
The streetlight now radiates light in a natural way.
Everything can now be crafted outside of "Creative Mode" and used in game.
THE MOD
Here is the link to the mod repository.
https://github.com/Steamed-Punk/MT_Village_Set
Once installed, just type 'hut' in your inventory search bar.
EXTRA_TEXTURES
There is a branch for downloading replacement (much larger) textures for those that want to see the huts in their full glory. There are instructions for changing the textures, which involves straight replacements and no renaming. You will also find screenshots of the huts using small textures and large textures with the default MT texture_pack and also using my own texture_pack as seen above. Don't worry the small textures are also in the pack for going back.
https://github.com/Steamed-Punk/MT_Vill ... a_Textures
THE GUIDE
Because these models use a different approach I suggest you take a quick look at the guide to see how place a hut into your world. When you place a hut, you will notice that there is no door. Yep, just slap one in there, they fit.
https://github.com/Steamed-Punk/MT_Village_Set/wiki
All licensing info which can be found at github is still conform to open-source and the guidelines here.
I will update this page alongside the github as and when the mod develops.
Last edited by Steamed_Punk on Mon Oct 19, 2020 20:41, edited 6 times in total.
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Re: [MOD] MT_Village_Set (low poly models)
It seems you forgot to add the init.lua to your repository so that the huts actually exist as something placeable in the world.
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Re: [MOD] MT_Village_Set (low poly models)
Ooops! not sure what happened there :D
Corrected, all missing files in place. (I think)
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Re: [MOD] MT_Village_Set (low poly models)
Following through on Sokomine post HERE:
viewtopic.php?f=6&t=25448&p=381885#p381885
I noticed 2 things:
1) The corner_wall is only 'solid' on one of the walls. If you are inside and looking into the corner it's the right hand side that is not solid.
2) I am not criticizing here because I don't know exactly what you are doing! The height of the collision allows people to jump over them.
You mentioned auto placement! I am thinking of taking the hut node and placing it outside the hut so that it's not an obstruction if people want to have a second floor/loft bedroom. Would this effect what you are doing?
I ask because if I remove the windows (today but for tomorrow at the latest) I will do it all at the same time and if there are small changes in size or placement I don't want you doing stuff, me wasting your time, and you feeling obliged to start again.
Apart from that :D :D :D cool!
viewtopic.php?f=6&t=25448&p=381885#p381885
These are great and as you said they sit nicely within the walls.Sokomine wrote: ↑Tue Oct 06, 2020 01:57I've already created some nodes that are intended for your huts. There are two shapes; texture doesn't really matter (just for visualization). They're a bit thicker than they ought to be in the end (again, for visualization). I had no time yet to add code that places these nodes automaticly in the necessry positions.
The advantage of this solution is that these nodes will be invisible inside the wall of your huts, they will block passage for players through walls, and a player who places a node on the inside or outside can do so. It's not a perfect solution as the wall can be perforated this way if the node is digged again or if nodes are placed on both sides that let the player through.
There are also further shapes needed for the roof.
[Edit] It'd be nice if the windows of the huts could be transparent.
Code: Select all
minetest.register_node("mt_buildings:wall", { description = "housewall", tiles = {"default_wood.png"}, --"default_glass.png", "default_glass_detail.png"}, is_ground_content = false, sounds = default.node_sound_glass_defaults(), -- cannot be digged, does not appear in creative inventory groups = {not_in_creative_inventory = 1}, -- if a player tries to place a node here, this one will be replaced by it buildable_to = true, -- water shall not wash it away floodable = false, paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, drawtype = "nodebox", -- small enough so that it disappears inside the house wall object node_box = { type = "fixed", fixed = { {0.5, -0.5, 0.5, -0.5, 0.5, 0.5-1/32}, --128}, }, }, -- the collision box is slightly larger than the nodebox because the -- collision box is what this node exists for collision_box = { type = "fixed", fixed = { {0.5, -0.5, 0.5, -0.5, 0.5, 0.5-1/16}, }, }, }) -- corner node for the larger-than-one-node-house-tents minetest.register_node("mt_buildings:wall_edge", { description = "housewall", tiles = {"default_wood.png"}, --"default_glass.png", "default_glass_detail.png"}, paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, is_ground_content = false, groups = {not_in_creative_inventory = 1}, sounds = default.node_sound_glass_defaults(), buildable_to = true, floodable = false, drawtype = "nodebox", node_box = { type = "fixed", fixed = { {0.5, -0.5, 0.5, -0.5, 0.5, 0.5-1/32}, --128}, {0.5, -0.5, 0.5, 0.5-1/32, 0.5,-0.5}, --128}, }, }, collision_box = { type = "fixed", fixed = { {0.5, -0.5, 0.5, -0.5, 0.5, 0.5-1/16}, }, }, })
I noticed 2 things:
1) The corner_wall is only 'solid' on one of the walls. If you are inside and looking into the corner it's the right hand side that is not solid.
2) I am not criticizing here because I don't know exactly what you are doing! The height of the collision allows people to jump over them.
You mentioned auto placement! I am thinking of taking the hut node and placing it outside the hut so that it's not an obstruction if people want to have a second floor/loft bedroom. Would this effect what you are doing?
I ask because if I remove the windows (today but for tomorrow at the latest) I will do it all at the same time and if there are small changes in size or placement I don't want you doing stuff, me wasting your time, and you feeling obliged to start again.
Apart from that :D :D :D cool!
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- Steamed_Punk
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Re: [MOD] MT_Village_Set (low poly models)
I have updated the hut model and the Crafting guide!
The windows have been removed and even if they do look OK, I am not quite satisfied.
The hut node now sits 1 node higher which allows for a floor and loft without banging your head on the node.
@Sokomine. your walls still align so it shouldn't effect anything you are doing. Placing walls along the window level, can obviously be seen. I am hoping I won't need to rebuild the model from scratch which would also involve new textures. Lengthy work :-(
The windows have been removed and even if they do look OK, I am not quite satisfied.
The hut node now sits 1 node higher which allows for a floor and loft without banging your head on the node.
@Sokomine. your walls still align so it shouldn't effect anything you are doing. Placing walls along the window level, can obviously be seen. I am hoping I won't need to rebuild the model from scratch which would also involve new textures. Lengthy work :-(
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Re: [MOD] MT_Village_Set (low poly models)
I have added a "Street Light" a "Well" and "3D Brown and Red Mushrooms"
CROOKED STREET LIGHT
The Street Light can be simply placed anywhere on the ground. I still have to find a solution to make the candle give off light.
Looking carefully you will notice that the lamp has glass windows.
THE CROOKED WELL
The Well can be built with a water source below. This model and texture still needs some work.
THE MUSHROOMS
Can be found in creative and can be eaten. I have tried overriding but am getting conflicts and drawtype = "mesh", seems to be an issue where-as mushrooms are "plantlike".
The huts have now got glass windows. They are not nodes but part of the mesh.
The "Extra_Textures" have also been updated for the hut windows.
I have also corrected the GUIDE link in the original post.
If you try these models please share your thoughts and opinions.
CROOKED STREET LIGHT
The Street Light can be simply placed anywhere on the ground. I still have to find a solution to make the candle give off light.
Looking carefully you will notice that the lamp has glass windows.
THE CROOKED WELL
The Well can be built with a water source below. This model and texture still needs some work.
THE MUSHROOMS
Can be found in creative and can be eaten. I have tried overriding but am getting conflicts and drawtype = "mesh", seems to be an issue where-as mushrooms are "plantlike".
The huts have now got glass windows. They are not nodes but part of the mesh.
The "Extra_Textures" have also been updated for the hut windows.
I have also corrected the GUIDE link in the original post.
If you try these models please share your thoughts and opinions.
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Re: [MOD] MT_Village_Set (low poly models)
Oh! Glad you noticed. That ought to be fixed now.Steamed_Punk wrote: 1) The corner_wall is only 'solid' on one of the walls. If you are inside and looking into the corner it's the right hand side that is not solid.
Recreating the huts with invisible nodes so that players can collide with them and will no longer walk through walls :-)Steamed_Punk wrote: 2) I am not criticizing here because I don't know exactly what you are doing!
That's right. It takes a lot more nodes than just a layer on the ground one to get the impression ingame of something that has mass.Steamed_Punk wrote: The height of the collision allows people to jump over them.
Very good. Did bang my head several times with the first model :-) Now it's save to build a second floor below the roof. That is, if you don't mind there beeing no window.Steamed_Punk wrote: The windows have been removed and even if they do look OK, I am not quite satisfied.
The hut node now sits 1 node higher which allows for a floor and loft without banging your head on the node.
Might be tricky and require some experiments to get the lamp illuminate the landscape.Steamed_Punk wrote: The Street Light can be simply placed anywhere on the ground. I still have to find a solution to make the candle give off light.
Looks very nice! A lot nicer than the standard glass texture.Steamed_Punk wrote: The huts have now got glass windows. They are not nodes but part of the mesh.
I've had to do some changes so that it hopefully ought to work now. With those changes, you can place the hut node directly on the floor. A hut control node will be placed above it at the right height. You can dig that control node in order to remove the hut again. Right-clicking fixes the walls if you accidentally created a hole in the walls where you didn't want it. The screwdriver can no longer rotate the hut (would be too much trouble with the walls also having to be moved around).
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Re: [MOD] MT_Village_Set (low poly models)
The medic center with a bit of furntiure and a floor below the roof:
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Re: [MOD] MT_Village_Set (low poly models)
Nice! I like the way you added the torch on the inside.
I have just added your 'PR' and frankly it is just so cool. Sure, I don't understand half of what you have done (as in the code, something to read) :-D Another note on your " PR", it's a first for me. I just merged the lot (looked first :-) ) but after I could see no trace of you and your time and efforts. I only found your name on the right hand panel as a contributor. Is that how it works?
Either way I will credit you for everything in the README.md and all the .lua files you modified and also sent. where do you want me to link to?
I will now (probably tomorrow now) change the Crafting Guide Wiki and add credits where do you want me to link to?
On another note which I hadn't seen before your first intervention with wall nodes and that is you have done a faire bit of village building yourself. Sorry i don't want to overstep the mark if you are in full swing and I promise to check your stuff out.
Sokomine wrote: ↑Mon Oct 12, 2020 22:43Steamed_Punk wrote: 1) The corner_wall is only 'solid' on one of the walls. If you are inside and looking into the corner it's the right hand side that is not solid.Yes, perfect it's fixed.Sokomine wrote: Oh! Glad you noticed. That ought to be fixed now.
Steamed_Punk wrote: The windows have been removed and even if they do look OK, I am not quite satisfied.
The hut node now sits 1 node higher which allows for a floor and loft without banging your head on the node.Are you suggesting a "Loft Window" :-DSokomine wrote: Very good. Did bang my head several times with the first model :-) Now it's save to build a second floor below the roof. That is, if you don't mind there beeing no window.
Steamed_Punk wrote: The Street Light can be simply placed anywhere on the ground. I still have to find a solution to make the candle give off light.For this part being (being unsure) I had thought of an invisible torch to sit over the candle but that would hide the torch particles I believe. I know that MT has particles which was another thought but haven't got that far yet. I read briefly somewhere a couple of weeks back about artificial light. I will have to find it again.Sokomine wrote: Might be tricky and require some experiments to get the lamp illuminate the landscape.
Steamed_Punk wrote: The huts have now got glass windows. They are not nodes but part of the mesh.This is absolutely amazing. You have no idea how much time you have saved me.Sokomine wrote: Looks very nice! A lot nicer than the standard glass texture.
I've had to do some changes so that it hopefully ought to work now. With those changes, you can place the hut node directly on the floor. A hut control node will be placed above it at the right height. You can dig that control node in order to remove the hut again. Right-clicking fixes the walls if you accidentally created a hole in the walls where you didn't want it. The screwdriver can no longer rotate the hut (would be too much trouble with the walls also having to be moved around).
Thank you very much. (Just ask, I owe you a textured model).
For a 3rd time where do you want me to link to? :-D
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- Steamed_Punk
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Re: [MOD] MT_Village_Set (low poly models)
Minor update:
- Each hut now has it's own crafting recipe.
- Inventory and wield images are now included.
- The medic hut texture has been modified to remove the red cross from the roof which was bleeding into other parts of the hut.
- The wiki guide has been updated with the recipes. https://github.com/Steamed-Punk/MT_Village_Set/wiki
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Re: [MOD] MT_Village_Set (low poly models)
As you can see I have managed to get a basic lighting on the streetlight:
The problem is that the light source is from the base of the node and not from the lantern itself. If anyone has any suggestions to move the source to the lantern I could really use some help :-(
-- Licenses of media (3D Meshes and textures)
-- ---------------------------------------
-- Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
-- Copyright (C) 2019 - 2020 Steamed_Punk steamedpunk.mt at gmail.com
-- NODES
-- STREETLIGHT
minetest.register_node("mt_buildings:streetlight", {
description = "Street Light",
drawtype = "mesh",
mesh = "streetlight.obj",
tiles = {"Lamp.png"},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
walkable = false,
light_source = 14,
groups = {choppy=2, oddly_breakable_by_hand=2, flammable=3},
on_place = minetest.rotate_node,
selection_box = {
type = "fixed",
fixed = {
{-0.1, 1.7, 0.8, 0.2, 2, 1.1},
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.4, -0.5, -0.4, 0.4, 2.5, 0.4},
},
},
})
-- STREETLIGHT_CRAFT
minetest.register_craft({
output = "mt_buildings:streetlight",
recipe = {
{'group:wood', 'group:wood', 'default:glass'},
{'group:wood', '', 'default:torch'},
{'group:wood', '', ''},
}
})
yes the code is already at github ;-)
Cheers
The problem is that the light source is from the base of the node and not from the lantern itself. If anyone has any suggestions to move the source to the lantern I could really use some help :-(
-- Licenses of media (3D Meshes and textures)
-- ---------------------------------------
-- Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
-- Copyright (C) 2019 - 2020 Steamed_Punk steamedpunk.mt at gmail.com
-- NODES
-- STREETLIGHT
minetest.register_node("mt_buildings:streetlight", {
description = "Street Light",
drawtype = "mesh",
mesh = "streetlight.obj",
tiles = {"Lamp.png"},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
walkable = false,
light_source = 14,
groups = {choppy=2, oddly_breakable_by_hand=2, flammable=3},
on_place = minetest.rotate_node,
selection_box = {
type = "fixed",
fixed = {
{-0.1, 1.7, 0.8, 0.2, 2, 1.1},
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.4, -0.5, -0.4, 0.4, 2.5, 0.4},
},
},
})
-- STREETLIGHT_CRAFT
minetest.register_craft({
output = "mt_buildings:streetlight",
recipe = {
{'group:wood', 'group:wood', 'default:glass'},
{'group:wood', '', 'default:torch'},
{'group:wood', '', ''},
}
})
yes the code is already at github ;-)
Cheers
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Re: [MOD] MT_Village_Set (low poly models)
In the on_place callback you could just set an invisible light source above the node. You'd also need to add in an on_destruct callback to remove that light source when the lamp is removed.
Something like this would probably work.
Something like this would probably work.
Code: Select all
after_place_node = function(pos)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local top_node = minetest.get_node(above)
local top_def = minetest.registered_nodes[top_node.name] or nil
if not top_def.buildable_to then
return false
else
minetest.set_node(above,{name='epic:empty'})
return true
end
end
after_dig_node = function(pos)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local top_node = minetest.get_node(above).name
if minetest.get_item_group(top_node, 'empty_node') > 0 then
minetest.remove_node(above)
end
end
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Re: [MOD] MT_Village_Set (low poly models)
That is so much better and natural. You can clearly see the changes on how the "well" is lit.
Compared to my efforts
I would like to say that it's thanks to Nathan.S and his code below but I can't
credits have been added for this (and a forgotten buffalo animation)
Enjoy
Compared to my efforts
I would like to say that it's thanks to Nathan.S and his code below but I can't
This is because I couldn't get it to work myself (doh). So Nathan.S kindly made a PR which has been merged into the code. For that I thank him. Thank you Nathan.SNathan.S wrote: ↑Sun Oct 18, 2020 23:02In the on_place callback you could just set an invisible light source above the node. You'd also need to add in an on_destruct callback to remove that light source when the lamp is removed.
Something like this would probably work.Code: Select all
after_place_node = function(pos) local above = {x = pos.x, y = pos.y + 1, z = pos.z} local top_node = minetest.get_node(above) local top_def = minetest.registered_nodes[top_node.name] or nil if not top_def.buildable_to then return false else minetest.set_node(above,{name='epic:empty'}) return true end end after_dig_node = function(pos) local above = {x = pos.x, y = pos.y + 1, z = pos.z} local top_node = minetest.get_node(above).name if minetest.get_item_group(top_node, 'empty_node') > 0 then minetest.remove_node(above) end end
credits have been added for this (and a forgotten buffalo animation)
Enjoy
Last edited by Steamed_Punk on Mon Oct 19, 2020 17:43, edited 1 time in total.
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Re: [MOD] MT_Village_Set (low poly models)
MINOR UPDATE:
- The well and streetlight now have their own crafting recipe.
- Inventory and wield images are also included.
- The crafting guide has also been updated to reflect these changes.
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Re: [MOD] MT_Village_Set (low poly models)
ROADS AND PATHS UPDATE
CAN BE DOWNLOADED AND USED.
Please read through to get started and understand what has been done and what is to do!
What you are about to see have been straight imports into blender, resized & rotated and the UV mapping quickly updated. The UV mapping still has a couple of glitch's to be dealt with.
I originally made these for another use and there is still some work to do so that they look correct when placed. Saying that, I mean the height of the models. They are thin and do not sit correctly on top of the blocks below. They still work as if they do and can be used to build roads and paths as they are. This will be dealt with when I add sloped parts so that they can all be done at the same time.
So that quick roads can be built and following the style of this mod these nodes take up a 2x2 space, you will have to think a little differently when placing them. I have rotated everything in a way that once you get the hang of it (tip, top right hand corner) you will be building roads & paths very very quickly. You can either dig out the road way to place them or place them and then fill the ground level out afterwards. I found it easier to dig out the pathways first
The following screenshots will give you an idea of what a road or path could look like when built, obviously you can build them as you wish and a better idea of the nodes in there and how they could be placed.
NIGHT
DAY
CLOSE UP
The roads and paths have relief and dip down towards the centre.
THE NODES
There are only five (5) nodes that make up the set so far. The straight centre road part is re-used to make the crossroads centre part until I build a new model. So there is a total of six (6) usable blocks.
SOME POSSIBILITIES
To build a path you will only need to use one (1) node twice to build either side of the path. Place the first one, do a 360 and place the opposite one. keep doing this until you want to use corner blocks to change direction.
Building a road means you have to leave a 4x4 space between either path side so that the road track block can be placed between them. I will be adding another texture for this node without the tracks.
As you can see below there are quite a few possibilities with just the first 5 / 6 nodes.
I will eventually be adding dry_grass textures and textures that correspond with the MT pixel art style.
I am building things with my own texture pack in mind, which you can get from github as well.
I will be adding crafting recipes and updating the wiki guide.
CAN BE DOWNLOADED AND USED.
Please read through to get started and understand what has been done and what is to do!
What you are about to see have been straight imports into blender, resized & rotated and the UV mapping quickly updated. The UV mapping still has a couple of glitch's to be dealt with.
I originally made these for another use and there is still some work to do so that they look correct when placed. Saying that, I mean the height of the models. They are thin and do not sit correctly on top of the blocks below. They still work as if they do and can be used to build roads and paths as they are. This will be dealt with when I add sloped parts so that they can all be done at the same time.
So that quick roads can be built and following the style of this mod these nodes take up a 2x2 space, you will have to think a little differently when placing them. I have rotated everything in a way that once you get the hang of it (tip, top right hand corner) you will be building roads & paths very very quickly. You can either dig out the road way to place them or place them and then fill the ground level out afterwards. I found it easier to dig out the pathways first
The following screenshots will give you an idea of what a road or path could look like when built, obviously you can build them as you wish and a better idea of the nodes in there and how they could be placed.
NIGHT
DAY
CLOSE UP
The roads and paths have relief and dip down towards the centre.
THE NODES
There are only five (5) nodes that make up the set so far. The straight centre road part is re-used to make the crossroads centre part until I build a new model. So there is a total of six (6) usable blocks.
SOME POSSIBILITIES
To build a path you will only need to use one (1) node twice to build either side of the path. Place the first one, do a 360 and place the opposite one. keep doing this until you want to use corner blocks to change direction.
Building a road means you have to leave a 4x4 space between either path side so that the road track block can be placed between them. I will be adding another texture for this node without the tracks.
As you can see below there are quite a few possibilities with just the first 5 / 6 nodes.
I will eventually be adding dry_grass textures and textures that correspond with the MT pixel art style.
I am building things with my own texture pack in mind, which you can get from github as well.
I will be adding crafting recipes and updating the wiki guide.
The sky is not the limit - It's my playground
- Steamed_Punk
- Member
- Posts: 156
- Joined: Sat Aug 10, 2019 13:31
- GitHub: steamed-punk
Re: [MOD] MT_Village_Set (low poly models)
REBUILD & NEW BLOCKS
To reduce polygons a complete rebuild of the initial 5 blocks has allowed for an even deeper road inset. Another 5 blocks have been built and with reuse there is now a total of 14 blocks to build your road systems.
The wiki now has a new crafting guide page for roads which is underway with images and basic info.
https://github.com/Steamed-Punk/MT_Village_Set/wiki
To reduce polygons a complete rebuild of the initial 5 blocks has allowed for an even deeper road inset. Another 5 blocks have been built and with reuse there is now a total of 14 blocks to build your road systems.
The wiki now has a new crafting guide page for roads which is underway with images and basic info.
https://github.com/Steamed-Punk/MT_Village_Set/wiki
The sky is not the limit - It's my playground
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