[Mod] Node Texture Modifier [node_texture_modifier]

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cx384
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[Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Sun Sep 18, 2016 17:03

This mod adds a machine which allows you to convert nodes.

It also adds old nodes and nodes for ever texture pack you have in your texture pack folder.
You have to add the ntm_texture_packs mod to the secure.trusted_mods setting if you want to use it.

License: WTFPL for everything what is not taken from anywhere (look in each file for more information)
Dependencies: default dye wool bucket (moreblocks? moreores? darkage? mining_plus? itemframes? xdecor? technic?)
Download: zip, tar.gz
Github: node_texture_modifier

+ Screenshots

+ Crafting recipes

To Do:
- Add more supported mods

Bugs:
- If you dig an opened trapdoor from the ntm_texture_packs mod it drops an unknown item
Attachments
screenshot_20170402_155654.png
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screenshot_20160918_183244.png
(490.75 KiB) Downloaded 1 time
screenshot_20160918_183300.png
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Last edited by cx384 on Wed Jan 17, 2018 16:26, edited 9 times in total.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by qwertymine3 » Sun Sep 18, 2016 17:18

Nice mod, could do with a more catchy name though ;)

It would be nice to have listring support, but having done something similar, it can be a pain to work around some of the ways inventory listring movements trigger callbacks.

I got an unknown node shown when using with default:stone, which was default:stone_block.

Also which bits are taken from default? Without knowing none of this mod can be safely re-used without using the LGLP license.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Sun Sep 18, 2016 18:01

qwertymine3 wrote:Nice mod, could do with a more catchy name though ;)

Thank you, :D
but I'm really uncreative in such things. D:
qwertymine3 wrote:I got an unknown node shown when using with default:stone, which was default:stone_block

I think this is no problem with the new minetest version.
https://github.com/minetest/minetest_ga ... s.lua#L215
qwertymine3 wrote:It would be nice to have listring support, but having done something similar, it can be a pain to work around some of the ways inventory listring movements trigger callbacks.

OK maybe I would add this but you can send me a pull request on github.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Mon Sep 19, 2016 14:40

azekill_DIABLO wrote:say hello to the return of ugly minetest

If you want, you can disable the old nodes in the settings.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Mon Jan 02, 2017 15:23

Big update:
1. You can color wool with the modifier.
2. It is a modpack now.
3. Add a few new nodes for example the old bone.

Image
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by Diamond knight » Mon Jan 02, 2017 16:09

you should add every old minetest_game block and some old select modded blocks
The IMPERIVM FERRVM shall once more blossom!
viewtopic.php?f=3&t=20851

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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Mon Jan 02, 2017 16:12

Diamond knight wrote:you should add every old minetest_game block and some old select modded blocks

I think a l already got every old minetest_game block.
Please tell me some old select modded blocks.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by Diamond knight » Mon Jan 02, 2017 17:34

you should check to be sure, i noticed snow was missing, and i think the blocks should have the same properties as they had in their era (old gravel having old sounds for example), the select mods i am referring to are the famous mods like moreores, mesecons, etc.

i also think there should be old items too and them being craft-able with their old materials (or dug from), also a "time machine" with ujeduin's multidimentions mod supported would be cool (a dimension for each "era") (maybe even some replica mobs from the era too (there were mobs in the old "old_dirt1" days) (check the noglastia subgame))
The IMPERIVM FERRVM shall once more blossom!
viewtopic.php?f=3&t=20851

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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Mon Jan 02, 2017 18:52

Diamond knight wrote:you should check to be sure, i noticed snow was missing, and i think the blocks should have the same properties as they had in their era (old gravel having old sounds for example), the select mods i am referring to are the famous mods like moreores, mesecons, etc.

The mod should only add nodes which are like the normal nodes with an old texture and not exactly old nodes because you convert normal nodes into old nodes. Moreover this nodes are only decoration and some nodes are missing but if you want you can send me a PR on github to make the ntm_old_nodes mod even better.
Diamond knight wrote:i also think there should be old items too and them being craft-able with their old materials (or dug from), also a "time machine" with ujeduin's multidimentions mod supported would be cool (a dimension for each "era") (maybe even some replica mobs from the era too (there were mobs in the old "old_dirt1" days) (check the noglastia subgame))

The old nodes are a small part of my mod so I don't want to add a special mechanism to get the nodes but I've already been thinking about a time machine which needs mese to run.
I cant find the noglastia subgame.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Sun Apr 02, 2017 15:39

Update:
Added ntm_texture_packs, moreores support and new configurations.

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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Tue Apr 04, 2017 13:47

azekill_DIABLO wrote:
cx384 wrote:I cant find the noglastia subgame.


http://krock-works.16mb.com/MTstuff/modSearch.php?st=0&at=2&q=nostalgia It's nostalgia!

Yeah, but he wrote
Diamond knight wrote:check the noglastia subgame
.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Tue Apr 11, 2017 14:58

Update:
You can now use chisel and brush to convert nodes by leftclicking .
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by the_raven_262 » Wed Apr 12, 2017 06:09

I would never think of this, nice work, awesome for creative servers :)
I know its a bit offtopic, but which texture pack is the one on the far left in the image?
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Wed Apr 12, 2017 09:11

the_raven_262 wrote:I know its a bit offtopic, but which texture pack is the one on the far left in the image?

It is called "dogview", but I cant find it anymore maybe someone removed the topic.
viewtopic.php?f=4&t=15182
the_raven_262 wrote:awesome for creative servers

Yes it is, but you can get every node in survival.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by the_raven_262 » Wed Apr 12, 2017 09:18

It says i'm not authorized to view the link you posted :/
As for the nodes, i meant that the use for multiple texture versions has more use in creative, and it is nice that mod can also be used in survival :)
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Wed Apr 12, 2017 09:29

I found this link by searching with google.
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by the_raven_262 » Wed Apr 12, 2017 09:37

I found it, but i still can't open the link. Nevermind then :)
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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by RSLRedstonier » Wed Jan 17, 2018 14:55

amazing
how hard is it to add new nodes?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by RSLRedstonier » Wed Jan 17, 2018 15:05

sooo if I download a texture pack but don't use it this mod will automatically register new nodes for each texture pack and give me more building options?
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Node Texture Modifier [node_texture_modifier]

by cx384 » Wed Jan 17, 2018 16:31

RSLRedstonier wrote:amazing
how hard is it to add new nodes?

It is very easy. You can do this:
Code: Select all
node_texture_modifier.add_node_too_type("mymod:another_cobble", "cobble")

or this
Code: Select all
node_texture_modifier.add_node_too_type("mymod:mynode1", "mynodes")
node_texture_modifier.add_node_too_type("mymod:mynode2", "mynodes")


RSLRedstonier wrote:sooo if I download a texture pack but don't use it this mod will automatically register new nodes for each texture pack and give me more building options?

Yes, but you have to add the ntm_texture_packs mod to the secure.trusted_mods setting and you can change the activated texture pack in your settings.
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