[Mod] Nodes for Pixelart based on palettes [pixelart]

User avatar
Linuxdirk
Member
 
Posts: 2169
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

[Mod] Nodes for Pixelart based on palettes [pixelart]

by Linuxdirk » Fri May 03, 2019 14:56

Pixelart is a mod adding nodes grouped in color palettes to Minetest

Image

Using the mod


The mod operates in two ways. In creative mode a player can take pixel (nodes) from the palette and place them in the world without any cost. For doing so the player needs to open the inventory and switch to the “Pixelart” tab and select one of the available palettes. Alternatively a custom Unified Inventory page or a node are available.

Image

When the world does not run in creative mode taking pixels costs a base node. The name of the base node is shown to the player via a chat line. When a player has one of the defined base node taking out one pixel (node) from the palette is possible.

In both cases the player needs at least one free inventory slot where the node can be placed in.

Palettes


The built-in palettes all use Silver Sandstone as base node (default:silver_sandstone) when not in creative mode. All palettes are carefully created using original sources. Feel free to suggest interesting palettes for implementation.

The mod also allows using custom palettes on a per-world basis. Those custom palettes take precedence over the built-in palettes when having the same name as them. This allows overriding built-in palettes as well as removing them from the palettes list (see readme for more details).

Mod Meta


License: GPLv3 for code, CC-BY-SA for media
Dependencies: default (Minetest >= 5.0.0)
Download latest version: pixelart-master.zip
Source/issues/etc.: GitLab
Translations: English (default) and German
 

User avatar
Linuxdirk
Member
 
Posts: 2169
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by Linuxdirk » Thu Sep 19, 2019 22:28

A breaking change happened!

Due to the implementation of opacity for the individual pixels (color opacity only, the base node stays fully opaque but the color opacity may vary if wanted by the palette designer) all nodes are now invalid because the opacity value is part of the node ID to allow multiple same colors with different opacity values.

It’s for the better of us all :) And … eh … it’s WIP after all …

New version is available via GIT and will be pushed through CDB when synchronized.
 

CalebJ
Member
 
Posts: 159
Joined: Sat Dec 29, 2018 19:21
Location: Tunnelers' Abyss
GitHub: KaylebJay
IRC: KaylebJay
In-game: CalebJ

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by CalebJ » Fri Sep 20, 2019 03:59

+100000 for ATARI color palettes, that's just so cool. I'll have to try this out soon ... forget it, I mean right now. :-)
If you want realism, you're in the wrong place. Get off your mobile.
 

User avatar
Linuxdirk
Member
 
Posts: 2169
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by Linuxdirk » Fri Sep 20, 2019 09:46

Glad you like it, but please wait with building because now that I think about it: Having the opacity value as part of the node ID might not be the best thing. I think I'll sacrifice having different nodes with same color but different opacity values for having "stable" node IDs regardless of opacity setting.

I'll update and push in a few hours when I'm home.
 

User avatar
Linuxdirk
Member
 
Posts: 2169
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by Linuxdirk » Fri Sep 20, 2019 19:16

Okay, it is live. Another breaking change (sorry CalebJ). I reverted back to the opacity-less node IDs. Opacity can now be changed without making all nodes invalid. It’s also much cleaner now, internally :)
 

CalebJ
Member
 
Posts: 159
Joined: Sat Dec 29, 2018 19:21
Location: Tunnelers' Abyss
GitHub: KaylebJay
IRC: KaylebJay
In-game: CalebJ

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by CalebJ » Sat Sep 21, 2019 04:23

Very good update! This is much better! But also a sad change ... because of my pixelart. But then again, hey, I've got my copy :D
If you want realism, you're in the wrong place. Get off your mobile.
 

User avatar
Linuxdirk
Member
 
Posts: 2169
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by Linuxdirk » Fri Sep 27, 2019 21:52

Hah! :) It went a bit out of control but it is finally possible to configure all the things using world-specific customization files. If nothing was done with this functionality before then nothing has to be changed.

If there were made changes before those files have to be moved and updated to use the latest functionality. I tried to keep the changes to be fixable quite easy. The minimum changes are:

1. Custom world-specific palettes have to be located in ./worlds/worlddirectory/_pixelart/palettes now
2. Within the palettes definitions the colors entry has to be renamed to pixels.

Everything else is optional and very thoroughly documented in the overhauled custom palettes readme section.

After doing some more testing this will be pushed to the CDB but right now it is only available on GitLab.
 

User avatar
Codesound
Member
 
Posts: 221
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by Codesound » Sat Oct 12, 2019 10:28

Linux Mint 19.02 Cinnamom, Minetest 5.0.1, last Pixelart

Hi,

this is a beautiful mod that I used frequently..... thanks!

But when I reinstall minetest 5.0.1, this mod crashes minetest... this is the debug.txt:

Code: Select all
2019-10-12 12:17:51: ERROR[AsyncWorker-0]: servers.minetest.net/list?proto_version_min=37&proto_version_max=37 not found (Couldn't resolve host name) (response code 0)
2019-10-12 12:19:26: ACTION[Main]: Installed package to /home/kernel/.minetest/mods/pixelart
2019-10-12 12:20:08: ACTION[Main]: Installed package to /home/kernel/.minetest/mods/pixelart
2019-10-12 12:20:39: ACTION[Main]: Installed package to /home/kernel/.minetest/mods/petz
2019-10-12 12:22:25: ERROR[Main]: ModError: Failed to load and run script from /home/kernel/.minetest/mods/pixelart/init.lua:
2019-10-12 12:22:25: ERROR[Main]: ...kernel/.minetest/mods/pixelart/system/register_nodes.lua:69: attempt to call field 'color_values' (a nil value)
2019-10-12 12:22:25: ERROR[Main]: stack traceback:
2019-10-12 12:22:25: ERROR[Main]:    ...kernel/.minetest/mods/pixelart/system/register_nodes.lua:69: in main chunk
2019-10-12 12:22:25: ERROR[Main]:    [C]: in function 'dofile'
2019-10-12 12:22:25: ERROR[Main]:    /home/kernel/.minetest/mods/pixelart/init.lua:45: in main chunk
2019-10-12 12:22:25: ERROR[Main]: Check debug.txt for details.
2019-10-12 12:22:25: ACTION[Main]: Server: Shutting down


how I fix this problem?

Thanks again
 

User avatar
Linuxdirk
Member
 
Posts: 2169
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by Linuxdirk » Sat Oct 12, 2019 10:46

Codesound wrote:how I fix this problem?

You can’t :)

But I released a new version that should prevent this to happen. Just get the latest Git version or wait for the CDB to offer the update.
 

User avatar
Codesound
Member
 
Posts: 221
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] Nodes for Pixelart based on palettes [pixelart]

by Codesound » Sat Oct 12, 2019 14:44

Linuxdirk wrote:
Codesound wrote:how I fix this problem?

You can’t :)

But I released a new version that should prevent this to happen. Just get the latest Git version or wait for the CDB to offer the update.


Thanks! Now works again!!! This is an another very beautiful mod! I love it!
Thanks again ALSO for your quick help!

R
 

User avatar
Linuxdirk
Member
 
Posts: 2169
Joined: Wed Sep 17, 2014 11:21
Location: Germany
In-game: Linuxdirk
 


Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 3 guests