[mod] water_life - mobs for mobkit[water_life]

Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Jan 14, 2020 06:24

Extex wrote:Oh also could you please use the updated model and texture here: viewtopic.php?f=9&t=22112&start=375#p363312
The old one has a broken flap animation and the texture got discoloured somehow.

For some reason Termos isn't updating it


Termos already told you, your texture look like it is glowing. And it does so.
Better the one like it is now.

Your new model has problem when exported to b3d. I do not know if that is a blender or export plugin issue.
If exported to b3d I cannot use the fly animation for some reason. No idea, I am blender noob.
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Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Jan 14, 2020 09:23

better radar implementation:

now birds have memory and calculate roll value depending an radar results

Image


depends; mobkit, water_life
credits:
    all code beside radar implementation by Termos
    model, animation, design by Extex
Attachments
aerotest.zip
latest eagle with memory and roll value calculation
(76.87 KiB) Downloaded 2 times
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Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Wed Jan 15, 2020 10:06

Gundul wrote:
Extex wrote:Oh also could you please use the updated model and texture here: viewtopic.php?f=9&t=22112&start=375#p363312
The old one has a broken flap animation and the texture got discoloured somehow.

For some reason Termos isn't updating it


Termos already told you, your texture look like it is glowing. And it does so.
Better the one like it is now.

Your new model has problem when exported to b3d. I do not know if that is a blender or export plugin issue.
If exported to b3d I cannot use the fly animation for some reason. No idea, I am blender noob.


I found the error of your blender file. That took me 6 (!) hours today.
When you open the animation window, there is a small window in the lower screen where you can control
play/pause/ffw and so on, Depending on your screen size this is often VERY small. There are two values for start frame and endframe which you set to wing animation only, for convenience I guess. When exporting to b3d ONLY this will be exported for animation, so there was no animation at all, because of the entity definition still thinking ALL animations were included. Now show this to a blender noob like me and let him find that small field in that huge mess of blender windows, fields and whatever. Not yet to mention that the field of stop frame was cut off due to my small screen.
Nevertheless I found it and here it is. Also I rotated a bit the eagle model because you moved it up the y-axe. Eagle was flying too upright in that case.
Attachments
aerotest.zip
updated and rotated eagle model
(221.6 KiB) Downloaded 1 time
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BlueTangs Rock
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Mon Jan 20, 2020 04:05

I'm glad to see that there's newer aquatic-life mods being made in MineTest. This one looks really promising, keep up the good work! :D
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
 

Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Jan 21, 2020 13:31

BlueTangs Rock wrote:I'm glad to see that there's newer aquatic-life mods being made in MineTest. This one looks really promising, keep up the good work! :D

Thanks. I am still looking for new animated blender models:

catfish, piranha, coral fish, sardine, sea turtle, seahorse, crabs, etc etc :)
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Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Thu Jan 23, 2020 09:52

update the api and lua_api.txt also:


##########################################
water_life.count_objects(pos,radius,name)
##########################################

counts objects around pos with radius in nodes and returns a table:
table.all - total number of all objects
table.sharks - total number of sharks
table.whales - total number of whales
table.fish - total number of fish wild/tamed
table.name - total number of mob "name"

if radius is nil radius will be the active_object_send_range_blocks * 16
if name is nil table.name is 0
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