| Time |
Nick |
Message |
| 00:07 |
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| 00:18 |
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| 00:21 |
paramat |
now merging game 774 trivial fix |
| 00:26 |
paramat |
merged |
| 00:37 |
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| 01:01 |
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| 02:39 |
paramat |
https://github.com/minetest/minetest/pull/3545 'Mapgen: Use 'mapgen_air' alias instead of CONTENT_AIR WIP' |
| 03:07 |
sofar |
paramat: so you gave up on the grass texture? |
| 03:07 |
sofar |
I can understand... |
| 03:07 |
sofar |
there's plenty other battles to be had |
| 03:08 |
paramat |
too soon for a PR, need to consider the options |
| 03:08 |
sofar |
I have a much better, structural approach to the problem |
| 03:08 |
paramat |
not given up though |
| 03:08 |
paramat |
? |
| 03:09 |
sofar |
I totally think we should do a kickstarter and hire an actual artist |
| 03:09 |
sofar |
and do *all* the textures at once |
| 03:10 |
sofar |
similarly, we can do sounds, models in the same way |
| 03:10 |
sofar |
or all at the same time, even |
| 03:14 |
paramat |
nooo. that's just not minetest to do that, everyone here is an artist already |
| 03:14 |
sofar |
hahaha |
| 03:14 |
sofar |
shuuuure |
| 03:15 |
sofar |
;) |
| 03:15 |
kaadmy |
^ |
| 03:15 |
paramat |
i think the textures are consistent enough, it all evolves organically (chaos development) |
| 03:15 |
kaadmy |
Mojang did that, imho their textures look kinda ametuerish |
| 03:16 |
sofar |
actually |
| 03:16 |
sofar |
a lot of our textures (minetest_game) are done by people, not artists |
| 03:16 |
sofar |
there's no style |
| 03:16 |
sofar |
it's just drawn up something |
| 03:16 |
sofar |
that's not bad per se |
| 03:16 |
paramat |
what i mean is there's no need for an 'external' 'artist' because we have enough artistic talent in our contributors |
| 03:17 |
sofar |
but an artist makes it into something coherent |
| 03:17 |
sofar |
well nothing says we can't hire someone who's already done stuff for minetest |
| 03:17 |
sofar |
but the core idea is |
| 03:17 |
sofar |
have ONE person make everything |
| 03:17 |
sofar |
so that it's all ONE style, one feeling |
| 03:17 |
sofar |
coherent |
| 03:17 |
paramat |
external people are external, that's the problem. better to have more amateur internal artists |
| 03:18 |
paramat |
everything in minetest is done this way |
| 03:18 |
sofar |
I'm not seeing many people come in and redo the rose texture, or the cotton plant |
| 03:18 |
sofar |
and we can have said artist make an entirely new texture pack as well |
| 03:19 |
paramat |
only allowing one person to do textures is against the approach that anyone can contribute |
| 03:19 |
sofar |
not my intent |
| 03:19 |
sofar |
so what would be against having an artist making a non-default resource pack? |
| 03:20 |
paramat |
nothing i guess, this artist is best one of us though |
| 03:20 |
sofar |
not really. 10 different artists have 10 different styles |
| 03:21 |
sofar |
they probably do not match |
| 03:23 |
sofar |
I had to spend a lot of time studying the existing leaf textures before I was happy with my drawing of the aspen leaf |
| 03:23 |
sofar |
I doubt that others have done that as well before for other aspects |
| 03:23 |
sofar |
of course, there are exceptions |
| 03:24 |
sofar |
your log top texture is really well done |
| 03:25 |
kaadmy |
the leaf textures are especially hard |
| 03:25 |
paramat |
the textures are consistent enough, everything else about minetest is an organic mess of various contributions, and it seems to work |
| 03:25 |
sofar |
https://github.com/minetest/minetest_game/pull/775 fyi |
| 03:25 |
paramat |
i know you see a problem with texture consistency though :) |
| 03:26 |
paramat |
cool |
| 03:27 |
paramat |
so i look forward to your optional consistent texture pack |
| 03:27 |
sofar |
it's been on the backburner a bit |
| 03:27 |
sofar |
70 textures so far |
| 03:27 |
sofar |
but this week I had to go back to work again ;) |
| 03:28 |
paramat |
you know we already have this: texture packs |
| 03:28 |
sofar |
it is a texture pack |
| 03:29 |
kaadmy |
already suggested before, but maybe minetest should come with some texture packs/subgamws |
| 03:29 |
paramat |
i mean what you're suggesting is already being done, various consistent packs by single artists |
| 03:29 |
sofar |
yes, almost every optional texture pack is done by 1 person |
| 03:32 |
paramat |
have to go bbl |
| 03:32 |
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| 04:42 |
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| 04:43 |
paramat |
now merging game 775 |
| 04:46 |
paramat |
merged |
| 05:57 |
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| 06:30 |
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| 13:21 |
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| 14:00 |
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| 14:04 |
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| 14:04 |
dfelinto |
does anyone know if the developer “Sapier†comes in irc? |
| 14:04 |
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| 14:06 |
* dfelinto |
assumes he is the current maintainer of the stereo 3d code |
| 14:09 |
RealBadAngel |
dfelinto, yeah you can meet him here |
| 14:09 |
dfelinto |
RealBadAngel: thanks, I will set up an alarm then. his nick here is sapier I assume |
| 14:10 |
RealBadAngel |
whats your problem anyway? |
| 14:11 |
dfelinto |
RealBadAngel: minetest stereo implementation is based on the Toe-In method |
| 14:11 |
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| 14:11 |
dfelinto |
RealBadAngel: as I was saying, minetest stereo implementation is based on the Toe-In method |
| 14:12 |
dfelinto |
this is considered a poor method, where we simply rotate the cameras towards the convergence point |
| 14:13 |
dfelinto |
I have a patch that replaces this by the (off-axis) zero-parallax method |
| 14:13 |
dfelinto |
wip - https://github.com/dfelinto/minetest/tree/offset-axis |
| 14:14 |
RealBadAngel |
so make a PR with this patch |
| 14:14 |
dfelinto |
and I wanted to bounce it by someone before sending it for review |
| 14:14 |
dfelinto |
in fact there are some design decisions that I would like to discuss regardless of the code itself |
| 14:14 |
RealBadAngel |
you can mark the PR as WIP and discuss it then there |
| 14:14 |
dfelinto |
okay, I will try that |
| 14:15 |
RealBadAngel |
as far as i remember those 3d modes were coded by sapier and mirceakitsune |
| 14:15 |
dfelinto |
I’m just waiting for the pageflip patch to be merged, because the off-axis patch was built on top of it |
| 14:15 |
dfelinto |
RealBadAngel: and hte original patch is from “xyz†from what I read in the log |
| 14:16 |
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| 14:23 |
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| 14:27 |
Taoki |
dfelinto: I noticed that red-cyan anaglyph in Minetest is not by far as high quality as that in Minecraft (excuse the comparison). As in it doesn't look so detailed, real, immersive, etc. In MC I can focus my eyes on the geometry more correctly. |
| 14:27 |
Taoki |
So I agree that a better formula for stereoscopy angles would be welcome. Especially with Oculus Rift support as a hope of something that will eventually happen. |
| 14:27 |
dfelinto |
oculus is another story, since the projection matrix is provided by the SDK itself |
| 14:28 |
dfelinto |
but yes, the current method (toe-in) is (looking for a nice word) barely usable |
| 14:28 |
dfelinto |
there are a few cases where you may want it, but it’s mostly for legacy reasons |
| 14:30 |
dfelinto |
it would be interesting to import a minetest world in Blender (or the other way around), and compare the 3d in both viewports |
| 14:34 |
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| 14:34 |
est31 |
can it be that our redis error reporting has been broken all the time? |
| 14:35 |
est31 |
we directly used reply->str as c-type string |
| 14:35 |
est31 |
so NULL terminated |
| 14:35 |
est31 |
but now an user turned up who had a crash that smells of missing NULL termination |
| 14:36 |
est31 |
https://github.com/minetest/minetest/issues/2610#issuecomment-169936057 |
| 14:36 |
est31 |
can sb test that |
| 14:36 |
est31 |
anyway will create a PR that changes the reply str reading |
| 14:36 |
est31 |
I wont merge it, my time is limited |
| 14:37 |
nrzkt2 |
no est31 don't die ! |
| 14:37 |
est31 |
I've said Im doing minetest pause |
| 14:38 |
est31 |
I want to lower my contributions not highen them |
| 14:43 |
nrzkt |
i know :p |
| 14:44 |
est31 |
https://github.com/minetest/minetest/pull/3546 |
| 14:44 |
est31 |
if it makes sense, merge it |
| 14:44 |
est31 |
if not comment |
| 14:48 |
est31 |
either way, its no super urgent issue, otherwise it would have been discovered earlier |
| 14:52 |
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| 14:53 |
nrzkt |
est31 seems good |
| 14:56 |
est31 |
I'll push it then |
| 14:57 |
est31 |
fine |
| 14:57 |
est31 |
and I'm gone again |
| 14:58 |
est31 |
bye all |
| 15:01 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3547 |
| 15:02 |
RealBadAngel |
^^ enables infotext for item entities |
| 15:06 |
sofar |
nice |
| 15:10 |
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| 15:12 |
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| 15:15 |
red-001 |
~webtitle https://github.com/minetest/minetest_game/pull/602 |
| 15:15 |
red-001 |
~web title https://github.com/minetest/minetest_game/pull/602 |
| 15:15 |
ShadowBot |
red-001: Allowed players with access priv to access any locked chest, steel door or trapdoor and breck bones they don't own. by red-001 · Pull Request #602 · minetest/minetest_game · GitHub |
| 15:17 |
|
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| 15:17 |
nrzkt |
red-001, it's not necessary to do that here. Thanks |
| 15:19 |
nrzkt |
RealBadAngel, seems good except the point i sent to you on the PR |
| 15:20 |
nrzkt |
two comments* |
| 15:20 |
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| 15:23 |
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| 15:28 |
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| 16:10 |
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| 16:34 |
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| 16:36 |
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| 17:08 |
RealBadAngel |
quick question, why function fgettext(text, ...) is allowed only for mainmenu? |
| 17:10 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/builtin/common/misc_helpers.lua#L599 |
| 17:10 |
RealBadAngel |
i would like to use fgettext in item entities code, to display "Count" on infotext, translated |
| 17:17 |
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| 18:20 |
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| 18:22 |
sofar |
RealBadAngel: I could see someone wanting to prevent using it for localization of in-game messages |
| 18:23 |
sofar |
but, your use case seems legit |
| 18:24 |
kaeza |
it still has the same problems as e.g. intllib (server-side translation) |
| 18:24 |
kaeza |
intllib sucks anyway so... |
| 18:25 |
RealBadAngel |
i know, but how to make item entity use it and at the same time not allow using it for everybody out there/ |
| 18:25 |
RealBadAngel |
? |
| 18:26 |
kaeza |
RealBadAngel, see misc_register.lua; it hides core.register_item_raw, but please don't do that in builtin :) |
| 18:26 |
RealBadAngel |
i think atm i will just use non-translated "Count" string until its resolved |
| 18:27 |
RealBadAngel |
or anybody have an idea on how to format items infotext without any text to translate |
| 18:28 |
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| 18:29 |
RealBadAngel |
or just dont display count at all? |
| 18:35 |
kaeza |
something like "Dirt (5)" would be good for now |
| 18:35 |
sofar |
RealBadAngel: why not add `or INIT == "GAME"` ? |
| 18:36 |
RealBadAngel |
sofar if i add there init=="GAME" too i could remove that init at all |
| 18:37 |
sofar |
right |
| 18:38 |
RealBadAngel |
but that propably wont be enough |
| 18:38 |
RealBadAngel |
gettext itself is defined within mainmenu api only |
| 18:39 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_mainmenu.cpp#L1060 |
| 18:43 |
sofar |
seems trivial enough to make that available to game |
| 18:43 |
sofar |
a lot easier than the work I'll have to do for ItemStackMetaRef :^) |
| 18:44 |
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| 19:00 |
RealBadAngel |
sofar, but complicated enough to not be a part of infotext PR imho |
| 19:01 |
sofar |
yeah, I'd split that out into different commits |
| 19:02 |
sofar |
just submit your infotext one as is, and a second one that adds the needed bits to display count |
| 19:02 |
RealBadAngel |
so imho infotext pr is now complete |
| 19:02 |
sofar |
my experience is that once you show a good concept, additional related patches are easier to merge |
| 19:02 |
sofar |
I agree. I was going to test it this morning but ran out of time |
| 19:03 |
RealBadAngel |
nrzkt commented it out with some mess about "virtual" stuff but thats rather about overall mess there, not this PR only |
| 19:03 |
RealBadAngel |
in entities code theres lotsa dead stuff |
| 19:05 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L280 |
| 19:05 |
RealBadAngel |
like above, item entities are genericCAOs, that one is not used at all |
| 19:05 |
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| 19:07 |
sofar |
I saw that |
| 19:07 |
sofar |
I wonder if I can make that show up in gcov |
| 19:08 |
sofar |
http://foo-projects.org/~sofar/minetest_coverage/ |
| 19:09 |
sofar |
of course, that was a quick run without much in-game interaction |
| 19:09 |
sofar |
I can likely make that work again and push upstream |
| 19:24 |
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| 19:39 |
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| 19:41 |
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| 19:55 |
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| 20:09 |
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| 20:09 |
Skyduskguy |
did i join ok? |
| 20:11 |
kaadmy |
? |
| 20:26 |
Skyduskguy |
seems like i did |
| 20:44 |
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Player2 joined #minetest-dev |
| 22:06 |
Skyduskguy |
ohh poop anyone know a free b3d mesh maker? |
| 22:07 |
kaadmy |
blender.. |
| 22:08 |
Skyduskguy |
to my knowledge that doesnt export b3d? |
| 22:09 |
kaadmy |
there's an addon for it |
| 22:09 |
Skyduskguy |
I was looking for one and that was one of ppls complaints |
| 22:10 |
Skyduskguy |
what plugin do you use? |
| 22:10 |
kaadmy |
does this work? http://supertuxkart.sourceforge.net/persistent/images/e/e1/B3d_export.py |
| 22:10 |
kaadmy |
i THINK that's the one i use |
| 22:10 |
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| 22:10 |
Skyduskguy |
I dont know what im looking at, its a txtwith .py |
| 22:11 |
kaadmy |
right-click, save as |
| 22:12 |
kaadmy |
on linux, save it in (USER)/.config/blender/<version>/scripts/addons/io_scene_export_b3d.py |
| 22:19 |
Skyduskguy |
do i have to make that directory |
| 22:20 |
Skyduskguy |
I tried installing an addon from file but that doesnt seem to make anything new appear |
| 22:21 |
Skyduskguy |
well i dled a zip form somewhere else and install from file worked, i hope it works |
| 22:22 |
kaadmy |
are you on linux? |
| 22:22 |
Skyduskguy |
of course not |
| 22:23 |
kaadmy |
i dunno where to put it then, it belongs in your addon folder, whereever that is |
| 22:27 |
Skyduskguy |
well exporting a box and replacing the mesh from a mob didnt work, I need a way to test this |
| 22:30 |
Skyduskguy |
there is no such thing as a b3d importer.... |
| 22:32 |
kaadmy |
yeah :( |
| 22:32 |
Skyduskguy |
maybe i needed to add a texture? |
| 22:32 |
kaadmy |
does the model just not show up? |
| 22:32 |
Skyduskguy |
th4e mob showed up in game invisible |
| 22:32 |
kaadmy |
what's the dimensions of the model? in MT, 10 units is 1m |
| 22:32 |
Skyduskguy |
ehh its a box |
| 22:33 |
kaadmy |
hmm, i remember having problems with being invisible |
| 22:33 |
Skyduskguy |
im looking for dimension info.... |
| 22:33 |
kaadmy |
in blender, press N. near the top of the panel, scroll up |
| 22:34 |
Skyduskguy |
1 1 1 |
| 22:34 |
kaadmy |
scale it 10x in edit mode |
| 22:34 |
kaadmy |
should work then |
| 22:34 |
kaadmy |
and try adding a texture, might need it |
| 22:35 |
Skyduskguy |
yeah im still looking for that part |
| 22:35 |
kaadmy |
just unwrap it, press U>Reset |
| 22:35 |
kaadmy |
and export and test again |
| 22:35 |
Skyduskguy |
this comes up when i press u http://i.imgur.com/O1ImWeu.png |
| 22:36 |
kaadmy |
in edit mode :p |
| 22:36 |
kaadmy |
shoulda mentioned that |
| 22:36 |
Skyduskguy |
ehh you did |
| 22:36 |
Skyduskguy |
I dont know what that s |
| 22:36 |
sofar |
blender is impossible to learn without a tutorial |
| 22:36 |
Skyduskguy |
i just installed blender... |
| 22:36 |
kaadmy |
^ |
| 22:36 |
kaadmy |
ahh |
| 22:36 |
kaadmy |
i assumed you'd used blender before ;) |
| 22:37 |
kaadmy |
press Tab |
| 22:37 |
kaadmy |
that puts you in edit mode |
| 22:37 |
sofar |
I'm amazed I managed to make this: http://i.imgur.com/pYv3xhN.png myself in it |
| 22:38 |
Skyduskguy |
how do i add a texture to this thing? |
| 22:38 |
Skyduskguy |
it just needs to be a color |
| 22:38 |
sofar |
Skyduskguy: UV mapping |
| 22:38 |
kaadmy |
Skyduskguy: just unwrap it, doesn't matter how |
| 22:38 |
Skyduskguy |
doesnt seem to do anything? |
| 22:38 |
sofar |
you need to add a texture, can't just give a model a color |
| 22:38 |
Skyduskguy |
I assumed so |
| 22:38 |
sofar |
unwrapping is sufficient |
| 22:39 |
sofar |
but then in MT you'll need to add a texture |
| 22:39 |
Skyduskguy |
im just pasting it over some mob |
| 22:39 |
Skyduskguy |
replacing the model |
| 22:39 |
Skyduskguy |
for now to learning |
| 22:40 |
kaadmy |
check the mob's texture, if the top-left pixel is transparent, it'll show up invisible if you haven't unwrapped the model |
| 22:40 |
Skyduskguy |
yeah |
| 22:40 |
Skyduskguy |
\it was |
| 22:40 |
Skyduskguy |
ima load it in now |
| 22:41 |
Skyduskguy |
damn still invis |
| 22:41 |
kaadmy |
:| |
| 22:43 |
Skyduskguy |
does clickign unwrap, unwrap it? |
| 22:43 |
Skyduskguy |
\im seeing a unwrap tool to the left |
| 22:43 |
Skyduskguy |
http://i.imgur.com/TLyY9OZ.png |
| 22:43 |
kaadmy |
that shows up if you selected an unwrap type when you press U in edit mode |
| 22:43 |
kaadmy |
just press U again, and select Reset |
| 22:44 |
Skyduskguy |
so u gets this? http://i.imgur.com/LWzY0Wu.png |
| 22:44 |
Skyduskguy |
what do i want |
| 22:44 |
kaadmy |
just click that |
| 22:44 |
kaadmy |
wait |
| 22:44 |
Skyduskguy |
I have.. |
| 22:44 |
Skyduskguy |
what now |
| 22:45 |
kaadmy |
press A in edit mode until the whole mesh is orange |
| 22:45 |
kaadmy |
then unwrap |
| 22:45 |
Skyduskguy |
how do i unwrap it |
| 22:45 |
sofar |
yeah, you have to select all faces |
| 22:45 |
kaadmy |
<sofar>blender is impossible to learn without a tutorial |
| 22:45 |
kaadmy |
wisdon ^ |
| 22:45 |
sofar |
add a material |
| 22:45 |
kaadmy |
don't need materials iirc |
| 22:45 |
Skyduskguy |
http://i.imgur.com/z4LVJoZ.png |
| 22:45 |
sofar |
hmm |
| 22:46 |
Skyduskguy |
im just trying to get abox to show up |
| 22:46 |
Skyduskguy |
ill start the tuts after proving it |
| 22:46 |
sofar |
this needs to be a minetest-specific tutorial video |
| 22:46 |
Skyduskguy |
yeah |
| 22:46 |
Skyduskguy |
nothing on howto make mobs |
| 22:46 |
Skyduskguy |
i looked |
| 22:46 |
sofar |
so that it can omit all the random parts you don't care about |
| 22:46 |
sofar |
just a mesh node |
| 22:46 |
sofar |
for starters |
| 22:46 |
sofar |
that's even simpler |
| 22:47 |
Skyduskguy |
ive made node meshes in lua |
| 22:47 |
Skyduskguy |
how |
| 22:47 |
Skyduskguy |
do i unwrap |
| 22:47 |
RealBadAngel |
Skyduskguy, meshes in lua? you mean nodeboxes rather |
| 22:47 |
Skyduskguy |
man i idc |
| 22:47 |
Skyduskguy |
we talkin bout blender n b3ds |
| 22:48 |
Skyduskguy |
beh |
| 22:48 |
Skyduskguy |
how is box formed |
| 22:48 |
Skyduskguy |
so click unwrap |
| 22:48 |
sofar |
nodeboxes != meshes |
| 22:48 |
Skyduskguy |
then just export it? |
| 22:48 |
kaadmy |
yep |
| 22:48 |
kaadmy |
*should* work |
| 22:49 |
sofar |
http://i.imgur.com/pYv3xhN.png <- blender-made mesh model |
| 22:51 |
Skyduskguy |
beautiful |
| 22:51 |
Skyduskguy |
http://i.imgur.com/F5gyq67.png |
| 22:51 |
Skyduskguy |
:) |
| 22:51 |
sofar |
is it just a box? |
| 22:51 |
Skyduskguy |
yeah |
| 22:51 |
sofar |
oh, you're making a mob? |
| 22:51 |
Skyduskguy |
starting the process of learning howto |
| 22:52 |
Skyduskguy |
I know i needed ot be able to make a model |
| 22:52 |
Skyduskguy |
now i can make a box ty to you guys |
| 22:52 |
Skyduskguy |
<3 |
| 22:52 |
kaadmy |
ty ;) |
| 23:58 |
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paramat joined #minetest-dev |