| Time |
Nick |
Message |
| 00:05 |
|
LazyJ joined #minetest |
| 00:14 |
|
pauloue joined #minetest |
| 00:17 |
|
Cornelia joined #minetest |
| 00:24 |
|
twoelk|2 joined #minetest |
| 00:24 |
|
Teckla joined #minetest |
| 00:24 |
|
backnforth joined #minetest |
| 00:25 |
backnforth |
Hi, can someone tell me why I can't connect to the minetest server for the raspberry pi while using a raspberry pi |
| 00:28 |
|
whitephoenix joined #minetest |
| 00:39 |
|
Gael-de-Sailly joined #minetest |
| 00:49 |
pauloue |
backnforth, I don't think you can connect to a server on the same computer |
| 01:04 |
|
backnforth joined #minetest |
| 01:33 |
|
YuGiOhJCJ joined #minetest |
| 01:34 |
blaise |
???? ???????? ?????????? ?????? ? ????? ?????.... |
| 01:34 |
blaise |
=( |
| 01:35 |
blaise |
pauloue: yeah you can actually |
| 01:35 |
blaise |
it's called single player |
| 01:35 |
Flitzpiepe |
47 A5 15 5... ? |
| 01:35 |
blaise |
Flitzpiepe: nien. |
| 01:36 |
Flitzpiepe |
I tried to translate you questionmark-code into Hex |
| 01:40 |
blaise |
it's Ukranian |
| 01:40 |
blaise |
there were only a few possibilities |
| 01:46 |
* Shara |
didn't think ukrainians typed in question marks |
| 01:46 |
Shara |
But what do I know |
| 01:50 |
blaise |
they don't |
| 01:50 |
blaise |
or they use the upside down one |
| 02:17 |
|
backnforth joined #minetest |
| 02:58 |
|
lumberJ joined #minetest |
| 03:17 |
|
swift110 joined #minetest |
| 03:57 |
|
AndroBuilder joined #minetest |
| 04:09 |
|
HighTechGamer joined #minetest |
| 04:48 |
|
nowhereman_ joined #minetest |
| 06:06 |
|
Fritigern_ joined #minetest |
| 06:06 |
|
Fritigern__ joined #minetest |
| 06:09 |
|
Hirato joined #minetest |
| 06:12 |
|
Unit193 joined #minetest |
| 06:17 |
|
FreeFull joined #minetest |
| 06:19 |
|
bubblesnek joined #minetest |
| 06:21 |
bubblesnek |
There's a file that allows you to remove certain items from the creative inventory. Does anyone know where that file is located on Debian GNU/Linux? |
| 06:25 |
bubblesnek |
Or at least some typical directory information or file names? |
| 06:33 |
|
Fritigern joined #minetest |
| 06:54 |
|
lumberJ joined #minetest |
| 06:58 |
|
swift110 joined #minetest |
| 07:04 |
bubblesnek |
Nevermind. I figured it out. |
| 07:26 |
Sketch2 |
brb |
| 07:34 |
|
Alcyone joined #minetest |
| 07:36 |
|
Sketch2 joined #minetest |
| 07:51 |
Sketch2 |
is there a way to make a formspec show up if you right-click on another player? |
| 07:51 |
|
CWz joined #minetest |
| 07:52 |
Sketch2 |
I might be able to do it with mobs, but if you can't do it to other players, then it would be limited to singleplayer mode |
| 07:55 |
lumberJ |
maybe player:right_click(clicker) |
| 07:55 |
lumberJ |
haven't used that before though |
| 07:56 |
Sketch2 |
and that would do, regardless of what you're wielding, or would it need to be tied into some object? |
| 07:57 |
lumberJ |
my guess is it should matter. seems to only depend on a player being right clicked |
| 07:57 |
lumberJ |
but i've never experiemented with that method before |
| 07:58 |
lumberJ |
shouldn't matter* |
| 07:58 |
Sketch2 |
ty, sounds good. I'll try it |
| 07:59 |
lumberJ |
yep, let me know how it goes |
| 08:12 |
Sketch2 |
I don't get what 'clicker' is. clicker — another ObjectRef |
| 08:12 |
Sketch2 |
that's what you're wielding? |
| 08:12 |
VanessaE |
it's you. |
| 08:13 |
VanessaE |
clicker, placer, etc always point to you or whoever. |
| 08:13 |
Sketch2 |
but isn't that already piped in by using player: |
| 08:14 |
VanessaE |
perhaps. :) |
| 08:14 |
VanessaE |
just answering the question |
| 08:14 |
Sketch2 |
local clicker = player:get_wielded_item() player:right_click(clicker) |
| 08:15 |
Sketch2 |
I'm prolly wrong there, but that's what my thought process was |
| 08:15 |
Sketch2 |
but how would you use it to bring up a formspec? |
| 08:15 |
VanessaE |
no idea. |
| 08:16 |
Sketch2 |
if it really is the player, it seems unusable code |
| 08:16 |
Sketch2 |
self-referential loop |
| 08:18 |
Sketch2 |
I don't need the clicker, I need the clickee |
| 08:19 |
VanessaE |
oh, I see how it works. |
| 08:19 |
VanessaE |
that's for SAO |
| 08:19 |
VanessaE |
so it'd be some_entity:right_click(clicker) |
| 08:20 |
VanessaE |
I think. |
| 08:20 |
Sketch2 |
ok, I get the part about some_entity:right_click(clicker) but what's SAO? |
| 08:21 |
VanessaE |
serveractiveobject |
| 08:21 |
VanessaE |
anything that moves, I guess |
| 08:23 |
Sketch2 |
right on. but I don't see a player:get_pointed_at() or anything like that |
| 08:24 |
VanessaE |
what should it do? |
| 08:24 |
lumberJ |
the clicker is the one you want to receive the formspec, right Sketch2? |
| 08:24 |
Sketch2 |
when you right-click another player, it pops up a formspec for both players |
| 08:25 |
Sketch2 |
then they battle it out by clicking buttons in that formspec |
| 08:25 |
lumberJ |
so player will also receive formspec |
| 08:25 |
Sketch2 |
yup |
| 08:26 |
|
nowhere_man joined #minetest |
| 08:36 |
Sketch2 |
oh wait, maybe it's a wiki typo. I'm seeing here on_rightclick(self, clicker) |
| 08:37 |
Sketch2 |
http://dev.minetest.net/LuaEntitySAO |
| 08:38 |
lumberJ |
what is a wiki typo |
| 08:39 |
lumberJ |
on_rightclick is a lua entity property |
| 08:39 |
lumberJ |
:right_click(clicker) is method you can append to the player or entity object |
| 08:39 |
Sketch2 |
it 'prolly isn't. I'm just trying to wrap my head around the 'clicker' thing |
| 08:40 |
Sketch2 |
so can I register the on_rightclick(self, clicker) in the minetest.register_on_joinplayer() |
| 08:42 |
|
vuthego_ joined #minetest |
| 08:42 |
|
vuthego_ left #minetest |
| 09:03 |
|
sonicpp joined #minetest |
| 09:07 |
Sketch2 |
When it says " The following properties are treated specially by the engine if included: " that makes me think I have to define it myself |
| 09:07 |
Sketch2 |
or maybe it comes with a default, and it can just be redefined |
| 09:08 |
Sketch2 |
That's true of pretty much everything in Lua tho |
| 09:09 |
Sketch2 |
this'd be so much easier if I saw example code |
| 09:09 |
Sketch2 |
Trying to think of any mod that might have something like it |
| 09:09 |
Sketch2 |
maybe mobs... I'll look there |
| 09:12 |
lumberJ |
possibly mobs with taming or traders |
| 09:14 |
Sketch2 |
that looks about right. gonna caffeinate my brain so I can absorb this |
| 09:15 |
|
Krock joined #minetest |
| 09:42 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Flower spread: Only spread to the same surface node 495fa32 https://git.io/vAWgJ (2018-02-17T09:37:27Z) |
| 09:42 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Boats: Prevent entering 'ignore' nodes 7754555 https://git.io/vAWgU (2018-02-17T09:37:22Z) |
| 09:54 |
|
Telesight joined #minetest |
| 10:47 |
|
jluc_ joined #minetest |
| 10:59 |
Sketch2 |
There's a chuckle. http://dev.minetest.net/Lua_Table_Formspec "Note, this is not currently implemented and is apparently just a proposal." |
| 11:01 |
Sketch2 |
How much of that page has any actual bearing on the game? |
| 11:01 |
Sketch2 |
theoretical wiki entries could go on ad infinitum |
| 11:04 |
|
AndroBuilder joined #minetest |
| 11:10 |
|
Darcidride_ joined #minetest |
| 11:20 |
Sketch2 |
in formspec, button: W and H are the size of the button what unit is that in, pixels, slots? |
| 11:22 |
|
cx384 joined #minetest |
| 11:26 |
Sketch2 |
looking at more_chests code, guessing it must be slots. |
| 11:29 |
Sketch2 |
oh wait, formspec is a string, not a list? |
| 11:34 |
Sketch2 |
That might complicate things, 'cuz I'll have to regenerate the string every time a button is clicked |
| 11:43 |
|
Calinou joined #minetest |
| 12:12 |
|
loggingbot_ joined #minetest |
| 12:12 |
|
Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
| 12:15 |
|
ensonic joined #minetest |
| 12:23 |
Sketch2 |
it says I've got a missing closing parenthesis https://pastebin.com/DWBeS3AQ init.lua:35: ')' expected (to close '(' at line 6) near 'end' |
| 12:24 |
Sketch2 |
Can't imagine why. need more coffee in me to find it |
| 12:25 |
progysm |
will the extra comma works at 26? |
| 12:26 |
Sketch2 |
oh, does Lua prefer you don't? Was thinking in terms of Python |
| 12:26 |
progysm |
I don't know.. |
| 12:26 |
progysm |
on_rightclick, does it need some function keyword? |
| 12:27 |
Sketch2 |
possibly. I was going by what I saw in mobs, when you try to feed sheep with wheat. https://github.com/PilzAdam/mobs/blob/master/init.lua |
| 12:28 |
progysm |
yeah, but this is a property definition at 205 |
| 12:28 |
progysm |
at 30, you are calling a function on_rightclick |
| 12:29 |
Sketch2 |
oh, ok. lemme get coffee, and peruse it |
| 12:30 |
Krock |
Sketch2, what do you try to do there? "self" is not defined there |
| 12:30 |
Krock |
neither is "clicker" or on_rightlick |
| 12:30 |
progysm |
it's copy-paste coding |
| 12:31 |
progysm |
aka: it doesn't work |
| 12:31 |
Krock |
indeed.. |
| 12:31 |
Sketch2 |
Well, the wiki was confusing |
| 12:31 |
Krock |
progysm, it works when you copy it from StackOverflow :D |
| 12:32 |
Krock |
you don't know why but it does |
| 12:32 |
progysm |
only the solution with the most vote |
| 12:32 |
Sketch2 |
heh, I get the notion of how to code it, but it's not always readily apparent what the structure is supposed to be |
| 12:32 |
Sketch2 |
I get it once it's pointed out |
| 12:33 |
Sketch2 |
but sometimes you gotta make your best guess, then ask for help |
| 12:34 |
Sketch2 |
on_rightclick had 2 different ways to access is. VanessaE pointed me out to that |
| 12:34 |
Krock |
minetest.show_formspec needs a string for argument #1. That's the player to which it should be shown, here: player:get_player_name() |
| 12:35 |
Sketch2 |
one is uh, a player function, and the other is all the movable objects |
| 12:35 |
Krock |
afterwards: what would you like to rightclick? a node? entity? |
| 12:35 |
Sketch2 |
a player or enemy mob |
| 12:36 |
Sketch2 |
yeah, I get the formspec thing, that's what the table's doing |
| 12:36 |
Sketch2 |
it's being concatenated into a string |
| 12:36 |
Sketch2 |
the idea is: rightclick an enemy, and the formspec pops up for both players |
| 12:37 |
Krock |
minetest .register_on_joinplayer is then the wrong place/callback for this |
| 12:37 |
Sketch2 |
well, I can't put it into a node definition. How else would I go about it? |
| 12:38 |
progysm |
I guess you need to access the node definition to overwrite the property |
| 12:39 |
Krock |
taking "enemy" as an entity: extend the callback on_rightclick in each entity definition to show the formspec |
| 12:39 |
Krock |
but you can't specify that to happen for players too |
| 12:39 |
Krock |
as rightclicking them does not trigger any callback |
| 12:41 |
Krock |
however, punching has a callback -> minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)) |
| 12:41 |
Sketch2 |
can't be punch tho, 'cuz that'll be used for energy weapons |
| 12:42 |
Sketch2 |
well, maybe. |
| 12:42 |
|
Fixer joined #minetest |
| 12:43 |
Sketch2 |
I mean, I could do it old-style, and if punch is held down |
| 12:43 |
Sketch2 |
I don't think it lets you do that tho, 'cuz punches are cycled |
| 12:44 |
progysm |
wow, so much typos in the documentation.. |
| 12:44 |
progysm |
"minetest.regsitered_entities" |
| 12:46 |
Krock |
*so many |
| 12:46 |
Sketch2 |
the wiki would be more usable if they had a few more examples |
| 12:46 |
progysm |
so I guess it would be.... local mob_onrightclick = minetest.registered_entities["mobname"].on_rightclick |
| 12:47 |
Krock |
Sketch2, if you have a special item to rightclick the entities/players, it would be possible too |
| 12:47 |
Sketch2 |
it just seems like the examples are so limited. they might show a line, but not it's use in context |
| 12:47 |
progysm |
writing good documentation is hard |
| 12:48 |
Sketch2 |
I agree. programmer always knows what he's talking about |
| 12:48 |
Sketch2 |
hard to communicate it to others sometimes |
| 12:48 |
|
Raven262 joined #minetest |
| 12:48 |
Sketch2 |
the item thing might be doable. |
| 12:49 |
|
ThomasMonroe joined #minetest |
| 12:50 |
Sketch2 |
do they make items that aren't droppable? |
| 12:50 |
Sketch2 |
oh, maybe some of the admin tools |
| 12:51 |
Sketch2 |
it would need to be like that, 'cuz if you lost your item, then you wouldn't survive |
| 12:52 |
progysm |
make it easily craftable |
| 12:52 |
Krock |
local old_drop = minetest.item_drop function minetest.item_drop(itemstack, dropper, pos) if itemstack:get_name() == "mymod:myitem" then return end old_drop(itemstack, dropper, pos) end |
| 12:52 |
Krock |
^ to prevent dropping an item |
| 12:53 |
Sketch2 |
ahh |
| 12:54 |
Sketch2 |
k, I'll tink around with it some more. this coffee isn't doing anything for me. gonna need like 3 more cups to wake up |
| 12:57 |
progysm |
or going inside a cafeine-rehab center |
| 12:58 |
Sketch2 |
I don't usually drink that much coffee; mostly tea. |
| 12:58 |
Sketch2 |
Just have permanent low energy |
| 12:59 |
progysm |
energy come from sugar |
| 12:59 |
Sketch2 |
oh, guess that makes sense. I don't add anything to it |
| 13:06 |
|
ensonic joined #minetest |
| 13:18 |
|
Jordach joined #minetest |
| 13:18 |
|
jluc_ joined #minetest |
| 13:40 |
|
Alcyone joined #minetest |
| 13:41 |
|
Markow joined #minetest |
| 13:49 |
Sketch2 |
heh. So I'm looking at the wiki to figure out how to create the tool code http://dev.minetest.net/minetest.register_tool |
| 13:50 |
Sketch2 |
"This article is incomplete." oh, boy |
| 13:50 |
Sketch2 |
At least it gives an example. But I have to wonder, what all am I missing |
| 13:53 |
|
Gael-de-Sailly joined #minetest |
| 13:53 |
Sketch2 |
I'll look at the default tools code for now |
| 13:55 |
cx384 |
You can find everything there: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4579 |
| 13:56 |
Sketch2 |
is that 0.5 code tho? |
| 13:59 |
cx384 |
oh yes this is 0.4.16: https://github.com/minetest/minetest/blob/0.4.16/doc/lua_api.txt#L3979 |
| 14:00 |
Sketch2 |
cool |
| 14:02 |
Sketch2 |
would simply setting on_drop = nil keep tool being dropped? |
| 14:03 |
Sketch2 |
...keep tool *from being dropped |
| 14:04 |
cx384 |
I think so. |
| 14:16 |
|
nowhere_man joined #minetest |
| 14:19 |
|
LaCosa joined #minetest |
| 14:23 |
|
ensonic joined #minetest |
| 14:23 |
|
nowhereman_ joined #minetest |
| 14:32 |
Sketch2 |
on_use = function(itemstack, user, pointed_thing) How do I determine if pointed_thing is a player or a mob? |
| 14:33 |
Sketch2 |
http://dev.minetest.net/pointed_thing it returns a string "object" or actual object data? it's not clear |
| 14:34 |
Sketch2 |
oh, maybe it's both. {type="object", ref=ObjectRef} |
| 14:37 |
Sketch2 |
I still don't see from http://dev.minetest.net/ObjectRef or http://dev.minetest.net/LuaEntitySAO how you'd determine if it's a player or a mob tho. |
| 14:37 |
|
lumberJ joined #minetest |
| 14:41 |
Sketch2 |
maybe I could try get_inventory() 'cuz mobs wouldn't have an inventory |
| 14:46 |
Krock |
:is_player() or :get_player_name() ~= "" |
| 14:47 |
Sketch2 |
ty. that's much better |
| 14:47 |
Krock |
and mobs can't have an inventory right now. You'd have to create a detached one |
| 14:48 |
Sketch2 |
yea, I figured as much. If there was an inv, player. else, mob |
| 15:03 |
Sketch2 |
huh, I thought wrapping a get_hp() in an assert() would safely determine if pointed_thing is SAO vs dead node if assert(pointed_thing:get_hp()) then... |
| 15:03 |
Sketch2 |
Is there another way to check, 'cuz that crashes |
| 15:05 |
Sketch2 |
'cuz I don't want the formspec to pop up when just clicking random nodes 'round the screen |
| 15:05 |
|
lapintosh joined #minetest |
| 15:05 |
Sketch2 |
it only needs to pop-up if you click a player or a mob |
| 15:07 |
Sketch2 |
Wonder why assert() doesn't catch nil init.lua:30: attempt to call method 'get_hp' (a nil value) |
| 15:11 |
Sketch2 |
dunno. wrapped it in a pcall() instead. That seems to do ok |
| 15:28 |
Krock |
Sketch2, it does catch nil values |
| 15:29 |
Krock |
or rather.. it throws an error when nil is passed |
| 15:29 |
Krock |
did you intend to do this: assert(obj.get_hp, "get_hp function is nil!") ? |
| 15:29 |
Sketch2 |
oh, then I needed an inverted assert |
| 15:30 |
|
LazyJ joined #minetest |
| 15:32 |
Sketch2 |
That might'a done it. I knew it was something like that |
| 15:34 |
Sketch2 |
its getting there. What's the trick to spawn in mobs? |
| 15:34 |
Sketch2 |
maybe just jump out to open lit grass |
| 15:36 |
Sketch2 |
I thought there was a command to type in, like spawn mobs:sheep |
| 15:36 |
Sketch2 |
forget exact wording |
| 15:38 |
|
Krock joined #minetest |
| 15:41 |
|
backnforth joined #minetest |
| 15:48 |
|
whitephoenix joined #minetest |
| 15:52 |
Sketch2 |
made progress anyway. I'll screw with it later. |
| 15:54 |
|
pauloue joined #minetest |
| 16:09 |
derixithy |
Has anoyone a mesh with rounded corners available for me or can point me to a mod that has one. I found a tree mod somewhere that had those but it did not have working download links anymore. |
| 16:11 |
Sketch2 |
rounded cube, or cylinder? |
| 16:11 |
derixithy |
rounded, but not to large |
| 16:15 |
Sketch2 |
I'm looking here- https://forum.minetest.net/viewforum.php?f=11 |
| 16:16 |
Sketch2 |
I think there is a circular-saw table that does it |
| 16:19 |
Sketch2 |
what was the name of the tree mod? mabe there's another copy of it around |
| 16:20 |
Krock |
!mod meshnodes |
| 16:20 |
MinetestBot |
Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 |
| 16:20 |
Krock |
!mod mesh |
| 16:20 |
MinetestBot |
Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 |
| 16:21 |
Krock |
not that one. https://forum.minetest.net/viewtopic.php?t=10428 <-- Here are a few nodes |
| 16:41 |
derixithy |
I could not find what i was looking fore, bu i think i will settle for nodebox type and setting the collisionbox to a fullblock to make it less ugly looking |
| 16:45 |
Sketch2 |
I might end up making something similar in Blender in the next couple days, 'cuz I was gonna use rounded cubes in my subgame anyway |
| 16:48 |
derixithy |
If you do, keep me posted, because setting the selectionbox to {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} makes it unselectable, lol. I tried running blender but my pc did not agree with it at all |
| 16:49 |
Sketch2 |
yeah, I'll see about doing it tonight. just gimme a holler tomorrow |
| 16:49 |
derixithy |
oh i can set it to full instead of fixed. |
| 16:50 |
derixithy |
will do that, rounded is still better than the nodebox types |
| 16:50 |
Sketch2 |
I agree |
| 16:55 |
Sketch2 |
Making it is simple enough. It's literally just a cube with a bevel modifier. https://github.com/doyousketch2/rounded-cube/blob/master/rounded_cube.stl |
| 16:55 |
Sketch2 |
but then you gotta add the node definition |
| 16:56 |
Sketch2 |
If you know how to, there's a rounded cube. used .stl format 'cuz GitHub has a viewer for it, and I believe irrlicht engine can open them |
| 17:03 |
|
backnforth joined #minetest |
| 17:06 |
|
adfeno joined #minetest |
| 17:09 |
derixithy |
sounds complicates |
| 17:12 |
Sketch2 |
not really. as I say, I'll do it tonight. Brain is empty, otherwise I'd do it right now |
| 17:13 |
derixithy |
learning lua and texture editing is hard enough, i'll stay far away from blender |
| 17:13 |
Sketch2 |
I don't remember what formats it uses, and their website is conveniently down at the moment |
| 17:14 |
Sketch2 |
so I made a guess, but 'prolly end up needing to use another format |
| 17:14 |
Sketch2 |
I'll look at what others use |
| 17:14 |
Sketch2 |
oh, yeah. Blender's a beast |
| 17:15 |
|
lapintosh left #minetest |
| 17:15 |
Sketch2 |
there's parts of it I can do in 2 seconds 'uz I've played around in it a lot, but there's other parts I won't even attempt |
| 17:17 |
derixithy |
when you pass 30 learning seems to be getting harder |
| 17:17 |
Sketch2 |
heh, no joke |
| 17:18 |
Krock |
derixithy, I'm pretty sure there's an emacs command to revert that |
| 17:28 |
derixithy |
hahaha let me fire up my package manager then |
| 17:34 |
|
Hawk777 joined #minetest |
| 17:41 |
|
Wuzzy joined #minetest |
| 18:05 |
|
Wayward1 joined #minetest |
| 18:25 |
MinetestBot |
[git] red-001 -> minetest/minetest: Remove legacy chat network code. (#6954) ae6aed1 https://git.io/vAWdB (2018-02-17T18:23:21Z) |
| 18:30 |
Sketch2 |
derixithy - https://github.com/doyousketch2/rounded-cube not sure about the texture tho, it looks a bit dark to me |
| 18:31 |
Sketch2 |
s'posed to look like it does in the inventory, but who knows. |
| 18:34 |
|
Tmanyo joined #minetest |
| 18:37 |
|
riff-IRC joined #minetest |
| 18:45 |
Sketch2 |
oh, had to UV unwrap it. textures show up now |
| 18:52 |
derixithy |
i was just going to say that |
| 18:52 |
derixithy |
it was grey https://imgur.com/a/MxSig |
| 18:53 |
Sketch2 |
I assumed minetest didn't need it, just applied basic cubic UV wrapping to every node |
| 18:53 |
Sketch2 |
it 'prolly does that for nodeboxes, but I guess UV's are needed for meshes |
| 18:54 |
derixithy |
i'll try again in a litle bit. do you also have one that i can use for trees with straight top and bottom? |
| 18:55 |
Sketch2 |
oh, can do. lemme get some liquid in me. |
| 18:57 |
|
ensonic joined #minetest |
| 18:59 |
|
nowhere_man joined #minetest |
| 19:02 |
|
Gael-de-Sailly joined #minetest |
| 19:04 |
derixithy |
Still no textures for me |
| 19:29 |
|
Lia joined #minetest |
| 19:57 |
Sketch2 |
huh, I can try re-uploading |
| 20:20 |
derixithy |
Tried it now, and works perfectly |
| 20:24 |
|
ssieb joined #minetest |
| 20:29 |
|
YuGiOhJCJ joined #minetest |
| 20:38 |
|
Sketch2 joined #minetest |
| 20:41 |
Sketch2 |
k, added one that has a flat top & bottom, so it's like a cross between a cylinder and a cube https://github.com/doyousketch2/rounded-cube |
| 20:42 |
Sketch2 |
It looks ok, but I'm not certain how minetest expects the UV to be unwrapped, so I had to go with what blender did |
| 20:43 |
Sketch2 |
the top texture isn't symmetrical, and I've no clue why. I'd need to read a wiki, but I doubt one exists on that topic |
| 20:44 |
NathanS21 |
Minetest doesn't expect the UV to be unwrapped in any way, it reads the UV from the model |
| 20:44 |
NathanS21 |
You can unwrap your mesh however you'd like, and apply your textures for that uv mapping |
| 20:48 |
Sketch2 |
but you still need to specify textures in your init file, right? |
| 20:48 |
NathanS21 |
yes |
| 20:48 |
NathanS21 |
tiles = { |
| 20:48 |
NathanS21 |
{name = "tex1.png"},{name = "tex2.png"} |
| 20:48 |
NathanS21 |
}, |
| 20:49 |
Sketch2 |
oh, you know it it is. Y is up in Minetest, Z is up in Blender |
| 20:49 |
Sketch2 |
that's prolly what was throwing me |
| 20:50 |
NathanS21 |
ya, but you can change that in your obj export options. |
| 20:50 |
Sketch2 |
I'll have to model the whole thing sideways |
| 20:50 |
NathanS21 |
not at all, check out this image. http://nathansalapat.com/sites/default/files/pictures/minetest/minetest-obj.png |
| 20:51 |
NathanS21 |
just change the up to 'Y up' in the export settings and your meshes will all be rotated properly. |
| 20:52 |
|
paul_ joined #minetest |
| 20:53 |
Sketch2 |
oh, ok. I'll try that |
| 21:20 |
Sketch2 |
It's still just using 1 texture, even if I specify 6, but at least they line up, so it looks better now. https://github.com/doyousketch2/rounded-cube |
| 21:23 |
NathanS21 |
oh, did you create six materials in Blender? |
| 21:24 |
NathanS21 |
If the UV mapping uses multiple textures you need to create multiple materials in Blender, one for each image texture. |
| 21:24 |
NathanS21 |
I actually recorded a video on how to use multiple materials on meshes in Minetest, it might be somewhat helpful. :) |
| 21:24 |
NathanS21 |
http://www.nathansalapat.com/minetest/b3d4minetest-08 |
| 21:25 |
Sketch2 |
Oh, ok. Will it automatically know which is top,bottom, etc? |
| 21:26 |
NathanS21 |
Will what? minetest? |
| 21:28 |
Sketch2 |
yeah, I guess you have to UV unwrap in order for each material, huh? |
| 21:28 |
Sketch2 |
however tiles puts 'em |
| 21:28 |
Sketch2 |
top, bottom, left, right, back, front |
| 21:28 |
NathanS21 |
ya, you UV unwrap the mesh and then create a material for each texture |
| 21:29 |
NathanS21 |
I think you would want a UV map for each material |
| 21:29 |
Sketch2 |
woo, they don't make it easy, do they |
| 21:29 |
NathanS21 |
if you were doing all sides of the object you would need six materials and uv maps |
| 21:29 |
NathanS21 |
though if the top and bottom were the same texture you can just use one material and UV map for both |
| 21:29 |
NathanS21 |
same with the sides |
| 21:34 |
|
lumberJ joined #minetest |
| 21:42 |
|
derixithy joined #minetest |
| 21:53 |
Sketch2 |
OK, cool. looks 1000x better now. https://github.com/doyousketch2/rounded-cube |
| 21:54 |
Sketch2 |
You can swap out the textures if you want, but the geometry's there, and stuff lines up |
| 21:55 |
NathanS21 |
That does look better. |
| 22:02 |
Sketch2 |
I should 'prolly add paramtype2 = 'facedir', so they're rotational with a screwdriver |
| 22:03 |
|
Hawk777 joined #minetest |
| 22:12 |
|
nowhereman_ joined #minetest |
| 22:32 |
|
rmbeer joined #minetest |
| 22:32 |
rmbeer |
hello |
| 22:33 |
rmbeer |
i have problem for craft the items of minetest... |
| 22:33 |
rmbeer |
i use 3 dump of iron and 2 stick but nothing happened... |
| 22:33 |
rmbeer |
[iii][.s.][.s.] |
| 22:34 |
NathanS21 |
Do you get an error at all? |
| 22:34 |
rmbeer |
no... |
| 22:35 |
rmbeer |
nothing error appear... |
| 22:35 |
NathanS21 |
Are you sure that the mod that provides this recipe is loaded? |
| 22:36 |
rmbeer |
I do not know, it's the typical thing that I use, it should be by default... |
| 22:36 |
NathanS21 |
Should you be using iron ingots, rather than lumps? |
| 22:37 |
rmbeer |
NathanS21, how to build the ingots? |
| 22:37 |
NathanS21 |
cook lumps in a furnace to get ingots |
| 22:38 |
NathanS21 |
you need ingots and sticks to make a pickaxe, if that is what you are trying to craft |
| 22:40 |
rmbeer |
thanks |
| 22:40 |
NathanS21 |
no problem |
| 22:49 |
|
swift110 joined #minetest |
| 23:11 |
|
Peppy joined #minetest |
| 23:19 |
rmbeer |
i have problem for load modules, where must report? |
| 23:19 |
rmbeer |
the module is 'moreblocks' |
| 23:21 |
rmbeer |
https://ptpb.pw/G7IJ.txt |
| 23:24 |
NathanS21 |
you might need to update your copy of moreblocks |
| 23:50 |
rmbeer |
NathanS21, yes, i updated all... |
| 23:50 |
rmbeer |
also have a bunch of errors in other modules.... |
| 23:50 |
rmbeer |
i need a admin in the forum for activate account... |