| Time |
Nick |
Message |
| 00:00 |
MTDiscord |
<luatic> HW coloring is probably completely fine from a user standpoint, it's just a bit of a pain in the ass how it currently is mixed with lighting and is thus stalling ambient light |
| 00:00 |
shaft |
Other than that there are no drawbacks I know of. I've specifically swaped the overlay order for the top textures to avoid edge seams |
| 00:00 |
erle |
luatic btw wuzzy eyeball game shows a very interesting lighting/blending bug: a dark wall that is barely visible will be much more visible if viewed through a well-lit glass pane |
| 00:01 |
MTDiscord |
<jordan4ibanez> Android 5 has not gotten updated in 6 years |
| 00:01 |
MTDiscord |
<jordan4ibanez> Hack on Linux into that thing |
| 00:01 |
MTDiscord |
<luatic> erle: lol, i did not notice that. i was too busy staying not unseen. |
| 00:01 |
Wuzzy |
screenshot? |
| 00:01 |
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| 00:02 |
shaft |
Because the top textures are swapped the lighting thing with the overlays is absolutely not noticable at all. I've already experimented with that months ago |
| 00:03 |
erle |
Wuzzy i don't have a screenshot rn, but you can see it in the level with the hanging rooms connected by glass floor |
| 00:03 |
shaft |
So on the top the uncolored bed overlays the colored bed parts rather than the other way around |
| 00:04 |
shaft |
That prevents weird lighting conditions to be noticable and also a seam that would be there otherwise |
| 00:04 |
shaft |
From a user standpoint there are really no drawbacks except needing Luanti > 5 |
| 00:05 |
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| 00:05 |
erle |
shaft i am usually very skeptical of “really no drawbacks”, last time that happened my unifont rendering got messed up lol |
| 00:06 |
shaft |
Well I've already played around with hw coloring beds months ago but I was making new beds that cropped and colored wool_white.png but it didn't look good enough to me. |
| 00:07 |
shaft |
Like remember all the way back when I filed that bug about ^[mask not scaling the mask |
| 00:07 |
shaft |
I spend way too much time on this. |
| 00:08 |
Wuzzy |
erle, sorry i dont seem to notice anything weird with glass |
| 00:09 |
erle |
Wuzzy if you look through the glass that is lit at a wall that is unlit, said wall does not suddenly look brighter (i.e. the blending is unnatural)? |
| 00:09 |
erle |
e.g. the bottom of the hanging rooms |
| 00:09 |
erle |
i'll make a screenshot ig |
| 00:09 |
erle |
shaft your mod is not good because it does not provide a new way to get the elusive half-bed |
| 00:10 |
erle |
i recently made a flying machine that pushed things around so fast i ended up with a lever attached to air |
| 00:10 |
erle |
i also recently made a flying machine that activated a note block in each step to be really annoying hahaha |
| 00:11 |
shaft |
I don't know what you mean. It uses the beds and mcl_beds mod. It doesn't change anything regarding half-beds. Half beds now have a texture in between. They have to because of the legs |
| 00:12 |
erle |
yes that is the issue, you are not introducing new bugs |
| 00:12 |
erle |
i also once made a half-piston |
| 00:13 |
erle |
they are not mineable |
| 00:13 |
erle |
very funny |
| 00:13 |
erle |
(just the head of the piston) |
| 00:13 |
erle |
i ended up blowing them up with TNT |
| 00:16 |
shaft |
The other game, which shall not be named, has much larger issues. I remember making a world unloadable by placing redstone on a piston or something with the $NAME Edit. |
| 00:16 |
shaft |
mod |
| 00:16 |
shaft |
No it was world edit |
| 00:16 |
erle |
shaft btw why were you so impatient to cdb? |
| 00:16 |
shaft |
And then I loaded the map in $NAME edit and removed the redstone and made it loadable again |
| 00:17 |
shaft |
Because I'm trying to get this format into VoxeLibre. https://git.minetest.land/VoxeLibre/VoxeLibre/issues/4713 |
| 00:17 |
erle |
cdb is volunteers, they are not your servants |
| 00:17 |
erle |
IIRC voxelibre takes every contribution that is not total garbage, even the ones that are somewhat garbage. so you'll be fine. |
| 00:17 |
erle |
(your contribution does not look like garbage) |
| 00:18 |
shaft |
Otherwise I'd just wait but I can't make draft issue on minetest.land |
| 00:19 |
erle |
shaft have you made game for game jam? |
| 00:19 |
erle |
also have you played extra ordinance? |
| 00:19 |
erle |
very neat game |
| 00:20 |
shaft |
I'm not making games for Luanti. The part I'm interested in is already there and it be stupid to make another modsoup. |
| 00:20 |
shaft |
I'm playing around with some small game in Godot though |
| 00:21 |
erle |
shaft some of the best games are not mod soup though. ever played nodecore? |
| 00:21 |
erle |
it is amazingly polished |
| 00:21 |
shaft |
I don't know how to play it. |
| 00:21 |
erle |
try |
| 00:21 |
shaft |
I have |
| 00:21 |
erle |
do you want a little spoiler? |
| 00:21 |
erle |
press inventory key to see what you can do |
| 00:22 |
shaft |
The game is just to unintuitive. I already spend hours on getting a hoe and mining dirt with it. |
| 00:22 |
shaft |
It needs more polish |
| 00:23 |
MTDiscord |
<greenxenith> Haha, "more polish" wont change how you approach the game. There are some who find it intuitive and others who dont |
| 00:24 |
erle |
first time i played nodecore i was WTF THIS IS TOO HARD |
| 00:24 |
erle |
then i played some nodecore skyhell |
| 00:24 |
shaft |
You say that about MTG too and mine down 2000 nodes to get resources. |
| 00:24 |
erle |
when i went back to normal nodecore i was enlightened |
| 00:24 |
MTDiscord |
<greenxenith> shaft: I dont say anything like that about MTG |
| 00:25 |
MTDiscord |
<greenxenith> MTG is hardly a game |
| 00:25 |
shaft |
but it's a modding base |
| 00:25 |
MTDiscord |
<greenxenith> An awful modding base |
| 00:25 |
shaft |
That's what you say. Most people play that or VoxeLibre |
| 00:25 |
MTDiscord |
<greenxenith> For now |
| 00:26 |
shaft |
Almost all games made with this engine use a two block tall character |
| 00:27 |
MTDiscord |
<greenxenith> For now |
| 00:27 |
shaft |
I know I'm saying the stuff you don't wanna hear |
| 00:27 |
shaft |
It's not gonna change |
| 00:27 |
MTDiscord |
<greenxenith> What do you mean? Why wouldnt we want to hear it? |
| 00:27 |
MTDiscord |
<greenxenith> "Its not gonna change" lol |
| 00:27 |
erle |
mineclonia > voxelibre |
| 00:27 |
erle |
shaft play extra ordinance |
| 00:27 |
erle |
shaft it is entirely unlike minecraft |
| 00:27 |
MTDiscord |
<greenxenith> You keep making a lot of assumptions, shaft. You are welcome to them, but they are just assumptions |
| 00:27 |
erle |
shaft btw, nodecore is also entirely unlike most other block games and then you complain |
| 00:28 |
erle |
it's like people being “oh i like roguelikes” but then i show them hyperrogue and they are like NO NOT THAT ONE |
| 00:29 |
shaft |
Okay looks cool but for these kind of games you could achieve better results in another engine like Godot. |
| 00:30 |
[ |
I don't like hyperrogue because it doesn't work with SDL_VIDEODRIVER=wayland for some reason |
| 00:32 |
MTDiscord |
<greenxenith> shaft: For now |
| 00:32 |
shaft |
Forever |
| 00:32 |
MTDiscord |
<greenxenith> Care to back that up with a source? |
| 00:33 |
shaft |
Better funding, vulkan support, proper gltf support ages ago, support for many programming languages through GDNative and GDExetension, good ligting effects, ... |
| 00:33 |
MTDiscord |
<greenxenith> So you are telling me why Godot is a good engine, but you arent telling me why Luanti could never be |
| 00:34 |
[ |
shaft: Godot 4 is missing OpenGL 2.1 support |
| 00:34 |
[ |
This is much more important than vulkan support |
| 00:34 |
MTDiscord |
<greenxenith> lol |
| 00:34 |
[ |
It doesn't even have GLES2 |
| 00:35 |
shaft |
Luanti is good at its own thing. The whole Game Creation System building and fighting game aspect is great. |
| 00:35 |
MTDiscord |
<greenxenith> Luanti? For fighting games? lmao |
| 00:36 |
MTDiscord |
<greenxenith> Complete lack of wield item behavior, poor support for physics modifications, and shoddy network behavior does not make for a good fighting game |
| 00:36 |
shaft |
I didn't mean it like that. But VoxeLibre for example. |
| 00:36 |
shaft |
It's still a great building and puzzle game with Mesecons and all that |
| 00:36 |
shaft |
Show me a game that has Mesecons! |
| 00:38 |
MTDiscord |
<greenxenith> Clearly some users have a much different and smaller idea of what Luanti could be, and thats fine. No one will stop you |
| 00:38 |
shaft |
Actually I could talk shit about every aspect of Luanti too if I wanted to. You still haven't implemented https://github.com/minetest/minetest/issues/12694 |
| 00:38 |
shaft |
I NEED that. Everyone who wants texture packs NEEDS that. It can't be said often enough. |
| 00:39 |
shaft |
It's was more important than gltf to me. |
| 00:39 |
shaft |
Although having gltf now is good |
| 00:40 |
MTDiscord |
<luatic> shaft: Vulkan support is not a feature, it's an implementation detail. The question is which features Vulkan support enables them to implement efficiently. |
| 00:40 |
shaft |
Whatever lets you cope. |
| 00:40 |
MTDiscord |
<greenxenith> Same to you, my friend |
| 00:41 |
shaft |
My phone supports vulkan and it was cheap |
| 00:41 |
MTDiscord |
<luatic> shaft: A corollary of Sturgeon's Law is that there only is coping. |
| 00:41 |
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| 00:42 |
MTDiscord |
<wsor4035> so shaft, we havent YOU implemented it then? |
| 00:42 |
MTDiscord |
<wsor4035> . s/we/why |
| 00:43 |
shaft |
Whatever. Most outsiders I talk to about Luanti are still very butthurt that you are now engine developers rather than $NAME-clone developers. You shouldn't fail your target audience. |
| 00:44 |
MTDiscord |
<greenxenith> Bold of you to assume that was the target audience |
| 00:44 |
shaft |
Yes, I talk to random people about Luanti. |
| 00:44 |
MTDiscord |
<greenxenith> That doesnt make them the target audience :^) |
| 00:45 |
shaft |
Then who is the target audience? You're not creating a second Godot at the moment. |
| 00:45 |
MTDiscord |
<luatic> I believe engine developers have wished not to be VoxeLibre developers for like, a decade at this point? And they aren't, and it's good that way. |
| 00:46 |
MTDiscord |
<luatic> Ideally our target audience are game developers / modders. Those developers in turn have various player bases as target audiences. |
| 00:46 |
shaft |
They should still take care of the needs of the two block tall character building games though and not neglect them. |
| 00:47 |
MTDiscord |
<luatic> We are still forced to directly have players as a target audience for the platform-ey parts of Luanti (mainmenu, serverlist, CDB etc.) but that's about it |
| 00:47 |
MTDiscord |
<greenxenith> Waterslide time |
| 00:48 |
shaft |
How does this contradict what I said? |
| 00:48 |
MTDiscord |
<luatic> I think Luanti does currently fill a bit of a bittersweet spot where it's (at least initially) a good bit easier to get started with your voxel game, but eventually simply relatively hard to have everything be exactly the way you want if you need fancier features. |
| 00:48 |
shaft |
I didn't say you're supposed to develop VoxeLibre |
| 00:49 |
MTDiscord |
<luatic> We are still taking care of the needs of the two block tall character building games |
| 00:53 |
shaft |
Well maybe you should be a bit more. Texture packs for example are very much an aspect of the building games rather than Subway Miner |
| 00:55 |
shaft |
Using soft symbolic links sucks ass. I don't even know if that works with the current distribution system even thought zip theoretically supports that |
| 00:55 |
shaft |
though |
| 01:00 |
[ |
my pinephone does not support vulkan |
| 01:02 |
shaft |
Pinephone is overpriced trash. Even more than Vollaphone and that's a ripoff in most people's eyes. |
| 01:03 |
shaft |
Vollaphone costs 450€ with Ubuntu Touch |
| 01:03 |
shaft |
And has 1080p |
| 01:04 |
shaft |
And 4GB RAM while pine has 2. Even the Pinephone pro has a shitty 720p screen |
| 01:04 |
shaft |
Why are they such assholes? |
| 01:05 |
shaft |
They had good marketing campaigns though. It was all over Youtube while barely anyone knows about Vollaphone |
| 01:06 |
shaft |
I don't have a Vollaphone, so I can't say much about it but the specs of all pine products are terrible |
| 01:06 |
shaft |
I'm sorry if that hurt you. Don't take it personally. |
| 02:08 |
[MatrxMT] |
<Blockhead256> shaft: While I appreciate most people would still rather have free Minecraft than consider alternatives.. |
| 02:08 |
[MatrxMT] |
<Blockhead256> I think anyone who's paid enough attention would realise Minetest and now Luanti were not trying to make an accurate Minecraft clone |
| 02:09 |
[MatrxMT] |
<Blockhead256> they just happened to be supporting the needs of several games with engine features, and Mineclone2 (now VoxeLibre) happened to be somewhat influential |
| 02:11 |
[MatrxMT] |
<Blockhead256> Luanti's key strength remains its low barrier to entry for modding, not huge potential performance upgrades and developer-customisation options like Godot |
| 02:11 |
[MatrxMT] |
<Blockhead256> if all Luanti ends up as is helping people prototype games before moving to another engine, I would still say it has done a useful job |
| 02:31 |
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| 04:22 |
MTDiscord |
<jordan4ibanez> The pinephone ships with Mali 400 MP2 which came out in 2008 on a 200 dollar phone lol |
| 04:22 |
MTDiscord |
<jordan4ibanez> It is anemic to say the least |
| 04:36 |
MTDiscord |
<jordan4ibanez> I was going to look up information about opengl 2.1 but mesamatrix only goes back to 3.0 |
| 04:47 |
MTDiscord |
<jordan4ibanez> Only thing I can really find is people that are trying to decide between using opengl 2.1 and 3.1 and people recommending they use 3.1 so they're not stuck in fixed function |
| 04:48 |
MTDiscord |
<jordan4ibanez> From 2012 to 2016 lol |
| 05:00 |
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| 08:53 |
[MatrxMT] |
<Blockhead256> I know it's a long shot asking on IRC (but I ain't using Discord)... |
| 08:53 |
[MatrxMT] |
<Blockhead256> does anyone know who moderates the subreddit? |
| 08:54 |
[MatrxMT] |
<Blockhead256> and how come the 5.10 and name change announcements weren't posted there? |
| 08:59 |
MTDiscord |
<greenxenith> We on the Discord know about as much as you |
| 09:32 |
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| 10:33 |
runxiyu |
I don't think Reddit was ever an official community space for MT |
| 10:33 |
runxiyu |
But I don't know |
| 11:14 |
erle |
rubenwardy did the pinned post, so … maybe? |
| 11:14 |
rubenwardy |
I'm not a Reddit moderator |
| 11:14 |
erle |
damn |
| 11:14 |
rubenwardy |
You can see a list on the sidebar |
| 11:15 |
rubenwardy |
There's a see moderators link somewhere |
| 11:15 |
rubenwardy |
Tells you who manages the sunreddit |
| 11:15 |
erle |
btw thanks for the cdb stats over time |
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erle |
Wuzzy luatic here is a blending issue (see how the background stone appears lighter?) https://mister-muffin.de/p/WbnB.png |
| 14:04 |
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| 14:17 |
[MatrxMT] |
<Blockhead256> afaik Reddit specifically doesn't have a page for a moderator list, or if it does, I need to be logged in |
| 14:20 |
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| 14:22 |
MTDiscord |
<rollerozxa> yes you need to log in to see the moderator list |
| 14:22 |
MTDiscord |
<rollerozxa> sfan is a moderator, and I assume they're actively looking at the subreddit sometimes |
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| 14:54 |
MTDiscord |
<bastrabun> For reproducable performance measurements: Is there a way to capture the content of what's ingame visible in F5 and F6 into a file? |
| 15:00 |
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| 15:32 |
celeron55 |
there's the setting profiler_print_interval |
| 15:32 |
celeron55 |
which IIRC prints the F6 stuff at some log level at the give interval. I don't think there's anything for the F5 stuff though |
| 15:34 |
celeron55 |
given* |
| 15:35 |
celeron55 |
it's a good idea though. often you'd want all that stuff printed at e.g. a certain duration after startup, or once some amount of mapblocks were loaded on the client, or whatever |
| 15:35 |
celeron55 |
maybe it would be a good use case for client side scripting |
| 15:36 |
celeron55 |
or i guess usually just scripting when dealing with server or singleplayer |
| 15:36 |
celeron55 |
but i'd suppose just a setting would work fine |
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| 17:52 |
shaft |
I'd prefer my entity not to get dark while inside my node. How do I do that? |
| 17:59 |
shaft |
I tried to store it in paramtype2 instead of paramtype. That was wrong. |
| 18:07 |
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| 18:14 |
erle |
shaft look at chest/shulker node definition in mineclonia |
| 18:14 |
shaft |
I already fixed it |
| 18:15 |
erle |
both have an entity associated with a node |
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| 19:49 |
shaft |
Is there some trick to just apply materials to a nodebox like mesh in blender in the same way nodeboxes do from 6 sides? |
| 20:07 |
ireallyhateirc |
dumb question: but why not blender? |
| 20:08 |
erle |
why not nodeboxes? |
| 20:08 |
shaft |
I meant nodebox-like |
| 20:09 |
shaft |
Forgot the - |
| 20:09 |
ireallyhateirc |
aaah okay, then it's easy |
| 20:10 |
ireallyhateirc |
first you add materials to your mesh, then UV unwrap and assign vertices/faces to each material |
| 20:10 |
ireallyhateirc |
then you need to add tiles to your node in the same order as materials in blender |
| 20:10 |
ireallyhateirc |
got it or do you want me to give you an example? |
| 20:11 |
shaft |
And I'd also like to know first if I can apply modifiers on export somehow and not save invisible objects I use in them? |
| 20:11 |
shaft |
I'm such a blender noob |
| 20:12 |
ireallyhateirc |
while exporting there's a checkbox for that, AFAIK all modifiers get applied automatically |
| 20:12 |
MTDiscord |
<jordan4ibanez> Like you don't want to batch the geometry into the model? |
| 20:13 |
erle |
shaft in mm3d you can do “select faces” and uncheck “include back-facing” and select all faces from one view direction, then apply the materials to it. not sure if that is what you want. |
| 20:13 |
MTDiscord |
<jordan4ibanez> You might want to try block bench, it's open source as well. I think you might have a much easier time doing this nodebox emulation |
| 20:14 |
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| 20:14 |
ireallyhateirc |
shaft, that's the checkbox: https://files.catbox.moe/jpr0gj.png |
| 20:14 |
ireallyhateirc |
it is switched on by default |
| 20:15 |
ireallyhateirc |
shaft, as for invisible objects on the same screenshot you have the "Selection only" checkbox |
| 20:15 |
shaft |
Okay, I managed to only export visible objects and apply the modifiers without doing manual labor first. |
| 20:15 |
shaft |
This is step 1 |
| 20:16 |
ireallyhateirc |
also from my experience Blender doesn't export hidden objects? |
| 20:16 |
ireallyhateirc |
unless it actually exports them but invisible, which would be stupid |
| 20:16 |
shaft |
Now slowly explain how I apply the material stuff like to your grandfather. |
| 20:17 |
ireallyhateirc |
ok, give me a second |
| 20:17 |
erle |
jordan4ibanez given its requirements, i think mm3d is the easier thing here for low-poly models, but you do you |
| 20:18 |
shaft |
I have added 3 materials to my object |
| 20:19 |
shaft |
How do I apply them to the sides? |
| 20:19 |
ireallyhateirc |
so 1. select your object and go to the Material tab |
| 20:19 |
ireallyhateirc |
ah ok |
| 20:19 |
shaft |
Where do I UV unwrap? |
| 20:19 |
ireallyhateirc |
so now enter the edit mode |
| 20:19 |
shaft |
ok |
| 20:19 |
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| 20:20 |
shaft |
In edit mode I have the cube without the modifiers applied. |
| 20:21 |
shaft |
*cuboid |
| 20:21 |
ireallyhateirc |
hmmm I think it would be easier if you watched some UV unwrapping tutorial first because me explaining it could take up to 5 minutes |
| 20:21 |
shaft |
I will |
| 20:22 |
ireallyhateirc |
I watched this when I was a noob: https://www.youtube.com/watch?v=7JUNlj6mR0U |
| 20:22 |
ireallyhateirc |
but long story short: you select an edge in Edit mode, press "U" and press "mark seam" |
| 20:23 |
ireallyhateirc |
for simple boxes you cut them just as if it was a cube model in school |
| 20:23 |
ireallyhateirc |
after marking edges you want you press "A" (selecting all vertices) and then "U" and "unwrap" |
| 20:24 |
ireallyhateirc |
then in the UV Editing tab you should have your UV map on the left |
| 20:24 |
ireallyhateirc |
but you need to add a texture so you can see what you're doing |
| 20:24 |
ireallyhateirc |
you can do that in the shading tab |
| 20:25 |
ireallyhateirc |
Worst case scenario I could record the process from A to B |
| 20:27 |
shaft |
Do I need to apply my modifiers in order to do uv? |
| 20:29 |
ireallyhateirc |
depends on the kind of modifier you use |
| 20:29 |
shaft |
I use boolean modifiers |
| 20:29 |
ireallyhateirc |
I've never used them, what are they for? cutting holes? |
| 20:30 |
shaft |
Yes. Combining and cutting holes. They are amazing |
| 20:30 |
ireallyhateirc |
generally speaking if you don't need the modifier anymore, just its effect then you can apply it |
| 20:30 |
shaft |
I might want to edit the parts later though. |
| 20:31 |
ireallyhateirc |
just copy the object to make a backup |
| 20:31 |
ireallyhateirc |
keep the one with the modifier not applied |
| 20:31 |
ireallyhateirc |
I'm not sure what's the impact of the boolean modifier on UV unwrapping |
| 20:32 |
shaft |
Okay I've done that |
| 20:33 |
shaft |
Okay I've unwrapped |
| 20:33 |
shaft |
It's a fucking mess |
| 20:36 |
ireallyhateirc |
experience is what makes you good at Blender, my first nodes 2 years ago weren't pretty either |
| 20:37 |
shaft |
I added a texture from menu bar > image but it spans the whole uv unwrapping area |
| 20:38 |
shaft |
What I want is to apply 3 different textures |
| 20:39 |
ireallyhateirc |
uh oh, I'll record a tutorial for you |
| 20:40 |
shaft |
Actually do I even need to unwrap it |
| 20:40 |
shaft |
? |
| 20:40 |
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| 20:40 |
shaft |
The way it looks before unwrapping in the uv tab seems way more practical. |
| 20:43 |
ireallyhateirc |
you don't need to unwrap it if you're happy with the default UV map |
| 20:46 |
shaft |
I've manually moved the faces in the UV editing section on top of each other in the way they belong (I think) |
| 20:46 |
shaft |
How do assign a material to a section of the UV editing section? |
| 20:49 |
ireallyhateirc |
shaft, you open the Material tab https://files.catbox.moe/i50yyx.png |
| 20:49 |
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| 20:49 |
ireallyhateirc |
then you select faces you want and press "assign" |
| 20:50 |
ireallyhateirc |
you can confirm if the face was added successfully by clicking "deselect" and "select", then you'll see if you assigned the face correctly |
| 20:50 |
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| 20:52 |
shaft |
It colors my whole object |
| 20:52 |
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| 20:53 |
ireallyhateirc |
try assigning the other faces to another material |
| 20:54 |
ireallyhateirc |
also check in the shading tab if you correctly assigned texture to each material |
| 20:56 |
ireallyhateirc |
in the shading tab just click on each material and nodes displayed there will change depending on the material you clicked |
| 21:01 |
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| 21:03 |
ireallyhateirc |
Oook I managed to install the blender addon that shows pressed keys |
| 21:07 |
shaft |
my mesh isn't that complex. I don't think i need to unwrap. I have all the 6 sides separated |
| 21:07 |
shaft |
(not overlaying) |
| 21:08 |
ireallyhateirc |
do you want me to record a tutorial for assigning materials? |
| 21:09 |
MTDiscord |
<jordan4ibanez> Do it |
| 21:10 |
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| 21:11 |
shaft |
No. I just want to know how I make a rectangle in uv editing 2d thing and get a texture on that rectangle |
| 21:12 |
shaft |
It can't be that hard. In theory it should work right? |
| 21:12 |
ireallyhateirc |
make recrangle from what, a square? |
| 21:13 |
shaft |
A square is fine too |
| 21:14 |
ireallyhateirc |
so now you have what, nothing? |
| 21:15 |
ireallyhateirc |
I could show something on that particular file if you send it to me |
| 21:15 |
shaft |
I have a square with six squares in it. Can I not assign textures to it? |
| 21:16 |
ireallyhateirc |
you should be able to do that. Can you send me at least a picture so I know what you're trying to do? |
| 21:18 |
shaft |
https://litter.catbox.moe/6b6ptq.png |
| 21:18 |
ireallyhateirc |
I see that you have overlapping UV islads, you want instead to have each on a separate texture, right? |
| 21:19 |
shaft |
The middle 4 can be on one texture but the left and the right should have a separate texture |
| 21:23 |
ireallyhateirc |
shaft, your tutorial: https://files.catbox.moe/xe1nv3.mp4 |
| 21:27 |
shaft |
I don't want to have 1 final texture files. Is that not possible with gltf? |
| 21:27 |
ireallyhateirc |
where do you see 1 texture file? I did 2 files in the tutorial |
| 21:28 |
ireallyhateirc |
upon export make sure to check "material groups" |
| 21:30 |
shaft |
what does mark seam do? |
| 21:32 |
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| 21:33 |
ireallyhateirc |
a seam is a place where the texture is cut |
| 21:33 |
ireallyhateirc |
basically it's like skinning an animal or an orange if you prefer |
| 21:34 |
ireallyhateirc |
so you need to tell Blender that an edge is a seam - place where the texture is not continuous |
| 21:35 |
ireallyhateirc |
if you don't add seams you will most likely get ugly bending |
| 21:36 |
shaft |
Ah it fucking hit me. The shading thing helped. I see now why I should uv unwrap |
| 21:37 |
shaft |
or not. Thinks are still not proportional to their scale |
| 21:38 |
shaft |
Cube projection seems to do what i want |
| 21:41 |
ireallyhateirc |
for easy meshes cube projection could work, yeah |
| 21:41 |
ireallyhateirc |
I prefer manual unwrap anyway |
| 21:52 |
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| 21:53 |
BlacktonLaptop |
Has Minetest been renamed as Luanti? Or is that a fork or something? |
| 21:53 |
BlacktonLaptop |
When I search and install it on Linux Mint now, it shows up as Minetest, but after installing it, it says it is Luanti. |
| 21:53 |
MTDiscord |
<theidealist> yeah the engine's been renamed |
| 21:54 |
BlacktonLaptop |
OK, doe it work? |
| 21:54 |
BlacktonLaptop |
When I run it, it says "stack smashing detected" and shuts down again |
| 21:56 |
MTDiscord |
<luatic> rip |
| 21:57 |
MTDiscord |
<jordan4ibanez> Stack corruption? |
| 21:57 |
MTDiscord |
<jordan4ibanez> See if the same thing happens in the latest git |
| 21:59 |
MTDiscord |
<luatic> BlacktonLaptop: How are you installing Luanti / Minetest? |
| 21:59 |
MTDiscord |
<luatic> Stack smashing definitely shouldn't happen. |
| 22:01 |
BlacktonLaptop |
Updating from within the game took me to the website, which had a button with a flatpack link, which took me into the Linux Mint installer for the flatpack. |
| 22:01 |
BlacktonLaptop |
(software center) |
| 22:01 |
MTDiscord |
<luatic> Okay so it is the Flatpak |
| 22:03 |
BlacktonLaptop |
Maybe, but I'm trying to update to be in sync with all the other people in the house for our group game, and they all installed that version without any problem. |
| 22:03 |
MTDiscord |
<luatic> Do they run different distros or distro versions? |
| 22:03 |
BlacktonLaptop |
The non-flatpack version is already installed, but is a different version |
| 22:03 |
BlacktonLaptop |
All using Linux Mint |
| 22:03 |
BlacktonLaptop |
Yes, my Mint is older |
| 22:04 |
MTDiscord |
<luatic> Certainly weird. Would you be able to compile yourself? |
| 22:05 |
BlacktonLaptop |
Maybe? |
| 22:05 |
BlacktonLaptop |
Although our game time is rapidly running out |
| 22:05 |
BlacktonLaptop |
You can't just download a binary or something off the website? |
| 22:06 |
shaft |
I got it to look like how I want to now |
| 22:06 |
MTDiscord |
<luatic> BlacktonLaptop: On Linux this is unfortunately all a bit funnier |
| 22:07 |
MTDiscord |
<greenxenith> Doesn't linux mint use apt? Could use the repo |
| 22:07 |
MTDiscord |
<luatic> yeah i am researching that right now |
| 22:07 |
BlacktonLaptop |
I'm trying to the stable ppa right now, which might be updated? |
| 22:07 |
MTDiscord |
<luatic> i also vaguely remember there being an appimage effort. did that go anywhere? |
| 22:08 |
BlacktonLaptop |
But how do I install once I've updated apt? |
| 22:08 |
BlacktonLaptop |
sudo apt install mine-test? |
| 22:08 |
BlacktonLaptop |
Or luanti? |
| 22:08 |
MTDiscord |
<luatic> BlacktonLaptop: The stable PPA is up to date |
| 22:08 |
MTDiscord |
<luatic> sudo apt install minetest |
| 22:09 |
MTDiscord |
<greenxenith> Just make sure you uninstall your flatpak version |
| 22:11 |
MTDiscord |
<greenxenith> Though I guess the 2 shortcuts can coexist :^) |
| 22:11 |
MTDiscord |
<luatic> yeah flatpaks should be able to coexist with regular installations just fine |
| 22:11 |
MTDiscord |
<luatic> though it can be impossible to know which shortcut opens which if they use the same icon and name lol |
| 22:16 |
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| 22:20 |
MTDiscord |
<jordan4ibanez> https://tenor.com/view/spider-man-we-one-gif-18212100 |
| 22:50 |
BlacktonLaptop |
Yes, I uninstalled the flatpack. I kind of hate them anyway. They waste so much space. The stable ppa ended up making me ahead of everyone else, but it still let me join |
| 23:03 |
erle |
BlacktonLaptop you could compile it yourself you know |
| 23:04 |
erle |
BlacktonLaptop btw, luanti/minetest used to work fine using wine on x86/x86_64. i have not tested that recently, but you could do that. |
| 23:04 |
erle |
<BlacktonLaptop> You can't just download a binary or something off the website? |
| 23:04 |
erle |
;) |
| 23:04 |
erle |
just use windows binary hahaha |
| 23:04 |
ireallyhateirc |
stable ppa sounds like an oxymoron, they always break stuff, usually on machines I babysit for less able users |
| 23:05 |
MTDiscord |
<wsor4035> alternatively there is an appimage |
| 23:29 |
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| 23:36 |
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| 23:42 |
erle |
ROllerozxa why did you not mention which mods are outdated and which files in which packages contain non-free assets? |
| 23:42 |
erle |
like this is super vague https://lists.debian.org/debian-devel/2024/11/msg00246.html |
| 23:44 |
erle |
ROllerozxa i told emorrp1 (from debian games) to maybe check if the version of the package exists on cdb (if it does, you can not possibly have meant that version as a problematic one), but if you know something, please assist |