17:41:48: ACTION[ServerThread]: player addi crafts 3d_armor:helmet_2
addi wrote:it seams there is a bug with crafting the wood and iron stuff, mithrill armor does work :)
instead of the registered item 3d_armor:helmet_iron
ill get the inknown item :Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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17:41:48: ACTION[ServerThread]: player addi crafts 3d_armor:helmet_2
jojoa1997 wrote:Uh weildview makes the players look weird. i think you messed up with the player model. Maybe have the mod make the user hold an entity which is what the weild item is.
Go on traxies server and look at others. Traxie keep the weilditem mod on therestu wrote:jojoa1997 wrote:Uh weildview makes the players look weird. i think you messed up with the player model. Maybe have the mod make the user hold an entity which is what the weild item is.
That can happen if you try to weild a non 16x16px textured item. You can still handle other texture sizes so long as you keep the item's inventory_image at 16x16px.
If this is not the case then please try to explain what you mean by weird. Using entities may be possible but making them animate in sync with the player model would be lot of work to do in lua. From what I have experienced entity attachment tends to be jerky and often lags.
The ideal solution (imo) would be to have the player model support multiple uv images. That way the wielded item would be a separate texture from the player. Another thing that would be useful is a texture resizing ^[modifier (cubic interpolation)
Traxie21 wrote:At the moment, even while holding a 16x16 item, the player model is squashed and mitextured.
Traxie21 wrote:Using 0.4.6-latest git, and the skin is 64x32
jojoa1997 wrote:I think it is a problem between having 2 different models being used
Could you make 3d armor. Also maybe would it be possible for you to like only change unified skins or at least not eh definitions of the armor. Also stu maybe you could make feet. Feel free to use the code in minitest to make the feet.Pavel_S wrote:I change wieldview model and now it`s realy 3d armor=)
So it need to be coded.
Pavel_S wrote:I change wieldview model and now it`s realy 3d armor=)
So it need to be coded.
what is so special with 0.4.7 that isn't in 0.4.6? Also the damage is messed up I think in the armor. Wood has little uses and health while steel has tons of damage and health. Also maybe gold and diamond should be added.stu wrote:Pavel_S wrote:I change wieldview model and now it`s realy 3d armor=)
So it need to be coded.
Neat, I was thinking of adding an outer skin for armor myself but this could save me some time. Is there anywhere I can download the blender file?
jojoa1997: I saw what you did with armor in MiniTest and it looks great. I do plan on making some updates to armor once MT 0.4.7 is released.
jojoa1997 wrote:what is so special with 0.4.7 that isn't in 0.4.6? Also the damage is messed up I think in the armor. Wood has little uses and health while steel has tons of damage and health. Also maybe gold and diamond should be added.
Thank you Pavel_S, that looks really good. I would have rather kept the 64x64px size for the UV but I can change that myself.Pavel_S wrote:I upload .blend`s to DropBox. Link.
Full information is in ReadMe.txt
stu wrote:Thank you Pavel_S, that looks really good. I would have rather kept the 64x64px size for the UV but I can change that myself.
Cheers!
Pavel_S wrote:stu wrote:Thank you Pavel_S, that looks really good. I would have rather kept the 64x64px size for the UV but I can change that myself.
Cheers!
If you want 64x64px size, you need delete wieldview part of the mesh.
jojoa1997 wrote:Also maybe you could find a way to overide the default texture and model. Maybe have it load after 1 second.
stu wrote:jojoa1997 wrote:Also maybe you could find a way to overide the default texture and model. Maybe have it load after 1 second.
It should override the deafult model/textures as it is. I did originally have a delay there but it seems to work fine with minetest.after(0, ... ).
Are you still having problems? Perhaps I'll put a half second delay back in there if you think it will help.
Zeg9 wrote:Please merge this to make it compatible with inventory++:
https://github.com/stujones11/minetest-3d_armor/pull/2
stu wrote:Zeg9 wrote:Please merge this to make it compatible with inventory++:
https://github.com/stujones11/minetest-3d_armor/pull/2
Done!
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