Calinou wrote:Looks nice :)
Stained glass would need halfly transparent textures, hard to do.
Karlas wrote:Yeah,about your fork....: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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/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp:1807:27: error: ‘struct MapNode’ has no member named ‘d’
/home/k/Desktop/No-Half-Measures-minetest-delta-bf19c8d/src/mapgen.cpp: In function ‘void mapgen::make_block(mapgen::BlockMakeData*)’:
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k@K50IJ:~/Desktop/No-Half-Measures-minetest-delta-bf19c8d$
Karlas wrote:K sorry for that!But atleast you know that there is a bug :P
Karlas wrote:Thanks,really wanted to try it :D
neko259 wrote:I think your water picking method is not realistic. I like minecraft's one more. Maybe, for anti-griefing purposes you can add a config in minetest.conf for picking water blocks.
The cacti idea is good anyway. But I'd like to see both water blocks farming and cacti farming.
neko259 wrote:I think your water picking method is not realistic.
dannydark wrote:With regards to your organised folders I like that idea, but maybe all the texture related folders should be added to a top level texture folder? that way once audio is added that too can be put into the data folder without getting mixed up with all the textures etc.
Example:
/data/textures
/data/textures/gui
/data/textures/glass
/data/textures/minerals
/data/textures/items
/data/textures/mobs
/data/audio
/data/audio/ambient
...etc
What do you think? :)
Karlas wrote:Oh btw.Where do you use chain ingame?
Calinou wrote:2 is the best IMO.
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_glass = g_texturesource->getTexture(
g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
AtlasPointer pa_glass = g_texturesource->getTexture(
g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
kddekadenz wrote:Why the screenshot looks so weird?
The ADD_COLOR has an advantage: there are no extra textures needed, means it doesn't get much bigger.
dannydark wrote:Looking nice :D I will try to come up with some textures for you after work today if no-one else does in the meantime :)
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