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Re: How to get bone rotation?

orwell wrote:Save in a local variable first:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local _, rot = self.object:get_bone_position("bone_name")
rot.x

Underscore as a placeholder variable that is discarded.

Thank you, it works great!
by krokoschlange
Mon Feb 06, 2017 16:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628152

Re: Post your modding questions here

Unfortunately I still don't get how to get a value from the second table like the 32
by krokoschlange
Sun Feb 05, 2017 21:54
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628152

Re: Post your modding questions here

Thanks I will try that. I found the function in the modding api.
by krokoschlange
Sun Feb 05, 2017 19:54
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628152

How to get bone rotation?

I want to make a tank mod and I need the rotation of a bone to add a another vector to it. Because if if I do self.object:get_bone_position("bone_name") it returns two tables. How to get to the values of the second (rotation) table? What do I need instead of the x?: self.object:get_bone_po...
by krokoschlange
Sun Feb 05, 2017 17:17
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628152

Re: [Mod] Military Vehicles [mvehicles]

It is a bit weird: when you spawn a tank and rejoin the game it works fine (I used
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
print(staticdata)
and
print(s.fuel)
to debug)
But if you rejoin again staticdata i return<> and s.fuel is nil ...
by krokoschlange
Wed Feb 01, 2017 18:36
 
Forum: WIP Mods
Topic: [Mod] Military Vehicles [mvehicles]
Replies: 57
Views: 8690

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

It just contains your textures... DOWNLOAD
by krokoschlange
Wed Feb 01, 2017 13:02
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

mbb wrote:i see you are using my rail textures +1

Sure, I made myself a small texturepack with all of your textures :)
by krokoschlange
Tue Jan 31, 2017 15:32
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

Take a look at DS-minetest's military vehicles mod if you haven't already.
Edit:
And better call it "mvehicles" or "Military Vehicles" but not "MVehicles".
by krokoschlange
Tue Jan 31, 2017 12:44
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

Would it be possible to make trains tilt when they move slopes up or down?
Because it doesnt look too well:Image
by krokoschlange
Mon Jan 30, 2017 17:51
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [mod] Vehicles [vehicles]

You could take a look at this:https://forum.minetest.net/viewtopic.php?f=9&t=16435 Maybe it helps.
by krokoschlange
Sat Jan 28, 2017 10:02
 
Forum: WIP Mods
Topic: [mod] Vehicles [vehicles]
Replies: 152
Views: 33648

Re: [Modpack]Submarine

Thanks! Bugfix:You couldn't shoot torpedos, now you can.
azekill_DIABLO wrote:awesome! let's do a boat battle!

Yes, I want to make it to be able to run on a server and have a team deathmatch
by krokoschlange
Mon Jan 23, 2017 16:07
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752

Re: [Modpack]Submarine

Another update: Bugixes and adding an api to the submarine destroyer
please report any bugs
by krokoschlange
Sat Jan 21, 2017 13:07
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752

[Mod] Crash your server [crash]

Idk why this happened... This adds a /crash command to crash a server an show all clients the crash message. You need the crash privilege. Story: Some day I was programming my submarine mod. I was testing with two clients on my computer, in multiplayer. Every time I made a change I had to restart th...
by krokoschlange
Sat Jan 21, 2017 10:29
 
Forum: WIP Mods
Topic: [Mod] Crash your server [crash]
Replies: 1
Views: 571

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

Andrey01 wrote:I have one question:How to export file "blend" in format "x"?

read third post in this: http://blender.stackexchange.com/questions/8740/how-do-i-export-an-obj-to-an-x-file
by krokoschlange
Sat Jan 21, 2017 08:45
 
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 298
Views: 79877

Re: [Modpack]Submarine

Thank you! You can use it, I don't mind.
by krokoschlange
Sat Jan 21, 2017 08:23
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752

Re: [Modpack]Submarine

Update: The submarines are now an api so you can register your own ones.
by krokoschlange
Fri Jan 20, 2017 15:17
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752

Re: [Mod] Advanced Trains [advtrains] [r. 1.2]

@orwell: Looks cool but if you reverse the animation is still forward. If you can code it, do it, else let me know then I can add the same animation for backwards into the b3d file.
Also there are some red edges on the model.
by krokoschlange
Wed Jan 18, 2017 07:37
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

I dont know how i can export the models to minetest B3D

I can. There is a python script that adds this to blender but I can't remember where I found it... It was somhere on the forums.
by krokoschlange
Tue Jan 17, 2017 18:58
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Game] MineClone 2 [0.2.0]

Two things about redstone:

The signal gets weaker and stops at 15 nodes of lenght

It breaks underwater
by krokoschlange
Tue Jan 17, 2017 15:46
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 181382

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

Ok, I have animated it! Download
by krokoschlange
Mon Jan 16, 2017 16:11
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

Yes, just add another material, select the faces and attach them to the material and give the new material the glass texture. And don't forget the uv-map! With uv-maps you can give the trains nice textures, not only these boring, not nice looking colors you use. Actually you don't need the material...
by krokoschlange
Sat Jan 14, 2017 18:36
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

use a transperent texture (with alpha) but it can't be partially transparent so you have to use something like the default glass texture
by krokoschlange
Sat Jan 14, 2017 17:38
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

And great work on the textures and models.
Only on the locomotive I removed 113 vertices. :-)
by krokoschlange
Sat Jan 14, 2017 14:52
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

I animated it but is it even possible to animate nodes? Or is it ment to be an entity? Get it! Next time if you want me to animate something, would it be possible to make the moving things extra objets (lever is an extra object). The most time I spend on cleaning up your mesh. You can use the option...
by krokoschlange
Sat Jan 14, 2017 14:42
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

DS-minetest wrote:@mbpl: Both links are the same. If I find time I could perhaps animate something for you, too.
[...]


yep thats a problem or is the download somwhere where i can't find it?
by krokoschlange
Sat Jan 14, 2017 09:16
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Mod] Advanced Trains [advtrains] [r. 1.1]

I think this should do it?
https://github.com/krokoschlange/U-Bahn.blend/archive/master.zip

the opening animaion is from 1 - 20 and closing is from 20 - 40
by krokoschlange
Tue Jan 10, 2017 15:38
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [1.7.2]
Replies: 527
Views: 119974

Re: [Modpack]Submarine

Another update!
I've added a submarine destroyer which drops depth charges.
Also there were lots of bugfixes.
by krokoschlange
Fri Jan 06, 2017 18:29
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752

Re: [Modpack]Submarine

Sound Update!
There is sound now.
If you get annoyed by the ping sound of the sonar: There is a setting in minetest.conf where you can set the volume of the ping:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
submarine_sonar_ping_volume = 2.0
is default.
by krokoschlange
Thu Jan 05, 2017 09:35
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752

Re: [Modpack]Submarine

Thanks!
Nice youtube channel!
by krokoschlange
Wed Jan 04, 2017 15:34
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752

Re: [Modpack]Submarine[submarine_pack]

Huge update!
This mod is now a Modpack to override the default boats mod

new Features:
  1. shoot torpedos
  2. destroy submarines and boats if you enable the boats mod in this modpack
  3. New particles
  4. Some animations
  5. tons of bugfixes
by krokoschlange
Wed Jan 04, 2017 14:50
 
Forum: WIP Mods
Topic: [Modpack]Submarine
Replies: 19
Views: 9752
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