[Mod] Stained Glass [1.2] [stained_glass] - new alpha suppor

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andersje
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by andersje » Fri Aug 30, 2013 14:20

coming soon: v1.6, with trapglass variants of all the stained glass bricks. I'm just waiting on Calinou to accept my pull request on moreblocks :)

the trapglass variants are visibly indistinguishable from the regular stained glass blocks, but made with trap_glass, trap_glow_glass and trap_super_glow_glass respectively (the last two being the things in the aforementioned pull request)
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by VanessaE » Fri Aug 30, 2013 16:19

I recommend putting those trapglass variants in a separate mod, as that's a LOT of nodes.
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by andersje » Sun Sep 01, 2013 02:34

v1.7 of stained glass released! Now adds trap_glass variants of all stained_glass bricks.
Also added is a new file in the stained_glass directory: settings.txt. Simply set the kind of stained_glass blocks you want to 'true' and the kinds you don't want to 'false'

by default, everything is turned on, and that's a LOT of recipes.

stained_glass.full_light = true
stained_glass.med_light = true
stained_glass.no_light = true
stained_glass.trap_full_light = true
stained_glass.trap_med_light = true
stained_glass.trap_no_light = true

full_light == maximum brightness (based on super_glow_glass and trap_super_glow_glass)
med_light == slightly less brightness (based on glow_glass and trap_glow_glass)
no_light == non-illuminated (Based on default:glass and moreblocks:trap_glass)

Everything, as always is craftable. Enjoy, and let me know of any bugs.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by Sokomine » Thu Jun 12, 2014 01:47

THe diffrent light levels are a problem as they all share the same texture. It'd require more exceptions in the code of the colormachine to support them all. Plus they're...many...blocks. Perhaps the basic set might be enough?
 

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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by andersje » Sat Jun 14, 2014 20:52

Yeah, basic set should be enough. Would you rather I break out the mod into two? basic_stained_glass, and ... i dunno, something like compleat_stained_glass?
 

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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by Sokomine » Sat Jun 14, 2014 23:36

andersje wrote:Yeah, basic set should be enough. Would you rather I break out the mod into two? basic_stained_glass, and ... i dunno, something like compleat_stained_glass?

Hmm. How about allowing players to punch the glass nodes and thus toggle through the diffrent light levels? Might be easier than crafting lots of them and figuring out afterwards that they're too bright or dark. The punch action would have to take node protection into account so that only the owner can change the brightness.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by Wuzzy » Sun Jun 15, 2014 13:01

Oh, depth sorting!
Image
 

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andersje
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by andersje » Sun Jun 15, 2014 13:22

I like that idea, sokomine. That turns it from stained glass into touch-glow-glass ;)
I'll try to take a look at doing this in the next week or so.
 

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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by kidmondo » Sat Jul 19, 2014 06:38

YES! this will go great in my castle... so thats 3 mods so far on one server...
 

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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by maier.nathan » Wed Oct 08, 2014 01:18

Hi. Can someone point me in a direction to find out how to create "indexed images" like this? I just want to make a custom color stained glass and add it to a new mod I'm working with.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by VanessaE » Mon Jan 30, 2017 11:10

This mod has been updated to use the new param2-based colorization method.

Place a standard Moreblocks "Super Glow Glass" or Moreblocks "Trap Super Glow Glass" on the ground, then right-click on it with some dye to turn it that dye's color. If you want one of the "pastel" or "faint" shades, place and paint one of those two glasses with the base hue you want (e.g. red, orange, etc...), then wield Moreblocks' "sweeper" and right-click on the block once or twice to "wipe off" some of the color.

Dig the glass to get back uncolored Super Glow Glass (or "Trap...") and the dye used to color it. Note that pastel and faint shades still give back the full dye color (because these two shades are actually separate nodes made to look fainter than the others).

You will need a Minetest engine build made on January 24 (actually git commit d04d8aba), or newer, an equivalent update for minetest_game, and the latest git of Unified Dyes, otherwise newly-placed Super Glow Glass can't be colored and you'll get unknown items for any existing ones.
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by VanessaE » Sun Feb 05, 2017 01:06

This mod has been updated to use the revised Unified Dyes API -- you now punch the node while wielding dye, instead of right-clicking.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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Re: [Mod] Stained Glass [1.2] [stained_glass] - new alpha su

by Fixerol » Tue Feb 14, 2017 22:58

Players who are using 0.4.15 stable may prefer this version. Newest version is for 0.4.15-dev and beyond.
 

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