Could something like this be created

super_tnt
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Could something like this be created

by super_tnt » Sat Sep 14, 2013 23:24

I would like to know if there is enough support to make a mod which would result in the following.Image
If so I would love to make a mod around this with all sorts of stuff.

Basically is the enough support to make moving objects like the one's in the above image. And what animation support if any is included.
Last edited by super_tnt on Sat Sep 14, 2013 23:25, edited 1 time in total.
 

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Inocudom
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by Inocudom » Sat Sep 14, 2013 23:37

I wish this was possible in Minetest, but I can't guarantee that it would be. It would be very nice, however.
 

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LionsDen
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by LionsDen » Sun Sep 15, 2013 06:11

I think you could do it if you created a new node for each portion of the animation and then coded it to keep changing the nodes from one to the next all of the time.
 

Nore
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by Nore » Sun Sep 15, 2013 07:37

It could be possible to do this with entities, however I don't know if it is possible to set entity pitch yet.
 

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Casimir
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by Casimir » Sun Sep 15, 2013 08:01

Pitch is not possible yet. But a mod with just the physics would be very interesting. At first a static nodebox with animated textures would be enough for the visual part.
 

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hoodedice
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by hoodedice » Sun Sep 15, 2013 12:04

I guess it would be possible, if you leave out the physics part.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
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stu
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by stu » Sun Sep 15, 2013 13:01

It is certainly possible with an animated entity or animated entities but it would be purely aesthetic.
 

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by Sokomine » Sun Sep 15, 2013 15:02

A wind- or watermill plus some simplified gears would be great! I've been looking for something like this for some time. What it takes is basicly the animation for the sails of the windmill and the animation for a waterweel. Both could be done either with models or even with signlike or an overlarge nodebox (several nodes large) with some suitable animations and transparency where needed. With smaller trunks between the gear nodes, perhaps even round nodeboxes like the ones the pipes mod comes with, animated images may be enough to make it look like it's rotating. The physics could then be limited to some formspecs and would bear not much resemblance to the animation.
Hope someone who can do so does the animations! I'd be glad with a waterwheel- and mill-sail-animation in animated image format.
A list of my mods can be found here.
 

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jojoa1997
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by jojoa1997 » Sun Sep 15, 2013 15:03

Anything is Possible with coding. It is just the fact if you are skilled enough to code it ore if support for it has been coded in C++
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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rubenwardy
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by rubenwardy » Sun Sep 15, 2013 15:51

Anything is possible with coding - if you use the cpp side, and you do not go over hardware limits
 

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by Sokomine » Sun Sep 15, 2013 16:30

I object to "anything is possible with coding"! There are limits to it. The most obvious limits would be those set by Irrlicht. Rubenwardy already mentioned hardware limits.
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Zeg9
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by Zeg9 » Sun Sep 15, 2013 17:25

This IS possible. If someone has the time to fix the entity-related problems, or to implement a "model" node drawtype.
The second option would be best IMO; with the current code the rotating parts would just duplicate or disappear :P
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Sokomine » Sun Sep 15, 2013 17:47

Hm...loose windmill sails sailing through the worlds...watermill wheels going through towns...guess we better stick to save nodeboxes :-) The question remains: Can someone do animated textures for them?
A list of my mods can be found here.
 

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by super_tnt » Sun Sep 15, 2013 18:47

I have little knowledge of pitch and yaw so I certainly don't know the difference between the two. If I do use animated entities, I can have rotating objects like the axle and the windmill, right? If so then I'll use animated entities, the windmill only needs to spin to look pretty, however the axles should spin based on the direction the windmill and if it's neighbours are spinning. If possible could I create about 6 entites, 2 moving (clockwise and anti-clockwise) facing one direction, 2 moving facing the other direction and 2 still for both directions. This raises a bunch of questions about entities; if I have neighbouring entities, can I keep their animations synced. Can I spawn entities inside of an invisible node? Can they store metadata like node's?
Last edited by super_tnt on Sun Sep 15, 2013 18:47, edited 1 time in total.
 

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Casimir
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by Casimir » Sun Sep 15, 2013 20:05

 

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ch98
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by ch98 » Wed Sep 18, 2013 03:21

I am making an scientific mod and wind is in it so it may be possible.
Mudslide mod Click Here
 

super_tnt
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by super_tnt » Wed Sep 18, 2013 08:38

Well, I've started work making the entity for the windmill, I plan on making a mechanical mod around the above image with all sorts of things, Including mechanical power and electrical generators (which will be tiered), the generators will connect to any axel and when it is spinning, electricity is generated.
 

super_tnt
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by super_tnt » Wed Sep 18, 2013 08:40

Well, I've started work making the entity for the windmill, I plan on making a mechanical mod around the above image with all sorts of things, Including mechanical power and electrical generators (which will be tiered), the generators will connect to any axel and when it is spinning, electricity is generated.
 


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