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IRC log for #minetest, 2021-11-03

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All times shown according to UTC.

Time Nick Message
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07:32 MTDiscord <Kimapr> wait, if it's not possible, how did YOU do it?
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10:19 sfan5 good question
10:20 sfan5 the answer is that someone once built the libraries in a working state (we just used those binaries) and the build scripts weren't in order to recreate that
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10:32 erlehmann sounds like a “reflections on trusting trust” story
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18:39 definitelya I think I'm onto something, trying to push for the unthawing of MTG; Minetest is a non-universal game engine, it excels at simulating spaces like terrain, entities, and other features found IRL;
18:40 definitelya it doesn't even need to be a game at all, though, it can just as well be an Earth simulator, upon which games, mods, maps and so on can be developed separately, by different devs than the core team.
18:43 definitelya an external example are platforms like Neos VR; you can make subgames in it, but at it's core, it's a way to chat in VR. A solid ground what we need!
18:43 definitelya is*
18:48 definitelya Am I just boomer ranting 'cause I'm new? Do tell me. :)
18:49 Ingar working for Meta ?
18:49 definitelya Ingar hissssss lizerd
18:50 Ingar sorry, I'm debugging spontaneous reboots :p
19:00 MTDiscord <Lone_Wolf> MTG was pretty much frozen before they decided to make it official
19:04 definitelya I mean it works as a simulator though, it just had no appeal as a game, which is way too much effort for MTG's case.
19:12 MTDiscord <Lone_Wolf> Yeah, it's best as a modding base
19:13 MTDiscord <Lone_Wolf> The codebase is geared away from that though
19:17 definitelya I'm biased in that I don't see much issue with a clone of MTG; again, it's not a universal engine, so most customization will be just a different type of simulation.
19:18 definitelya The takeaway from this to me is: a solid base simulator that works and is fun to use in multiplayer is worth sacrificing the oddball mods that try to shoot for the moon.
19:19 definitelya that's just me tho
19:19 definitelya *for
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19:34 Bombo hi, i'm trying to make a mob, with blender, it's working with one cube.b3d, one texture.png but now i have two cubes, how do i tell minetest to use cubetex1.png for the lower cube, cubetex2.png for the upper cube?
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19:42 MTDiscord <Lone_Wolf> IIRC: Use a seperate material for each cube, then supply both textures in your entity definition (textures = {"tex1.png", "tex2.png"},)
19:43 Bombo oh that's what the second png is for
19:43 Bombo trying that out
19:44 MTDiscord <Lone_Wolf> Yeah, I think the textures array just maps to your b3d materials
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19:55 Bombo doesn't seem to work
19:55 Bombo now the lower cube is black, the upper cube is white
19:56 MTDiscord <Lone_Wolf> In blender?
19:56 Bombo textures = { {'mobi_dings.png'}, {'mobi_bums.png'} },
19:56 Bombo in minetest
19:57 Bombo when i just do textures = { {'mobi_dings.png'} }, the lower cube gets it'
19:57 MTDiscord <Lone_Wolf> You don't need to put your textures in tables
19:57 Bombo it's texture
19:57 Bombo how do i do it then?
19:58 MTDiscord <Lone_Wolf> textures = {"tex1.png", "tex2.png"},
19:59 Bombo oh i see
19:59 Bombo well, now it works ;)
20:00 Bombo thx Lone_Wolf
20:01 Bombo so just ONE table not table in tables ;)
20:01 Bombo { } is table isn't it
20:03 jonadab Or a list.  I've never been quite sure if lua even makes a technical distinction between lists and tables.
20:04 Bombo but if there were like 10 obj in blender it gets complicated i guess
20:04 Bombo mkay
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20:33 Chompy Do you guys commonly use remesh to make your models a solid continuous mesh
20:34 Chompy seems like if you dont then the side of the model facing you becomes invisible
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21:18 MTDiscord <x2048> Chompy: It does not look like minetest uses a single continuous mesh at all. Every material in every block or entity is rendered as a separate mesh.
21:19 jonadab Isn't there a drawtype that does that?
21:19 jonadab Or am I confusing the side facing you and the side facing away?
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21:48 MTDiscord <luatic> That's not related to drawtype. Based on Chompy's description, it seems he is referring to backface culling, which can be turned off using an object property. The "side of the model facing" you is the frontface though and shouldn't be culled - most likely the mesh normals were calculated wrongly. Inverting them should fix the issue.
21:49 Chompy Oh cool
21:50 Chompy That makes sense, basically the mesh had two intersecting parts I thought that was the issue.
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