Time |
Nick |
Message |
00:43 |
ireallyhateirc |
Does luanti support texture interpolation for entities or was that removed? |
00:43 |
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00:45 |
ireallyhateirc |
there's that one great hack for lazy textures with fake shading - placing UV islands on gradients. Then with proper interpolation you can make good looking models with tiny gradient textures |
00:52 |
MTDiscord |
<luatic> you could do that using texture modifiers. but they will fill up ram. |
00:52 |
MTDiscord |
<luatic> you could also do that using a semitransparent layer and an opaque layer just below it, i think. |
00:56 |
ireallyhateirc |
I'm not quite sure if I get what you mean. The solution I talk about is described here: https://www.youtube.com/watch?v=9ITJgW9hVrE |
00:58 |
ireallyhateirc |
In blender I can pick "closest" or "linear/cubic interpolation". Most voxel games use grainy textures but you could nevertheless obtain a nice looking while efficient gradient textures provided that Luanti uses that kind of interpolation |
00:59 |
MTDiscord |
<luatic> yeah sure my brain was somewhere entirely different |
00:59 |
MTDiscord |
<luatic> i was thinking you wanted to interpolate two different textures |
01:01 |
MTDiscord |
<luatic> i don't think we've given modders control over this yet, but it should be relatively trivial to do with gltf |
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21:57 |
* mtvisitor |
will try to review luanti game engine product v5.12 and some voting mod(module) in his spare time later if possible. |
21:57 |
mtvisitor |
have a nice weekend! 🤝 |
22:10 |
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22:25 |
MTDiscord |
<luatic> Wrote a blog post concerning the situation and story behind 5.11 breaking some bone overrides: https://appgurueu.github.io/2025/02/20/breaking-bones.html |
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