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IRC log for #minetest-hub, 2019-09-12

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All times shown according to UTC.

Time Nick Message
00:57 Sokomine ah :-) those where funny sometimes
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03:12 VanessaE ok I'm having a weird problem.  minetest seems to be ignoring the UV mapping in a mesh I'm using for an entity (the mesh shape, which is just a single flat rectangle seems to be acting like a clipping boundary)
03:21 NathanS21 Are you sure the export included the uv mapping?
03:21 VanessaE yes.  I'm trying to recreate it just in case blender did something stupic
03:21 VanessaE stupid*
03:22 NathanS21 The mesh didn't have multiple materials did it?
03:22 VanessaE no
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03:23 NathanS21 hmmm
03:26 VanessaE hm.  nope, didn't work.
03:26 * VanessaE growls
03:26 NathanS21 code and model someplace?
03:26 VanessaE moment.
03:26 VanessaE you could just clone https://gitlab.com/VanessaE/signs_lib  and you'll get both
03:27 VanessaE I'm trying to fix the aforementioned glitch
03:27 VanessaE https://i.imgur.com/O5DcwpH.png
03:27 VanessaE it does that ^
03:28 VanessaE where the text is being clipped is exactly the edges of the flat plane in the model
03:28 NathanS21 Okay.
03:28 VanessaE you can see that it's actually clipping it mid-pixel
03:30 VanessaE I thought the bug was somewhere in my code, and maybe it still is, but I can see nothing nowhere that even begins to explain this artifact :-/
03:30 NathanS21 Which model would that be?
03:31 VanessaE the pictured one is `signs_lib_standard_wall_sign_entity.obj`
03:31 NathanS21 ok
03:32 VanessaE looking at the text of the obj file, the uv mapping is definitely there, though I don't know how to read the coordinates
03:33 NathanS21 The texture of the wooden board looks like it is correct.
03:33 VanessaE it is.
03:33 VanessaE only the entity is wrong
03:34 NathanS21 is that a separate object?
03:34 VanessaE yes.
03:34 NathanS21 ah, okay
03:36 VanessaE https://daconcepts.com/vanessa/extra/basic_signs%20wooden%20sign.blend
03:36 VanessaE there's the workdfile as it exists now after that last re-make attempt
03:36 VanessaE -d
03:37 VanessaE hm, moment, I better embed the images into the blend
03:38 VanessaE there, you should be able to see what I see; `signs_lib_standard_wall_sign_entity.obj` corresponds to the checkerboard in front of the frontmost of the two upright signs
03:39 NathanS21 okay, ya, it has textures now. :)
03:40 NathanS21 oh, I think I might now what's wrong.
03:41 VanessaE oh?
03:41 NathanS21 Does the text get created as an image with a black space around it?
03:41 NathanS21 or do the letters go to the edge of the image?
03:41 VanessaE letters should be very near to the edges of the image
03:42 VanessaE shouldn't {0,0} be the upper left corner of the plane though, just as it is in blender?
03:42 NathanS21 You're UV mapping is clipping the three pixels on the left and right.
03:42 VanessaE no
03:42 VanessaE it's exactly as it's supposed to be
03:42 NathanS21 that should have been a your, oops.
03:43 VanessaE the red border in the entity image is a "keep out" marker
03:44 NathanS21 The UV layout doesn't care about the size in pixels, but in percentages, so any image size will work, it just scales to that overall dimensions.
03:44 VanessaE right
03:45 VanessaE but it's acting like minetest is putting the (0,0) position outside of my UV map and the polygon
03:45 NathanS21 So if your text image only has a slight space from the edge to the letters, the UV mapping should reflect that.
03:45 VanessaE in fact it's acting as though (0,0) is at the upper-left corner of the whole node space
03:49 NathanS21 Well I exported something wrong, my text is floating on the opposite side of the node...
03:49 VanessaE heh
03:50 VanessaE my export settings:  Z forward, Y Up, [X] Selection Only, [X] Apply Modifiers, [X] Write Normals, [X] Include UVs, [X] Objects as OBJ Objects, [X] Material Groups
03:51 NathanS21 I bet I had the wrong Forward location.
03:51 NathanS21 Yep, I had -Z set
03:51 NathanS21 I take it word-wrap isn't a thing.
03:52 VanessaE it is, but it's being obscured by the edges being cut off
03:52 NathanS21 This is weird, worked fine on one line, but not another.
03:53 VanessaE it's always been glitchy
03:53 NathanS21 odd.
03:53 NathanS21 deleted the old line, and put in a new line, worked fine.
03:53 VanessaE I'll eventually fix it, if I can get this UV thing figured out
03:54 NathanS21 https://imgur.com/a/aZ9F6JY
03:54 NathanS21 So it should look something like that ^^^
03:55 VanessaE wait, it works for you?
03:55 NathanS21 I changed the UV layout.
03:55 VanessaE how?
03:55 VanessaE what did you change?
03:56 NathanS21 I just added another image to the album.
03:56 NathanS21 not sure how I get a link for it though.
03:57 VanessaE reloaded.
03:57 NathanS21 oh, just refresh the page.
03:57 VanessaE ah, you expanded the UV across the width of the image space
03:57 NathanS21 I just scaled the UV map up for the entity object until it was close to the edge of the sample image.
04:02 NathanS21 I can send you the file if you want, but there really isn't anything special about how much I scaled it. I just guessed what might be good.
04:02 VanessaE right
04:02 VanessaE but scaling is the wrong solution
04:03 VanessaE I mean, this (well what you saw at first) is how I always do meshes in minetest
04:03 VanessaE UV's mapped precisely, etc.
04:03 NathanS21 What you had would work perfectly for the sample checkerboard image you had.
04:04 NathanS21 and if the text used the exact same layout it would work too.
04:04 VanessaE but that isn't supposed to matter
04:04 VanessaE a UV map is supposed to stretch and scale the image to fit
04:04 NathanS21 If you used the sample image now it would display the red and black boarder.
04:04 VanessaE (or the selected part of it)
04:04 NathanS21 It does.
04:05 NathanS21 but it's the image to the black boarder of the layout in Blender.
04:05 VanessaE yeah, so?
04:05 VanessaE the UV coors are locked to just inside the red border and the polygon is sized exactly the same
04:05 VanessaE coords*
04:06 NathanS21 so if you had a picture of the text, and it went to the edge of the image, then part of it would be cut off, because the UV laoyut doesn't go to the edge of the image.
04:06 VanessaE but that's just it:
04:07 VanessaE the text DOES go to the edges of the text image, but the text image...
04:07 VanessaE wait a minute.
04:07 VanessaE OH FFS.
04:07 VanessaE NOW I GET IT
04:07 VanessaE I feel stupid.
04:07 NathanS21 Don't, it's an easy mistake.
04:07 * VanessaE thinks...
04:08 VanessaE ok, I know what to do.
04:10 VanessaE https://i.imgur.com/0sO3kd2.png
04:10 VanessaE bingo
04:10 VanessaE now to tune the font scaling params
04:11 NathanS21 :)
04:11 VanessaE thanks for helping me un-derp this :)
04:12 NathanS21 You are most welcome.
04:15 VanessaE https://i.imgur.com/QQNwUqo.png
04:15 VanessaE much bteter
04:15 VanessaE better*
04:16 NathanS21 Looking great.
04:51 VanessaE all fixes pushed
04:51 * VanessaE is happy again :)
04:51 VanessaE new Dreambuilder release, too
04:51 VanessaE thanks again, NathanS21
04:52 VanessaE and now, I think I'm gonna go to bed, my brain's overheated :P
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06:19 ANAND ~seen Wuzzy
06:19 ShadowBot ANAND: I saw Wuzzy in #minetest-hub 2 years, 4 weeks, 3 days, 8 hours, 54 minutes, and 31 seconds ago saying "who was that?"
06:19 ANAND Nvm
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10:40 jas_ https://forum.minetest.net/download/file.php?id=19955
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15:36 kilbith https://www.youtube.com/watch?v=uz1douFQcok
15:36 kilbith real-time water reflection anyone?
15:40 rubenwardy nice
15:45 VanessaE do aliases work on entities?
15:45 rubenwardy no
15:45 rubenwardy items only
15:45 VanessaE didn't think so. ok.
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17:00 Krock xerox123: you're missing somewhere
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18:35 BuckarooBanzai !server [РУС]
18:35 MinetestBot BuckarooBanzai: [РУС] Выживание, Официальный Русскоязычный Сервер | eu1.multicraft.world:40005 | Clients: 16/200, 16/23 | Version: 1.5.0 / MultiCraft | Ping: 46ms
18:48 Krock > 200 clients
18:49 Krock the lag would be amazing
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18:49 sfan5 !server players:most
18:49 MinetestBot sfan5: CatLandia | edgy1.net:30025 | Clients: 28/200, 15/68 | Version: 0.4.17.1 / minetest | Ping: 89ms
18:50 sfan5 thats not a lot
18:57 Krock it's not weekend either
19:05 xerox123 Krock: I think my Rizon BNC died
19:05 xerox123 time to set one up on my own ZNC I guess
19:13 Krock rip
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20:57 clavi znc is nice
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21:01 VanessaE +1
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22:23 tumeninodes kilbith: you sexy beast... give us more info please. Performance hits? Snags?
22:43 rdococ o_O
22:56 VanessaE I like the reflection effect, but the water is too "active", like there's a heavy wind
22:58 tumeninodes Well, I'm sure that is not planned to be the finished result. It is beautiful... almost made me cry... for joy
22:59 VanessaE it'll never make it into MT though.
22:59 VanessaE MT devs hate shaders. :P
23:00 VanessaE (Plus the way MT or irrlicht uses them,  enabling even basic shaders on my badass GPU still costs about 10% of my FPS :P )
23:00 tumeninodes reverse psychology won;t work... :P
23:00 VanessaE :P
23:01 tumeninodes I'm actually eager to hear the details (especially regarding performance cost)
23:02 VanessaE on mine?  idk any details besides "tick this box to reduce your FPS by 10%" :P
23:02 VanessaE that said, I have shaders enabled in my HDX config
23:02 VanessaE (since there, waving plants look good)
23:02 tumeninodes KNow what would be WAY better than waving plants?
23:03 tumeninodes ... you're supposed to say "No... what is better than waving plants?"
23:04 VanessaE what?
23:04 tumeninodes :|
23:04 tumeninodes ... animated plant textures
23:04 VanessaE that would be trivial to do
23:04 VanessaE aside from coming up with the animation in the first place.
23:04 tumeninodes the waving plants shader is creepy and makes me uncomfortable
23:05 tumeninodes yes, I know... that's why its a better idea... (saves fps)
23:05 VanessaE except animated textures would only be able to move up/down/sideways relative to their planes, so they couldn't really wave properly.
23:06 tumeninodes animation can be used to make leaves rustle... and grass flow in the breeze
23:07 tumeninodes kelp and other underwater plants would look really nice
23:07 tumeninodes but the waving is cringy
23:10 tumeninodes What time does kilbith wake up? Like 3am hopefully? xD
23:12 tumeninodes dropping a teaser like that, then going off to bed... that's just pure evil
23:13 tumeninodes I need food... bbl
23:21 VanessaE rustling leaves would be interesting.
23:21 VanessaE making grass "flow" in the breeze would be tricky but nice
23:22 tumeninodes tricky only because it means a small trip into .cpp ville
23:23 VanessaE nah
23:24 VanessaE it could be done with multiple animated textures and something to swap the node when the wind changes.\
23:24 VanessaE of course, there would be a fuckton of nodes to swap.......
23:24 VanessaE so maybe it would be better-done in C++ :)
23:24 tumeninodes why would you do all that?
23:25 VanessaE this would be another use-case for the "texture table" idea I posed to judnahad (sp) a while back
23:25 tumeninodes need to add animation to the plant mesh
23:26 tumeninodes code
23:26 tumeninodes thingy
23:27 tumeninodes timer going off, brb
23:27 VanessaE or better: have a dynamic textures feature.   remember back in the 8-bit days, when changing the glpyh of a character would change the whole screen-ful?
23:29 VanessaE you'd just need a way for a mod to send a command to connected clients saying "all nodes foo:bar, switch texture[1] to blah.png"
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23:30 rubenwardy VanessaE: I like shaders
23:31 VanessaE as do I when they don't cost FPS :)  Minetest already has enough troubles with GPU performance :P
23:35 Lone_Wolf As long as it's disabled by default it would be kinda nice. (For the users with more powerful GPUs anyway...)
23:40 rubenwardy certainly
23:49 rubenwardy Do pipeworks autocrafters work with groups?
23:49 rubenwardy Ideally, the items in the recipe section should only be used to look up the actual recipe
23:49 rubenwardy then it can use groups
23:50 VanessaE they do not work with groups
23:50 VanessaE there's no way to specify a group
23:50 rubenwardy you can look up the recipe, which gives a group
23:50 rubenwardy there's no need for the user to specify a group
23:52 VanessaE sure but what if you have let's say two items, A is in groups foo and bar, B is in groups baz and blah.  how do you specify say "group:foo" in one slot and "group:blah" in another?
23:53 rubenwardy you can look up the craft recipe and use the groups in the craft recipe
23:54 rubenwardy minetest offers the ability to look up craft recipes from a 3x3 grid because it's needed for crafting
23:54 VanessaE hm.
23:54 VanessaE well, pull requests welcome ;)
23:54 rubenwardy not sure if it would give the source recipe with that function
23:54 rubenwardy heh
23:54 rubenwardy I might make a PR to make sorting tubes default to off
23:54 VanessaE because I have nfi how I'd actually do it
23:54 rubenwardy the outputs, that is
23:55 VanessaE (I spent all my coding mojo on the signs_lib/street_signs rewrite-integration thing)
23:55 rubenwardy I've installed signs_lib on my server
23:55 rubenwardy it's better than I remember
23:55 rubenwardy autowrapping! :O
23:55 VanessaE I keep improving it :)
23:55 VanessaE btw what version?
23:55 VanessaE (git tag)
23:56 VanessaE (the word wrap algorithm needs a rewrite though, it's a little glitchy)

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