Time |
Nick |
Message |
00:57 |
Sokomine |
ah :-) those where funny sometimes |
02:46 |
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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 |
03:22 |
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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 |
05:39 |
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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 |
08:42 |
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09:47 |
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10:07 |
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10:40 |
jas_ |
https://forum.minetest.net/download/file.php?id=19955 |
11:41 |
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12:16 |
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14:33 |
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15:22 |
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15:25 |
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15:35 |
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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. |
15:50 |
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16:59 |
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17:00 |
Krock |
xerox123: you're missing somewhere |
17:21 |
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17:21 |
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17:23 |
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17:42 |
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17:49 |
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18:12 |
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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 |
18:49 |
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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 |
19:34 |
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20:57 |
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20:57 |
clavi |
znc is nice |
20:59 |
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21:01 |
VanessaE |
+1 |
21:05 |
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21:44 |
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22:21 |
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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" |
23:30 |
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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) |