Time |
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00:25 |
backnforth |
Hi, can someone tell me why I can't connect to the minetest server for the raspberry pi while using a raspberry pi |
00:28 |
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00:49 |
pauloue |
backnforth, I don't think you can connect to a server on the same computer |
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01:34 |
blaise |
???? ???????? ?????????? ?????? ? ????? ?????.... |
01:34 |
blaise |
=( |
01:35 |
blaise |
pauloue: yeah you can actually |
01:35 |
blaise |
it's called single player |
01:35 |
Flitzpiepe |
47 A5 15 5... ? |
01:35 |
blaise |
Flitzpiepe: nien. |
01:36 |
Flitzpiepe |
I tried to translate you questionmark-code into Hex |
01:40 |
blaise |
it's Ukranian |
01:40 |
blaise |
there were only a few possibilities |
01:46 |
* Shara |
didn't think ukrainians typed in question marks |
01:46 |
Shara |
But what do I know |
01:50 |
blaise |
they don't |
01:50 |
blaise |
or they use the upside down one |
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06:21 |
bubblesnek |
There's a file that allows you to remove certain items from the creative inventory. Does anyone know where that file is located on Debian GNU/Linux? |
06:25 |
bubblesnek |
Or at least some typical directory information or file names? |
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07:04 |
bubblesnek |
Nevermind. I figured it out. |
07:26 |
Sketch2 |
brb |
07:34 |
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07:51 |
Sketch2 |
is there a way to make a formspec show up if you right-click on another player? |
07:51 |
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07:52 |
Sketch2 |
I might be able to do it with mobs, but if you can't do it to other players, then it would be limited to singleplayer mode |
07:55 |
lumberJ |
maybe player:right_click(clicker) |
07:55 |
lumberJ |
haven't used that before though |
07:56 |
Sketch2 |
and that would do, regardless of what you're wielding, or would it need to be tied into some object? |
07:57 |
lumberJ |
my guess is it should matter. seems to only depend on a player being right clicked |
07:57 |
lumberJ |
but i've never experiemented with that method before |
07:58 |
lumberJ |
shouldn't matter* |
07:58 |
Sketch2 |
ty, sounds good. I'll try it |
07:59 |
lumberJ |
yep, let me know how it goes |
08:12 |
Sketch2 |
I don't get what 'clicker' is. clicker — another ObjectRef |
08:12 |
Sketch2 |
that's what you're wielding? |
08:12 |
VanessaE |
it's you. |
08:13 |
VanessaE |
clicker, placer, etc always point to you or whoever. |
08:13 |
Sketch2 |
but isn't that already piped in by using player: |
08:14 |
VanessaE |
perhaps. :) |
08:14 |
VanessaE |
just answering the question |
08:14 |
Sketch2 |
local clicker = player:get_wielded_item() player:right_click(clicker) |
08:15 |
Sketch2 |
I'm prolly wrong there, but that's what my thought process was |
08:15 |
Sketch2 |
but how would you use it to bring up a formspec? |
08:15 |
VanessaE |
no idea. |
08:16 |
Sketch2 |
if it really is the player, it seems unusable code |
08:16 |
Sketch2 |
self-referential loop |
08:18 |
Sketch2 |
I don't need the clicker, I need the clickee |
08:19 |
VanessaE |
oh, I see how it works. |
08:19 |
VanessaE |
that's for SAO |
08:19 |
VanessaE |
so it'd be some_entity:right_click(clicker) |
08:20 |
VanessaE |
I think. |
08:20 |
Sketch2 |
ok, I get the part about some_entity:right_click(clicker) but what's SAO? |
08:21 |
VanessaE |
serveractiveobject |
08:21 |
VanessaE |
anything that moves, I guess |
08:23 |
Sketch2 |
right on. but I don't see a player:get_pointed_at() or anything like that |
08:24 |
VanessaE |
what should it do? |
08:24 |
lumberJ |
the clicker is the one you want to receive the formspec, right Sketch2? |
08:24 |
Sketch2 |
when you right-click another player, it pops up a formspec for both players |
08:25 |
Sketch2 |
then they battle it out by clicking buttons in that formspec |
08:25 |
lumberJ |
so player will also receive formspec |
08:25 |
Sketch2 |
yup |
08:26 |
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08:36 |
Sketch2 |
oh wait, maybe it's a wiki typo. I'm seeing here on_rightclick(self, clicker) |
08:37 |
Sketch2 |
http://dev.minetest.net/LuaEntitySAO |
08:38 |
lumberJ |
what is a wiki typo |
08:39 |
lumberJ |
on_rightclick is a lua entity property |
08:39 |
lumberJ |
:right_click(clicker) is method you can append to the player or entity object |
08:39 |
Sketch2 |
it 'prolly isn't. I'm just trying to wrap my head around the 'clicker' thing |
08:40 |
Sketch2 |
so can I register the on_rightclick(self, clicker) in the minetest.register_on_joinplayer() |
08:42 |
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09:03 |
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09:07 |
Sketch2 |
When it says " The following properties are treated specially by the engine if included: " that makes me think I have to define it myself |
09:07 |
Sketch2 |
or maybe it comes with a default, and it can just be redefined |
09:08 |
Sketch2 |
That's true of pretty much everything in Lua tho |
09:09 |
Sketch2 |
this'd be so much easier if I saw example code |
09:09 |
Sketch2 |
Trying to think of any mod that might have something like it |
09:09 |
Sketch2 |
maybe mobs... I'll look there |
09:12 |
lumberJ |
possibly mobs with taming or traders |
09:14 |
Sketch2 |
that looks about right. gonna caffeinate my brain so I can absorb this |
09:15 |
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09:42 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Flower spread: Only spread to the same surface node 495fa32 https://git.io/vAWgJ (2018-02-17T09:37:27Z) |
09:42 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Boats: Prevent entering 'ignore' nodes 7754555 https://git.io/vAWgU (2018-02-17T09:37:22Z) |
09:54 |
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10:47 |
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10:59 |
Sketch2 |
There's a chuckle. http://dev.minetest.net/Lua_Table_Formspec "Note, this is not currently implemented and is apparently just a proposal." |
11:01 |
Sketch2 |
How much of that page has any actual bearing on the game? |
11:01 |
Sketch2 |
theoretical wiki entries could go on ad infinitum |
11:04 |
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11:10 |
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11:20 |
Sketch2 |
in formspec, button: W and H are the size of the button what unit is that in, pixels, slots? |
11:22 |
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11:26 |
Sketch2 |
looking at more_chests code, guessing it must be slots. |
11:29 |
Sketch2 |
oh wait, formspec is a string, not a list? |
11:34 |
Sketch2 |
That might complicate things, 'cuz I'll have to regenerate the string every time a button is clicked |
11:43 |
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Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/ |
12:15 |
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12:23 |
Sketch2 |
it says I've got a missing closing parenthesis https://pastebin.com/DWBeS3AQ init.lua:35: ')' expected (to close '(' at line 6) near 'end' |
12:24 |
Sketch2 |
Can't imagine why. need more coffee in me to find it |
12:25 |
progysm |
will the extra comma works at 26? |
12:26 |
Sketch2 |
oh, does Lua prefer you don't? Was thinking in terms of Python |
12:26 |
progysm |
I don't know.. |
12:26 |
progysm |
on_rightclick, does it need some function keyword? |
12:27 |
Sketch2 |
possibly. I was going by what I saw in mobs, when you try to feed sheep with wheat. https://github.com/PilzAdam/mobs/blob/master/init.lua |
12:28 |
progysm |
yeah, but this is a property definition at 205 |
12:28 |
progysm |
at 30, you are calling a function on_rightclick |
12:29 |
Sketch2 |
oh, ok. lemme get coffee, and peruse it |
12:30 |
Krock |
Sketch2, what do you try to do there? "self" is not defined there |
12:30 |
Krock |
neither is "clicker" or on_rightlick |
12:30 |
progysm |
it's copy-paste coding |
12:31 |
progysm |
aka: it doesn't work |
12:31 |
Krock |
indeed.. |
12:31 |
Sketch2 |
Well, the wiki was confusing |
12:31 |
Krock |
progysm, it works when you copy it from StackOverflow :D |
12:32 |
Krock |
you don't know why but it does |
12:32 |
progysm |
only the solution with the most vote |
12:32 |
Sketch2 |
heh, I get the notion of how to code it, but it's not always readily apparent what the structure is supposed to be |
12:32 |
Sketch2 |
I get it once it's pointed out |
12:33 |
Sketch2 |
but sometimes you gotta make your best guess, then ask for help |
12:34 |
Sketch2 |
on_rightclick had 2 different ways to access is. VanessaE pointed me out to that |
12:34 |
Krock |
minetest.show_formspec needs a string for argument #1. That's the player to which it should be shown, here: player:get_player_name() |
12:35 |
Sketch2 |
one is uh, a player function, and the other is all the movable objects |
12:35 |
Krock |
afterwards: what would you like to rightclick? a node? entity? |
12:35 |
Sketch2 |
a player or enemy mob |
12:36 |
Sketch2 |
yeah, I get the formspec thing, that's what the table's doing |
12:36 |
Sketch2 |
it's being concatenated into a string |
12:36 |
Sketch2 |
the idea is: rightclick an enemy, and the formspec pops up for both players |
12:37 |
Krock |
minetest .register_on_joinplayer is then the wrong place/callback for this |
12:37 |
Sketch2 |
well, I can't put it into a node definition. How else would I go about it? |
12:38 |
progysm |
I guess you need to access the node definition to overwrite the property |
12:39 |
Krock |
taking "enemy" as an entity: extend the callback on_rightclick in each entity definition to show the formspec |
12:39 |
Krock |
but you can't specify that to happen for players too |
12:39 |
Krock |
as rightclicking them does not trigger any callback |
12:41 |
Krock |
however, punching has a callback -> minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage)) |
12:41 |
Sketch2 |
can't be punch tho, 'cuz that'll be used for energy weapons |
12:42 |
Sketch2 |
well, maybe. |
12:42 |
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12:43 |
Sketch2 |
I mean, I could do it old-style, and if punch is held down |
12:43 |
Sketch2 |
I don't think it lets you do that tho, 'cuz punches are cycled |
12:44 |
progysm |
wow, so much typos in the documentation.. |
12:44 |
progysm |
"minetest.regsitered_entities" |
12:46 |
Krock |
*so many |
12:46 |
Sketch2 |
the wiki would be more usable if they had a few more examples |
12:46 |
progysm |
so I guess it would be.... local mob_onrightclick = minetest.registered_entities["mobname"].on_rightclick |
12:47 |
Krock |
Sketch2, if you have a special item to rightclick the entities/players, it would be possible too |
12:47 |
Sketch2 |
it just seems like the examples are so limited. they might show a line, but not it's use in context |
12:47 |
progysm |
writing good documentation is hard |
12:48 |
Sketch2 |
I agree. programmer always knows what he's talking about |
12:48 |
Sketch2 |
hard to communicate it to others sometimes |
12:48 |
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12:48 |
Sketch2 |
the item thing might be doable. |
12:49 |
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12:50 |
Sketch2 |
do they make items that aren't droppable? |
12:50 |
Sketch2 |
oh, maybe some of the admin tools |
12:51 |
Sketch2 |
it would need to be like that, 'cuz if you lost your item, then you wouldn't survive |
12:52 |
progysm |
make it easily craftable |
12:52 |
Krock |
local old_drop = minetest.item_drop function minetest.item_drop(itemstack, dropper, pos) if itemstack:get_name() == "mymod:myitem" then return end old_drop(itemstack, dropper, pos) end |
12:52 |
Krock |
^ to prevent dropping an item |
12:53 |
Sketch2 |
ahh |
12:54 |
Sketch2 |
k, I'll tink around with it some more. this coffee isn't doing anything for me. gonna need like 3 more cups to wake up |
12:57 |
progysm |
or going inside a cafeine-rehab center |
12:58 |
Sketch2 |
I don't usually drink that much coffee; mostly tea. |
12:58 |
Sketch2 |
Just have permanent low energy |
12:59 |
progysm |
energy come from sugar |
12:59 |
Sketch2 |
oh, guess that makes sense. I don't add anything to it |
13:06 |
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13:49 |
Sketch2 |
heh. So I'm looking at the wiki to figure out how to create the tool code http://dev.minetest.net/minetest.register_tool |
13:50 |
Sketch2 |
"This article is incomplete." oh, boy |
13:50 |
Sketch2 |
At least it gives an example. But I have to wonder, what all am I missing |
13:53 |
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13:53 |
Sketch2 |
I'll look at the default tools code for now |
13:55 |
cx384 |
You can find everything there: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4579 |
13:56 |
Sketch2 |
is that 0.5 code tho? |
13:59 |
cx384 |
oh yes this is 0.4.16: https://github.com/minetest/minetest/blob/0.4.16/doc/lua_api.txt#L3979 |
14:00 |
Sketch2 |
cool |
14:02 |
Sketch2 |
would simply setting on_drop = nil keep tool being dropped? |
14:03 |
Sketch2 |
...keep tool *from being dropped |
14:04 |
cx384 |
I think so. |
14:16 |
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14:32 |
Sketch2 |
on_use = function(itemstack, user, pointed_thing) How do I determine if pointed_thing is a player or a mob? |
14:33 |
Sketch2 |
http://dev.minetest.net/pointed_thing it returns a string "object" or actual object data? it's not clear |
14:34 |
Sketch2 |
oh, maybe it's both. {type="object", ref=ObjectRef} |
14:37 |
Sketch2 |
I still don't see from http://dev.minetest.net/ObjectRef or http://dev.minetest.net/LuaEntitySAO how you'd determine if it's a player or a mob tho. |
14:37 |
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14:41 |
Sketch2 |
maybe I could try get_inventory() 'cuz mobs wouldn't have an inventory |
14:46 |
Krock |
:is_player() or :get_player_name() ~= "" |
14:47 |
Sketch2 |
ty. that's much better |
14:47 |
Krock |
and mobs can't have an inventory right now. You'd have to create a detached one |
14:48 |
Sketch2 |
yea, I figured as much. If there was an inv, player. else, mob |
15:03 |
Sketch2 |
huh, I thought wrapping a get_hp() in an assert() would safely determine if pointed_thing is SAO vs dead node if assert(pointed_thing:get_hp()) then... |
15:03 |
Sketch2 |
Is there another way to check, 'cuz that crashes |
15:05 |
Sketch2 |
'cuz I don't want the formspec to pop up when just clicking random nodes 'round the screen |
15:05 |
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15:05 |
Sketch2 |
it only needs to pop-up if you click a player or a mob |
15:07 |
Sketch2 |
Wonder why assert() doesn't catch nil init.lua:30: attempt to call method 'get_hp' (a nil value) |
15:11 |
Sketch2 |
dunno. wrapped it in a pcall() instead. That seems to do ok |
15:28 |
Krock |
Sketch2, it does catch nil values |
15:29 |
Krock |
or rather.. it throws an error when nil is passed |
15:29 |
Krock |
did you intend to do this: assert(obj.get_hp, "get_hp function is nil!") ? |
15:29 |
Sketch2 |
oh, then I needed an inverted assert |
15:30 |
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15:32 |
Sketch2 |
That might'a done it. I knew it was something like that |
15:34 |
Sketch2 |
its getting there. What's the trick to spawn in mobs? |
15:34 |
Sketch2 |
maybe just jump out to open lit grass |
15:36 |
Sketch2 |
I thought there was a command to type in, like spawn mobs:sheep |
15:36 |
Sketch2 |
forget exact wording |
15:38 |
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15:41 |
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15:48 |
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15:52 |
Sketch2 |
made progress anyway. I'll screw with it later. |
15:54 |
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16:09 |
derixithy |
Has anoyone a mesh with rounded corners available for me or can point me to a mod that has one. I found a tree mod somewhere that had those but it did not have working download links anymore. |
16:11 |
Sketch2 |
rounded cube, or cylinder? |
16:11 |
derixithy |
rounded, but not to large |
16:15 |
Sketch2 |
I'm looking here- https://forum.minetest.net/viewforum.php?f=11 |
16:16 |
Sketch2 |
I think there is a circular-saw table that does it |
16:19 |
Sketch2 |
what was the name of the tree mod? mabe there's another copy of it around |
16:20 |
Krock |
!mod meshnodes |
16:20 |
MinetestBot |
Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 |
16:20 |
Krock |
!mod mesh |
16:20 |
MinetestBot |
Krock: Meshnodes [meshnode] by stu - https://forum.minetest.net/viewtopic.php?t=8059 |
16:21 |
Krock |
not that one. https://forum.minetest.net/viewtopic.php?t=10428 <-- Here are a few nodes |
16:41 |
derixithy |
I could not find what i was looking fore, bu i think i will settle for nodebox type and setting the collisionbox to a fullblock to make it less ugly looking |
16:45 |
Sketch2 |
I might end up making something similar in Blender in the next couple days, 'cuz I was gonna use rounded cubes in my subgame anyway |
16:48 |
derixithy |
If you do, keep me posted, because setting the selectionbox to {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5} makes it unselectable, lol. I tried running blender but my pc did not agree with it at all |
16:49 |
Sketch2 |
yeah, I'll see about doing it tonight. just gimme a holler tomorrow |
16:49 |
derixithy |
oh i can set it to full instead of fixed. |
16:50 |
derixithy |
will do that, rounded is still better than the nodebox types |
16:50 |
Sketch2 |
I agree |
16:55 |
Sketch2 |
Making it is simple enough. It's literally just a cube with a bevel modifier. https://github.com/doyousketch2/rounded-cube/blob/master/rounded_cube.stl |
16:55 |
Sketch2 |
but then you gotta add the node definition |
16:56 |
Sketch2 |
If you know how to, there's a rounded cube. used .stl format 'cuz GitHub has a viewer for it, and I believe irrlicht engine can open them |
17:03 |
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17:06 |
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17:09 |
derixithy |
sounds complicates |
17:12 |
Sketch2 |
not really. as I say, I'll do it tonight. Brain is empty, otherwise I'd do it right now |
17:13 |
derixithy |
learning lua and texture editing is hard enough, i'll stay far away from blender |
17:13 |
Sketch2 |
I don't remember what formats it uses, and their website is conveniently down at the moment |
17:14 |
Sketch2 |
so I made a guess, but 'prolly end up needing to use another format |
17:14 |
Sketch2 |
I'll look at what others use |
17:14 |
Sketch2 |
oh, yeah. Blender's a beast |
17:15 |
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17:15 |
Sketch2 |
there's parts of it I can do in 2 seconds 'uz I've played around in it a lot, but there's other parts I won't even attempt |
17:17 |
derixithy |
when you pass 30 learning seems to be getting harder |
17:17 |
Sketch2 |
heh, no joke |
17:18 |
Krock |
derixithy, I'm pretty sure there's an emacs command to revert that |
17:28 |
derixithy |
hahaha let me fire up my package manager then |
17:34 |
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18:25 |
MinetestBot |
[git] red-001 -> minetest/minetest: Remove legacy chat network code. (#6954) ae6aed1 https://git.io/vAWdB (2018-02-17T18:23:21Z) |
18:30 |
Sketch2 |
derixithy - https://github.com/doyousketch2/rounded-cube not sure about the texture tho, it looks a bit dark to me |
18:31 |
Sketch2 |
s'posed to look like it does in the inventory, but who knows. |
18:34 |
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18:45 |
Sketch2 |
oh, had to UV unwrap it. textures show up now |
18:52 |
derixithy |
i was just going to say that |
18:52 |
derixithy |
it was grey https://imgur.com/a/MxSig |
18:53 |
Sketch2 |
I assumed minetest didn't need it, just applied basic cubic UV wrapping to every node |
18:53 |
Sketch2 |
it 'prolly does that for nodeboxes, but I guess UV's are needed for meshes |
18:54 |
derixithy |
i'll try again in a litle bit. do you also have one that i can use for trees with straight top and bottom? |
18:55 |
Sketch2 |
oh, can do. lemme get some liquid in me. |
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19:04 |
derixithy |
Still no textures for me |
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19:57 |
Sketch2 |
huh, I can try re-uploading |
20:20 |
derixithy |
Tried it now, and works perfectly |
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20:41 |
Sketch2 |
k, added one that has a flat top & bottom, so it's like a cross between a cylinder and a cube https://github.com/doyousketch2/rounded-cube |
20:42 |
Sketch2 |
It looks ok, but I'm not certain how minetest expects the UV to be unwrapped, so I had to go with what blender did |
20:43 |
Sketch2 |
the top texture isn't symmetrical, and I've no clue why. I'd need to read a wiki, but I doubt one exists on that topic |
20:44 |
NathanS21 |
Minetest doesn't expect the UV to be unwrapped in any way, it reads the UV from the model |
20:44 |
NathanS21 |
You can unwrap your mesh however you'd like, and apply your textures for that uv mapping |
20:48 |
Sketch2 |
but you still need to specify textures in your init file, right? |
20:48 |
NathanS21 |
yes |
20:48 |
NathanS21 |
tiles = { |
20:48 |
NathanS21 |
{name = "tex1.png"},{name = "tex2.png"} |
20:48 |
NathanS21 |
}, |
20:49 |
Sketch2 |
oh, you know it it is. Y is up in Minetest, Z is up in Blender |
20:49 |
Sketch2 |
that's prolly what was throwing me |
20:50 |
NathanS21 |
ya, but you can change that in your obj export options. |
20:50 |
Sketch2 |
I'll have to model the whole thing sideways |
20:50 |
NathanS21 |
not at all, check out this image. http://nathansalapat.com/sites/default/files/pictures/minetest/minetest-obj.png |
20:51 |
NathanS21 |
just change the up to 'Y up' in the export settings and your meshes will all be rotated properly. |
20:52 |
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20:53 |
Sketch2 |
oh, ok. I'll try that |
21:20 |
Sketch2 |
It's still just using 1 texture, even if I specify 6, but at least they line up, so it looks better now. https://github.com/doyousketch2/rounded-cube |
21:23 |
NathanS21 |
oh, did you create six materials in Blender? |
21:24 |
NathanS21 |
If the UV mapping uses multiple textures you need to create multiple materials in Blender, one for each image texture. |
21:24 |
NathanS21 |
I actually recorded a video on how to use multiple materials on meshes in Minetest, it might be somewhat helpful. :) |
21:24 |
NathanS21 |
http://www.nathansalapat.com/minetest/b3d4minetest-08 |
21:25 |
Sketch2 |
Oh, ok. Will it automatically know which is top,bottom, etc? |
21:26 |
NathanS21 |
Will what? minetest? |
21:28 |
Sketch2 |
yeah, I guess you have to UV unwrap in order for each material, huh? |
21:28 |
Sketch2 |
however tiles puts 'em |
21:28 |
Sketch2 |
top, bottom, left, right, back, front |
21:28 |
NathanS21 |
ya, you UV unwrap the mesh and then create a material for each texture |
21:29 |
NathanS21 |
I think you would want a UV map for each material |
21:29 |
Sketch2 |
woo, they don't make it easy, do they |
21:29 |
NathanS21 |
if you were doing all sides of the object you would need six materials and uv maps |
21:29 |
NathanS21 |
though if the top and bottom were the same texture you can just use one material and UV map for both |
21:29 |
NathanS21 |
same with the sides |
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21:53 |
Sketch2 |
OK, cool. looks 1000x better now. https://github.com/doyousketch2/rounded-cube |
21:54 |
Sketch2 |
You can swap out the textures if you want, but the geometry's there, and stuff lines up |
21:55 |
NathanS21 |
That does look better. |
22:02 |
Sketch2 |
I should 'prolly add paramtype2 = 'facedir', so they're rotational with a screwdriver |
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22:32 |
rmbeer |
hello |
22:33 |
rmbeer |
i have problem for craft the items of minetest... |
22:33 |
rmbeer |
i use 3 dump of iron and 2 stick but nothing happened... |
22:33 |
rmbeer |
[iii][.s.][.s.] |
22:34 |
NathanS21 |
Do you get an error at all? |
22:34 |
rmbeer |
no... |
22:35 |
rmbeer |
nothing error appear... |
22:35 |
NathanS21 |
Are you sure that the mod that provides this recipe is loaded? |
22:36 |
rmbeer |
I do not know, it's the typical thing that I use, it should be by default... |
22:36 |
NathanS21 |
Should you be using iron ingots, rather than lumps? |
22:37 |
rmbeer |
NathanS21, how to build the ingots? |
22:37 |
NathanS21 |
cook lumps in a furnace to get ingots |
22:38 |
NathanS21 |
you need ingots and sticks to make a pickaxe, if that is what you are trying to craft |
22:40 |
rmbeer |
thanks |
22:40 |
NathanS21 |
no problem |
22:49 |
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23:19 |
rmbeer |
i have problem for load modules, where must report? |
23:19 |
rmbeer |
the module is 'moreblocks' |
23:21 |
rmbeer |
https://ptpb.pw/G7IJ.txt |
23:24 |
NathanS21 |
you might need to update your copy of moreblocks |
23:50 |
rmbeer |
NathanS21, yes, i updated all... |
23:50 |
rmbeer |
also have a bunch of errors in other modules.... |
23:50 |
rmbeer |
i need a admin in the forum for activate account... |