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15:36 |
nisasyazwani |
hi .. I just want to mention that I suggested some changes to some Malay translation strings over on Minetest Weblate |
15:36 |
MTDiscord |
<wsor4035> @MNH48 ^^ |
15:37 |
MTDiscord |
<mnh48> lemme check |
15:46 |
MTDiscord |
<mnh48> oh, replacing Edit with Sunting .. ig with how widely the word is used now, it will be fine, so I'll just approve it |
15:46 |
MTDiscord |
<mnh48> the reason why the word 'edit' was kept before is because of how the word 'sunting' was not used that much in the tech/game space as it could create confusion |
15:46 |
MTDiscord |
<mnh48> the word was already widely used in other fields like news (berita disunting oleh xyz = news was edited by xyz) but it carries slight connotation of proofreading(?) in a sense |
15:48 |
MTDiscord |
<mnh48> but, modern software and games are all adopting the word now for malay translation that it should be understood, plus the ICT textbook in schools also adopted it |
15:49 |
MTDiscord |
<mnh48> also 'editor' had been translated to the derived word 'penyunting' from the beginning, so it will also be fitting that 'edit' is now properly translated as 'sunting' as well 😄 |
15:57 |
MTDiscord |
<mnh48> all of the suggested changes had been accepted .. actual string in minetest engine was actually just one string (plus another one for glossary), the rest are strings for contentdb |
16:04 |
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16:26 |
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16:30 |
shaft |
Maybe today someone has time to teach me how to apply the animated sprites to the bird model? |
16:30 |
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16:42 |
Krock |
shaft: https://github.com/minetest/minetest/blob/master/doc/lua_api.md?plain=1#L270 where .obj is the type Alias Wavefront Maya |
16:42 |
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16:42 |
Krock |
for animated tiles, check the MTG furnace for an example (special_tiles) |
16:43 |
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16:44 |
shaft |
But how do I apply my model to my entity, which type does it need to be and how do I get the tile onto the model? |
16:46 |
Krock |
entity: https://github.com/minetest/minetest_game/blob/master/mods/carts/cart_entity.lua#L7-L15 |
16:46 |
Krock |
the texture mapping depends on your exported model. if you only have one texture, it'll be at index 1 |
16:49 |
shaft |
How do I export to b3d? |
16:50 |
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16:50 |
Krock |
shaft: afaik blender has a plugin for that |
16:51 |
MTDiscord |
<wsor4035> use greenceniths plugin: https://github.com/GreenXenith/io_scene_b3d |
16:53 |
shaft |
I only see x3d |
16:54 |
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16:57 |
shaft |
obj works |
16:57 |
shaft |
but it's black |
16:57 |
shaft |
I need to get the texture on it somehow |
17:05 |
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17:08 |
shaft |
https://litter.catbox.moe/y9gpm1.png |
17:08 |
shaft |
This is what it looks like right now |
17:09 |
shaft |
How do I get it on the correct surface and animated? |
17:13 |
Krock |
there should be a UV mapping thing that lets you assign vertices to a portion of a texture |
17:13 |
Krock |
I do not know much at all about this topic so you're best off Googling if there's no answer here |
17:14 |
Krock |
and for the animation part I already gave you the example of the furnace. It should work the same way on any other drawtype (also mesh) |
17:22 |
shaft |
I've assigned different materials to the surfaces but Minetest still slaps the texture over the entire modell. What do? |
17:23 |
shaft |
can I assign the textures by material name somehow? |
17:29 |
Krock |
that's strange. have you yet looked at the character model in player_api?`that one might help. |
17:30 |
Krock |
and if Minetest only happens to support one texture, then perhaps combine it into one. |
17:31 |
Desour |
minetest supports multiple materials. you can assign them in order (the material name is ignored) |
17:31 |
shaft |
How do I do that? |
17:31 |
Desour |
if you just give one tile, it uses that for all though, iirc |
17:31 |
shaft |
textures = {} doesn't seem to do it |
17:31 |
Desour |
are you defining a node or entity? |
17:32 |
Desour |
if node, it should be `tiles = {mat1, mat2, ...}` |
17:32 |
mrkubax10 |
Another weird post on forum: https://forum.minetest.net/viewtopic.php?p=431075#p431075 |
17:33 |
ROllerozxa |
mrkubax10: reported it |
17:33 |
mrkubax10 |
good |
17:39 |
shaft |
I'm defining an entity |
17:42 |
shaft |
I made some 32x32 textures and try to get them in place of the materials |
17:42 |
shaft |
textures = { |
17:42 |
shaft |
"birds_white3.png", |
17:42 |
shaft |
"birds_white4.png", |
17:42 |
shaft |
"birds_white1.png", |
17:42 |
shaft |
"birds_white2.png", |
17:42 |
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shaft was kicked by ShadowBot: Message flood detected. Use a pastebin like paste.ubuntu.com. |
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17:43 |
Desour |
looks fine |
17:43 |
Desour |
maybe you didn't actually create the materials |
17:43 |
Desour |
(I had that issue once when I used blender) |
17:43 |
shaft |
https://ctxt.io/2/AADQrAUEEg |
17:44 |
shaft |
mtl and obj files are in models folder |
17:45 |
Desour |
mtl files are not used by minetest |
17:46 |
shaft |
Okay but the obj file describes that I assigned a material with a name to the surface |
17:46 |
shaft |
It should work somehow |
17:46 |
Desour |
there are not group tags (`g`) (see <https://en.wikipedia.org/wiki/Wavefront_.obj_file?useskin=vector#Reference_materials>). are you sure you assigned the faces to the materials? |
17:49 |
Desour |
you might also have to fiddle around with the export settings |
17:50 |
Desour |
(I haven't created a multi material mesh with blender for some time) |
17:50 |
Desour |
btw., I'm also not sure if we support animated textures for entities |
17:55 |
Krock |
oh right. the animated textures that I mentioned are for nodes. you could register your entity as a node and spawn the node as an entity (wield item) and pray that its textures update |
17:57 |
shaft |
Oh, it seems to work now but the pixels are the wrong size. |
17:58 |
shaft |
Why does it not scale the texture to the surface it's applying it to? |
17:58 |
Desour |
the pixels are scaled according to your uv mapping |
17:58 |
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17:59 |
shaft |
And how do I change that? |
18:01 |
Desour |
change the size of the triangles on the texture in the uv mapping |
18:02 |
shaft |
In which in which programm in which tab? |
18:08 |
Desour |
in you model editor, where you did the uv mapping |
18:09 |
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23:12 |
MinetestBot |
[git] Desour -> minetest/minetest: Fix sound and particlespawner id generation (#14059) 6106e4e https://github.com/minetest/minetest/commit/6106e4e72b5d337819b16d7aace52610d948131c (2023-11-30T23:09:53Z) |
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