Time |
Nick |
Message |
00:10 |
GreenXenith |
The 2023 Minetest GAME JAM BEGINS! The theme is "UNEXPECTED"! You have 3 weeks to complete your games. The scoring page on the jam site will be live before the working time ends. https://jam.minetest.net/ https://forum.minetest.net/viewtopic.php?t=29957 |
00:13 |
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00:14 |
GreenXenith |
Oh there's also some updates to the prizes |
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01:10 |
Blockhead256 |
No issues except feature freeze are now in the 5.8.0 milestone.. release will be soon then I'm hoping :D |
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02:46 |
MinetestBot |
[git] mnh48 -> minetest/minetest_game: Update Malay translations 4bb4a2a https://github.com/minetest/minetest_game/commit/4bb4a2a8187d036325482bb727a65b899f8991bd (2023-12-01T02:46:21Z) |
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11:50 |
shaft |
Okay figured out how the UV thingy works but tile animations don't seem to work on entities. No matter what I do the face of the model with the animation just turns black |
11:54 |
shaft |
I think my original approach looked better than this though |
11:54 |
shaft |
https://litter.catbox.moe/fi94py.png |
11:55 |
shaft |
With the "pick texture by viewing angle" |
11:58 |
shaft |
Anyway. How do I apply an animation to a model? |
11:58 |
shaft |
Textures work fine now |
12:00 |
Blockhead256 |
On an entity? :set_animation on the ObjectRef https://github.com/minetest/minetest/blob/5.7.0/doc/lua_api.txt#L7162 |
12:04 |
shaft |
I mean a texture animation |
12:11 |
Blockhead256 |
hmm I don't think you can animate UV coordinates.. let me think |
12:12 |
Blockhead256 |
you should be able to periodically update the vertical frame of the animation by switching the texture.. https://github.com/minetest/minetest/blob/5.7.0/doc/lua_api.txt#L605 |
12:12 |
Blockhead256 |
still doesn't seem ideal |
12:13 |
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12:15 |
Blockhead256 |
I'm not sure but :set_sprite with a mesh drawtype should allow for an animated texture on the mesh, not just for billboard sprites? |
12:15 |
Blockhead256 |
https://github.com/minetest/minetest/blob/5.7.0/doc/lua_api.txt#L7238 |
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12:30 |
sfan5 |
set_sprinte shouldn't do anything on a mesh |
12:31 |
sfan5 |
sprite* |
12:31 |
sfan5 |
we could use better docs |
12:35 |
celeron55 |
yesterday i tried to program a custom atmega board using rust |
12:35 |
celeron55 |
i will never again call any minetest documentation bad |
12:36 |
celeron55 |
there was literally no useful documentation. everything was pulling me to a wrong direction and i had to resist all of it in order to get anything done. and in the end it still did not work |
12:36 |
celeron55 |
and what was my goal? blink an LED. |
12:37 |
celeron55 |
i think i got PTSD from that |
13:21 |
shaft |
I gave up on the 2d approach as it would look like shit either way since diverging from the original "pick texture from viewing angle" |
13:21 |
shaft |
I made a 3d animation for my model |
13:21 |
shaft |
Now I need to figure out how to start the animation. |
13:21 |
shaft |
Are they supposed to play back automatically or do I need to write some lua |
13:21 |
shaft |
? |
13:24 |
shaft |
Oh fuck it exported a billion .obj which probably represent the individual steps in the animation |
13:25 |
shaft |
wtf man |
13:25 |
Blockhead256 |
haha obj as a format doesn't support animation, you need to use b3d |
13:26 |
Blockhead256 |
Here's a blender plugin https://github.com/GreenXenith/io_scene_b3d |
13:26 |
shaft |
Can't I use gltf? It works well in Godot. |
13:27 |
Blockhead256 |
gltf is still a WIP, sorry |
13:27 |
Blockhead256 |
https://github.com/minetest/irrlicht/pull/200 |
13:27 |
Blockhead256 |
have you read "Using Blender"? It may be helpful |
13:27 |
Blockhead256 |
https://wiki.minetest.net/Using_Blender |
13:27 |
MTDiscord |
<warr1024> If you want to help work on getting the gltf PR merged I'm sure the could find a use for more help š |
13:28 |
MTDiscord |
<warr1024> Gltf won't be ready to replace B3D for a while, since animations are a whole nother can of worms. |
13:28 |
MTDiscord |
<warr1024> It's a shame that B3D is such a mess of a format... |
13:29 |
MTDiscord |
<warr1024> Holy shit I never noticed the +53933 -7 before... |
13:31 |
shaft |
Sounds like someone should do something about it. |
13:31 |
Blockhead256 |
hmm most of it is in this file https://github.com/minetest/irrlicht/blob/0124381ed2528850cffdb6e6e5c987a002cf71e4/source/lib/catch2/catch.hpp that says it's autogenerated.. should that even be checked in? |
13:33 |
celeron55 |
wrong. most of it is in lib/tinygltf/json.hpp |
13:33 |
Blockhead256 |
shaft: JosiahWI seems to be working on it as he is able. Trust me, we all want to be rid of b3d and to have something with better support like gltf |
13:33 |
celeron55 |
but catch2 has a lot also. catch2 is generally distributed like that and it really never needs updates, it's just a small C++ unit test framework |
13:34 |
celeron55 |
minetest also has it like that |
13:35 |
shaft |
Which path do you copy paste manually installable blender addons to? I don't know if I did that before |
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13:37 |
shaft |
oh there is a button |
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13:43 |
shaft |
Exported to b3d but the animation isn't playing and the coordinate system is messed up |
13:44 |
shaft |
The UV maps are fucked up too |
13:44 |
Blockhead256 |
triangulate the mesh before exporting |
13:44 |
shaft |
I used this thingy here https://github.com/joric/io_scene_b3d |
13:44 |
Blockhead256 |
use greenxenith's that I linked, it should be the most up to date. What blender version are you using? |
13:53 |
shaft |
3.5 |
13:53 |
shaft |
I exported with that and it's invisible now |
13:57 |
Blockhead256 |
did you try, in edit mode, Face -> Triangulate Faces / Shortcut: Ctrl-T ? The b3d exporter usually has a problem with polygons >3 faces |
13:57 |
shaft |
How do you play the animation? The rest worked fine with joric |
13:59 |
calcul0n |
with entity.set_animation() |
14:00 |
calcul0n |
iirc you set the frame_range paramas {x=first_frame, y=last_frame} |
14:00 |
Blockhead256 |
`:set_animation`, it's a method. It's usually done in a callback for when the entity spawns.. now can I find an example? hmm.. |
14:03 |
Blockhead256 |
https://paste.debian.net/1299836/ |
14:03 |
Blockhead256 |
that's what it would look like to set the animation in the on_activate of your entity. A simple call to self:set_animation |
14:04 |
Blockhead256 |
set_animation is explained here: https://github.com/minetest/minetest/blob/5.7.0/doc/lua_api.txt#L7162 |
14:05 |
Blockhead256 |
oops a small amendment: it should be `minetest.register_entity` |
14:05 |
Blockhead256 |
you need to fill out the variables with actual numbers. You can drop the 2nd argument and onwards depending on what you need |
14:05 |
shaft |
self:set_animation({x=0,y=80},1,0,true) |
14:05 |
shaft |
What's wrong with that? |
14:05 |
shaft |
It just crashes an says self doesn't have it |
14:06 |
Blockhead256 |
hmm IIRC you are using a mesh visual, so the note "only works with a mesh visual" shouldn't apply.. |
14:07 |
shaft |
https://ctxt.io/2/AADQ8hzzFg |
14:09 |
MTDiscord |
<luatic> shaft: you are again confusing self and self.object |
14:09 |
Blockhead256 |
oops is that my bad for giving self: instead of self.object: ? |
14:11 |
shaft |
That's what I tried first. It doesn't crash but doesn't play it back. |
14:11 |
MTDiscord |
<luatic> Then the model is probably wrong. |
14:12 |
shaft |
It plays back fine in blender and I only used rotation keyframes on objects |
14:12 |
Blockhead256 |
for what it's worth, I really don't trust the joric exporter here. The README even has a disclaimer recommending GreenXeniths, and I didn't think the joric one would work on 3.5 |
14:13 |
shaft |
joric has been updated |
14:14 |
shaft |
Greenxeniths exports invisible shit |
14:15 |
Blockhead256 |
I'm out of my expertise here but.. are there any armatures in the blend? I recall using those for animation, even just animating a swinging door... |
14:19 |
shaft |
Overkill for what I'm doing |
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15:52 |
erle |
FYI: i have no idea how to fix this *properly* but either me or minetest have confused the blue for the alpha channel here https://git.minetest.land/attachments/fe66ce8a-8ea5-4f22-867c-f27edddf7b0a |
15:53 |
erle |
context: https://git.minetest.land/erlehmann/tga_encoder/pulls/1 |
15:54 |
erle |
i am unsure, because GIMP also fails to display this specific image as i intended (but in another way), but other software does |
15:55 |
erle |
and no, i will not do the ātest each combination of features in PNG to find if one combo sucksā thing |
15:55 |
MTDiscord |
<warr1024> A1R5G5B5 ... I thought the whole justification for TGA was that it was so simple that it was really hard to screw it up, and hence the only image format that was reasonable to use without an abstraction layer |
15:55 |
erle |
to quote myself |
15:56 |
muurkha |
.gpt4 Please suggest 16 names for a software library for simulating automated trading of securities such as ETFs, futures, stocks, and foreign-exchange currencies, expressing the idea that the library simulates a not-real, fantasy world. |
15:56 |
muurkha |
oops |
15:57 |
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15:57 |
MTDiscord |
<warr1024> I once upon a time wanted a "simple" file format I could write out directly with fairly naive code, and I hit upon uncompressed PCX ... only to find out that that's only barely supported anywhere. Ā TGA is probably better, but we are probably going to have to pick some sane subset to support either way. |
15:57 |
erle |
Warr1024 i simply did not care about the alpha channel in A1R5G5B5 before |
15:57 |
erle |
Warr1024 the part that handles RGBA type1 was recently refactored though. |
15:58 |
shaft |
I animated my bird with an armature now but it's still not playing back in the game. |
15:58 |
muurkha |
sorry about the mispost |
15:58 |
MTDiscord |
<warr1024> murukha I thought you were negging someone here š |
15:59 |
muurkha |
no, I'm writing a software library for simulating automated trading of securities |
15:59 |
erle |
Warr1024 fixing this in minetest is trivial, it is just that the color channels are mapped wrong. the issue is, my fix does not make any sense. |
15:59 |
muurkha |
nothing to do with Minetest :) |
15:59 |
erle |
Warr1024 to quote myself āChanging IrrlichtMT CColorConverter::convert_B8G8R8A8toA8R8G8B8 to just copy input to output fixes the issue, but this fix is obviously incorrectā |
16:01 |
muurkha |
and it happens that GPT-4 is a lot better at being creative than I am; it came up with, among other things, "PhantomPortfolio" and "GhostlyGains" |
16:02 |
erle |
i.e. either this is something that was not tested properly when refactoring or i am somehow writing a corrupted file that nevertheless displays almost as intended in every tool except GIMP and minetest. |
16:04 |
erle |
when this PR is done i will have a comprehensive test suite for all of minetests supported color formats except for 16 bit grayscale + alpha (unless i add that now). |
16:07 |
erle |
IMO this is nothing compared to bizarro stuff that other specifications allow, like āhaving a PNG color image with all idat-chunks having length oneā |
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16:08 |
MTDiscord |
<warr1024> muurkha, more intersting would be automated trading of insecurities. |
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16:10 |
MTDiscord |
<warr1024> Haha, I wouldn't support bizarro PNGs myself either, beyond just allowing them to work by accident. |
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17:19 |
MTDiscord |
<warr1024> #13722 fell off my radar but it seems to have been closed without referencing a commit or a PR, and I can't tell what course of action or advice for gamedevs was implied by the comment thread. |
17:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/13722 -- `air_equivalent` is undocumented |
17:21 |
MTDiscord |
<rollerozxa> it's been marked as deprecated now |
17:21 |
MTDiscord |
<rollerozxa> (relevant commit is https://github.com/minetest/minetest/commit/de0036f4c113646ab7ac17ca3257206ce56b3ce6) |
17:23 |
MTDiscord |
<warr1024> Cool, thanks. |
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18:21 |
shaft |
https://litter.catbox.moe/hvqg2w.png |
18:21 |
shaft |
If only they'd flap |
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18:48 |
shaft |
https://gitgud.io/blut/birds |
18:48 |
shaft |
Here's my blender file |
18:48 |
shaft |
Maybe someone can try it out an tell me how to export the damn animation properly. |
18:53 |
shaft |
Repo is public now. Was set to private. |
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20:24 |
shaft |
Can you check whether a mapblock is empty somehow cheaply or find empty mapblocks? |
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21:10 |
MTDiscord |
<greenxenith> shaft: jorics version hasn't had a blender version update in 4 years |
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21:11 |
shaft |
https://github.com/joric/io_scene_b3d/releases |
21:11 |
shaft |
It says sep 6 here |
21:11 |
MTDiscord |
<greenxenith> Yeah, from a pr merge |
21:12 |
MTDiscord |
<greenxenith> It isn't updated for 3.x |
21:12 |
MTDiscord |
<greenxenith> It barely works on 2.8x for that matter |
21:12 |
shaft |
It says for Version 1.1 (for Blender 3.6) |
21:12 |
shaft |
Oh wait. I think I have 3.5 |
21:13 |
shaft |
Blender 4 is out too. |
21:13 |
MTDiscord |
<greenxenith> Well, you do you |
21:14 |
MTDiscord |
<greenxenith> No one except you has had luck with jorics version, so if it works for you, great |
21:14 |
MTDiscord |
<greenxenith> Less work for me, I dont like b3d |
21:14 |
shaft |
I don't either. |
21:15 |
shaft |
just make gltf work in minetest instead |
21:15 |
MTDiscord |
<luatic> not liking b3d seems to be pretty much consensus ^^ |
21:15 |
MTDiscord |
<luatic> shaft: i don't want to promise too much, but you might see some progress this weekend. |
21:16 |
MTDiscord |
<greenxenith> (But you won't see support for it for at least 6 months with how fast our releases go) |
21:17 |
MTDiscord |
<luatic> Yeah. glTF (incl. animations) getting into the 5.9 would be the best case scenario. |
21:21 |
shaft |
Ok both exporters work with Blender 4 |
21:21 |
shaft |
But the animation doesn't play. |
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21:22 |
shaft |
Maybe I'm doing something wrong. Can someone take a look at my blender file? Ā https://gitgud.io/blut/birds |
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