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 00:14 GreenXenith Oh there's also some updates to the prizes 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 02:46 MinetestBot 02[git] 04mnh48 -> 03minetest/minetest_game: Update Malay translations 134bb4a2a https://github.com/minetest/minetest_game/commit/4bb4a2a8187d036325482bb727a65b899f8991bd (152023-12-01T02:46:21Z) 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 12:15 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 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 If you want to help work on getting the gltf PR merged I'm sure the could find a use for more help šŸ˜Š 13:28 MTDiscord Gltf won't be ready to replace B3D for a while, since animations are a whole nother can of worms. 13:28 MTDiscord It's a shame that B3D is such a mess of a format... 13:29 MTDiscord 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 13:37 shaft oh there is a button 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 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 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 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 ā€test each combination of features in PNG to find if one combo sucksā€ thing 15:55 MTDiscord 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 MTDiscord 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. 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 murukha I thought you were negging someone here šŸ˜† 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 ā€œChanging 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 ā€œhaving a PNG color image with all idat-chunks having length oneā€ 16:08 MTDiscord muurkha, more intersting would be automated trading of insecurities. 16:10 MTDiscord Haha, I wouldn't support bizarro PNGs myself either, beyond just allowing them to work by accident. 17:19 MTDiscord #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 it's been marked as deprecated now 17:21 MTDiscord (relevant commit is https://github.com/minetest/minetest/commit/de0036f4c113646ab7ac17ca3257206ce56b3ce6) 17:23 MTDiscord Cool, thanks. 18:21 shaft https://litter.catbox.moe/hvqg2w.png 18:21 shaft If only they'd flap 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. 20:24 shaft Can you check whether a mapblock is empty somehow cheaply or find empty mapblocks? 21:10 MTDiscord shaft: jorics version hasn't had a blender version update in 4 years 21:11 shaft https://github.com/joric/io_scene_b3d/releases 21:11 shaft It says sep 6 here 21:11 MTDiscord Yeah, from a pr merge 21:12 MTDiscord It isn't updated for 3.x 21:12 MTDiscord 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 Well, you do you 21:14 MTDiscord No one except you has had luck with jorics version, so if it works for you, great 21:14 MTDiscord 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 not liking b3d seems to be pretty much consensus ^^ 21:15 MTDiscord shaft: i don't want to promise too much, but you might see some progress this weekend. 21:16 MTDiscord (But you won't see support for it for at least 6 months with how fast our releases go) 21:17 MTDiscord 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. 21:22 shaft Maybe I'm doing something wrong. Can someone take a look at my blender file? https://gitgud.io/blut/birds