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Furi0us_mat |
hello everyone, yes it's me again, but this time it's not for code, it's for an exporter and 3D importer problem, as you know ARK is a dinos game, and who says dinos says 3D models, here's the problem : |
09:33 |
Furi0us_mat |
I'm using Blender 2.90.0 with a 3D exporter and importer, here it is: https://github.com/joric/io_scene_b3d |
09:33 |
Furi0us_mat |
I also have Blender 4.2 on my computer, but I haven't found any importer or exporter for this version. The problem is that the animations are never preserved, which means that if I import a model with animations, the animations disappear, and when my models are put into the exporter, the animations are not preserved. |
09:33 |
Furi0us_mat |
I'd like to know which importer/exporter you use. |
09:33 |
Furi0us_mat |
(about 16 models of my game have animations removed or bad models, moreover if people know how to make models better than me) |
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13:09 |
Furi0us_mat |
Hi, I'd like to know how to export a minetest 3D model to b3d. |
13:09 |
Krock |
Furi0us_mat: what kind of model have you got? Usually Blender should have you covered |
13:09 |
Krock |
there's a plugin to export to b3d which you might need to install first |
13:10 |
Furi0us_mat |
well I'm making dino models for my game, using blender 2.90 with b3d exporter and importer |
13:10 |
Furi0us_mat |
but the problem is that model animations are not preserved |
13:11 |
ireallyhateirc |
most b3d importers fail to import animations |
13:11 |
ireallyhateirc |
so if you don't have the .blender file then it's over |
13:11 |
Krock |
I've heard of this problem but only for .obj exports. b3d should work if done properly - see 3d_armor models for example |
13:12 |
Furi0us_mat |
how to keep the animations as more than 20 dinos just slide across the floor without moving their legs, when they should be. |
13:12 |
ireallyhateirc |
https://github.com/GreenXenith/io_scene_b3d/ |
13:13 |
ireallyhateirc |
this thing works as a good exporter for Blender 3.x |
13:13 |
ireallyhateirc |
this thing apparently works https://github.com/assimp/assimp |
13:13 |
ireallyhateirc |
as an importer |
13:13 |
Krock |
let's hope it does not import ass |
13:13 |
ireallyhateirc |
but it is "Assimp - Animation is allegedly hit-or-miss" |
13:14 |
ireallyhateirc |
Krock, I'm fine if it does though |
13:15 |
Furi0us_mat |
here's the problem: I've tested almost every version of blender with this addon: https://github.com/GreenXenith/io_scene_b3d/ |
13:15 |
Furi0us_mat |
none of them kept the animations |
13:16 |
Furi0us_mat |
with which most minetest 3D models are exported, such as draconis, paleotest, mobs_animal or mobs_monster, ... |
13:17 |
Furi0us_mat |
some exporters even decomposed the model (all the cubes ended up all over the place). |
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MinetestBot |
[git] Zughy -> minetest/minetest: Docs: Clarify rotation syntax of `model` formspec element (#14997) 792fb13 https://github.com/minetest/minetest/commit/792fb13ac646dc8c2739e9f56a8fed566f4960f9 (2024-08-17T13:16:37Z) |
13:20 |
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13:25 |
Furi0us_mat |
Here is an example of the problem, I would like to use this 3D model: https://sketchfab.com/3d-models/baryonyx-fc859162cc5043d1ade3d63b8c3e73bf |
13:25 |
Furi0us_mat |
but the animation is not preserved, and this is the case for many models, including those made by me. |
13:25 |
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13:29 |
ireallyhateirc |
Furi0us_mat, yeah most modders are bad enough not to provide .blend files in the source code |
13:29 |
ireallyhateirc |
.blend files are kind of like source code and exported models are kind of like binaries |
13:30 |
ireallyhateirc |
this is a bad combo of using abandonware 3D model format and a community that doesn't know what they're doing :D |
13:31 |
ireallyhateirc |
we'll hopefully get gltf fast enough |
13:33 |
MTDiscord |
<warr1024> Remember that anything you download from CDB might be "compiled", in the sense that we encourage people to omit files that MT can't use, especially large ones. Make sure you're getting the source and not just the distribution edition. |
13:35 |
Furi0us_mat |
I've done a few things and now I'm getting something I've never had before: https://ibb.co/5vTPQr1 |
13:35 |
Furi0us_mat |
before it said “no properties”. |
13:36 |
ireallyhateirc |
warr1024, I often grab files straight from git repos, yeah |
13:37 |
ireallyhateirc |
though the presence of source code is mandatory to get listed on CDB, right? |
13:38 |
MTDiscord |
<warr1024> Well, source code is always present in mods to begin with, and CDB disallows things like obfuscation. |
13:38 |
ireallyhateirc |
okay, great. was going to ask about that since many JS websites do just that |
13:39 |
MTDiscord |
<warr1024> It's still possible for people to just never check their blend files into their git repos anyway, and CDB can't really guard against that. |
13:39 |
MTDiscord |
<warr1024> but if a package doesn't have a public git repo that actually has proper source, it's also less likely that the package itself is of sufficient quality for somebody to care about :-D |
13:39 |
ireallyhateirc |
from a limited number of data I can tell that most don't ship .blend |
13:40 |
rubenwardy |
CDB doesn't have any rule requiring soruce files for 3d models currently |
13:40 |
rubenwardy |
with gltf, hopefully it becomes a non-issue |
13:40 |
ireallyhateirc |
3D models are mostly data and are not executed like code->binaries so the issue is minor |
13:41 |
ireallyhateirc |
idk where did I read that, but probably the FSF encourages to add "source" files for images, like GIMP files with layers and such |
13:41 |
ireallyhateirc |
because that makes everything less painful for everyone |
13:42 |
ireallyhateirc |
I always add .blend files for stuff I work on to git repo |
13:42 |
MTDiscord |
<warr1024> Even with gltf I'd still want blend files in the source repo, since they're the preferred form for editing and even if gltf can fit a ton of editing-specific metadata, I'd rather not include it in compiled-for-distribution versions |
13:42 |
MTDiscord |
<warr1024> but blend files are thicc so I'd still want to exclude them from compiled biulds. |
13:42 |
ireallyhateirc |
like I did with my fish models for Exile |
13:43 |
ireallyhateirc |
yeah, .blend files have defined materials, UV mapping and such |
13:43 |
Furi0us_mat |
and speaking of content DB, I wanted to put my game on content db in February, (in the end I preferred to keep working on it to improve it) |
13:43 |
Furi0us_mat |
and I was told that: “please make sure that your game complies with https://content.minetest.net/policy_and_guidance/#31-right-to-a-name the the apis/textures are compatible, else please namespace (for example namespaceprefix_modname) the mod.” |
13:43 |
Furi0us_mat |
and I answered this: “I didn't exactly understand what you were asking me, I tried to understand and from what I understood from must: for example add mark_survival_ascended in the name of all mods for example |
13:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/31 -- GUI Tooltips |
13:43 |
Furi0us_mat |
mark_survival_ascended_paleotest |
13:43 |
Furi0us_mat |
but having read 3.2 I could see the forks, most of the mods in the game have been heavily edited, some things have been added, deleted, modified,... |
13:43 |
Furi0us_mat |
moreover, if I change mod names, should I just change the file name or the mod name in mod.conf?” |
13:43 |
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Furi0us_mat was kicked by ShadowBot: Message flood detected. Use a pastebin like pastebin.mozilla.org. |
13:45 |
MTDiscord |
<warr1024> I include "source" for all my media if there's ever a circumstance where I might want to edit them and just altering the "compiled" versions doesn't cover everything. I've actually got a lot of media where the source includes stuff like scripts that build animation strips or bakes translated text onto images using imagemagick, svg files, etc. |
13:45 |
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13:45 |
Furi0us_mat |
speaking of content DB, I wanted to put my game on content db in February, (in the end I preferred to keep working on it to improve it) |
13:45 |
Furi0us_mat |
and I was told that: “please make sure that your game complies with https://content.minetest.net/policy_and_guidance/#31-right-to-a-name the the apis/textures are compatible, else please namespace (for example namespaceprefix_modname) the mod.” |
13:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/31 -- GUI Tooltips |
13:46 |
rubenwardy |
Furi0us_mat: the idea of namespacing is that any brand new mods specific to the game should be prefixed with the game's namespace. Which could be `msa_` or `mark_survival_ascended_` |
13:46 |
ireallyhateirc |
Ok so my fish .blend file is 1.3MB while the .b3d is 500KiB |
13:46 |
rubenwardy |
it stops games using more general mod names |
13:46 |
rubenwardy |
it's fine to use the original names for existing mods though like paleotest as long as it remains compatible with the third party version |
13:46 |
rubenwardy |
for example, lots of games ship with `mobs` |
13:46 |
rubenwardy |
and that's good as it keeps API compatibility |
13:47 |
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13:47 |
Furi0us_mat |
i.e. in my game, for example, a new mod would be “artifact” and I'd have to rename it mark_survival_ascended_artifact. |
13:47 |
Furi0us_mat |
is that correct? |
13:48 |
Furi0us_mat |
but for all existing mods, no need, just rename it, i.e. all the mods? or just the folder? |
13:52 |
Furi0us_mat |
I made the change but problem, if I have to add that “mark_survival_ascended_artifact” I get this error : |
13:52 |
Furi0us_mat |
https://paste.sqt.wtf/fce61a |
13:54 |
rubenwardy |
you need to change all item names as well |
13:54 |
rubenwardy |
I'd also recommend msa_artifact |
13:55 |
ireallyhateirc |
artifact:artifact_of_the_hunter -> mark_survival_ascended_artifact:artifact_of_the_hunter |
13:55 |
Furi0us_mat |
this is problematic for the whole endgame =L |
13:55 |
ireallyhateirc |
the thing before ":" needs to be the same as mod name |
13:55 |
ireallyhateirc |
just use "sed" or something? |
13:56 |
Furi0us_mat |
it's problematic for the overseer, it's already present on the map, and changing all the blocks that make up the arena is annoying, fortunately I mostly changed stuff on existing mods (so they're not new). |
13:57 |
ireallyhateirc |
you have aliases for that |
13:57 |
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13:57 |
ireallyhateirc |
a little painful but not impossible |
14:01 |
Furi0us_mat |
I was sure about the aliases, for example here's the overseer registration code: https://paste.sqt.wtf/88cd9b |
14:01 |
Furi0us_mat |
I should add msa_endgame, but since it's already present on the map, I can do it like this (does it work on entities?) : |
14:01 |
Furi0us_mat |
https://paste.sqt.wtf/514152 |
14:02 |
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14:12 |
ireallyhateirc |
not sure, ever tried with entities |
14:26 |
Furi0us_mat |
ok well it's going to be hard for me, no for the entities it doesn't work =L |
14:27 |
ireallyhateirc |
I think you'd need to replace existing entities with entities with a new name |
14:27 |
ireallyhateirc |
idk if that's possible though |
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14:36 |
AwesomeAdam54321 |
Does minetest's code still use singletons? |
14:37 |
Krock |
AwesomeAdam54321: there's a few |
14:51 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Use JSON file for credits (#14956) b0ad9a6 https://github.com/minetest/minetest/commit/b0ad9a6c3321c58044c5bcb5d2c0d904487d14fa (2024-08-17T14:49:53Z) |
14:55 |
Furi0us_mat |
for namespaces, is it the same for edited mods and new mods or only NEW mods? |
14:56 |
rubenwardy |
it depends on how much you edit |
14:56 |
rubenwardy |
light edits should keep the same name for compatibility |
14:56 |
rubenwardy |
if you edit so much as to break the API, then new name |
14:57 |
rubenwardy |
Minetest uses mod names for dependencies. The idea behind all these rules isn't to make life harder for you, it's to make the dependency system more reliable |
14:58 |
Furi0us_mat |
for the mod “default” it has been edited, the map is practically made of these blocks, is it for you a lot or a little: https://paste.sqt.wtf/13f8d2 |
15:01 |
Furi0us_mat |
If we were to make the system more modular, we'd have to use modules in a different way than having to copy the whole thing into our folder. A bit like package.json(.lock) or composer.json(.lock). You'd have to be able to tell that your games called on this or that mod. If I understand your request correctly, I'll have to redo the entire map, |
15:01 |
Furi0us_mat |
because the data is in the map.sqlite file... what do you think of it? do you have a solution for editing the map.sqlite file? I can open it and list the elements, but I can't edit the binary column. |
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MinetestBot |
[git] j-r -> minetest/minetest: Add shared mods path to get_modpaths 1fb49e9 https://github.com/minetest/minetest/commit/1fb49e9ca7c66251503be47608243f124061bf44 (2024-08-17T17:48:40Z) |
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MinetestBot |
[git] Emojigit -> minetest/minetest: Translate access denied strings (#14842) 5acc273 https://github.com/minetest/minetest/commit/5acc2736db4583a4e7c23484ef3d89d4bf931b7b (2024-08-17T17:48:54Z) |
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MinetestBot |
[git] sfan5 -> minetest/minetest: Irrlicht cleanups (mostly getting rid of `core::array`) 5d22626 https://github.com/minetest/minetest/commit/5d226268df764c36fc4d550c3c0bc980c7e34f0d (2024-08-17T17:49:11Z) |
17:51 |
MinetestBot |
[git] lhofhansl -> minetest/minetest: Remove SAO::onAttach() and SAO::onDetach() 3df070f https://github.com/minetest/minetest/commit/3df070f352520c3678e509f7c096977b62d2e3bf (2024-08-17T17:49:38Z) |
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MinetestBot |
[git] cx384 -> minetest/minetest: Add whitespace checks to ci c65444c https://github.com/minetest/minetest/commit/c65444c43b3aa446a57aa72bb887b83441925aad (2024-08-17T19:02:54Z) |
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MinetestBot |
[git] cx384 -> minetest/minetest: Fix whitespaces 03e600a https://github.com/minetest/minetest/commit/03e600a721c79d5cdce699123e698cd380abcf1c (2024-08-17T19:02:54Z) |
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MinetestBot |
[git] cx384 -> minetest/minetest: Fix trailing whitespace from #14945 48845de https://github.com/minetest/minetest/commit/48845de46ef400e532f2108dfb9ff9a3107bd66a (2024-08-17T19:22:26Z) |
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