Time Nick Message 09:33 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) 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). 13:17 MinetestBot 02[git] 04Zughy -> 03minetest/minetest: Docs: Clarify rotation syntax of `model` formspec element (#14997) 13792fb13 https://github.com/minetest/minetest/commit/792fb13ac646dc8c2739e9f56a8fed566f4960f9 (152024-08-17T13:16:37Z) 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. 13:29 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 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 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 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 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 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 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?” 13:45 MTDiscord 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 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 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 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 14:12 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 14:36 AwesomeAdam54321 Does minetest's code still use singletons? 14:37 Krock AwesomeAdam54321: there's a few 14:51 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Use JSON file for credits (#14956) 13b0ad9a6 https://github.com/minetest/minetest/commit/b0ad9a6c3321c58044c5bcb5d2c0d904487d14fa (152024-08-17T14:49:53Z) 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. 17:49 MinetestBot 02[git] 04j-r -> 03minetest/minetest: Add shared mods path to get_modpaths 131fb49e9 https://github.com/minetest/minetest/commit/1fb49e9ca7c66251503be47608243f124061bf44 (152024-08-17T17:48:40Z) 17:49 MinetestBot 02[git] 04Emojigit -> 03minetest/minetest: Translate access denied strings (#14842) 135acc273 https://github.com/minetest/minetest/commit/5acc2736db4583a4e7c23484ef3d89d4bf931b7b (152024-08-17T17:48:54Z) 17:51 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Irrlicht cleanups (mostly getting rid of `core::array`) 135d22626 https://github.com/minetest/minetest/commit/5d226268df764c36fc4d550c3c0bc980c7e34f0d (152024-08-17T17:49:11Z) 17:51 MinetestBot 02[git] 04lhofhansl -> 03minetest/minetest: Remove SAO::onAttach() and SAO::onDetach() 133df070f https://github.com/minetest/minetest/commit/3df070f352520c3678e509f7c096977b62d2e3bf (152024-08-17T17:49:38Z) 19:04 MinetestBot 02[git] 04cx384 -> 03minetest/minetest: Add whitespace checks to ci 13c65444c https://github.com/minetest/minetest/commit/c65444c43b3aa446a57aa72bb887b83441925aad (152024-08-17T19:02:54Z) 19:04 MinetestBot 02[git] 04cx384 -> 03minetest/minetest: Fix whitespaces 1303e600a https://github.com/minetest/minetest/commit/03e600a721c79d5cdce699123e698cd380abcf1c (152024-08-17T19:02:54Z) 19:23 MinetestBot 02[git] 04cx384 -> 03minetest/minetest: Fix trailing whitespace from #14945 1348845de https://github.com/minetest/minetest/commit/48845de46ef400e532f2108dfb9ff9a3107bd66a (152024-08-17T19:22:26Z)