Time |
Nick |
Message |
00:00 |
ireallyhateirc |
is that so? What if I actually have 100 wall textures that are not simply color variants? |
00:01 |
MTDiscord |
<wsor4035> ....thats my point, is have a param2 for changing the texture, param2 for changing the model, etc |
00:01 |
MTDiscord |
<wsor4035> rather than just spamming more node defs |
00:03 |
MTDiscord |
<jordan4ibanez> We'll never see Mystic's Monstrosity in minetest without that |
00:03 |
ireallyhateirc |
you mean this issue? https://github.com/minetest/minetest/pull/13811 |
00:03 |
MTDiscord |
<wsor4035> thats a pr, not an issue, but yes |
00:04 |
ireallyhateirc |
it links to the issue, but you get my point. Well, merging that would probably solve my problem I guess? |
00:04 |
MTDiscord |
<wsor4035> yeah |
00:05 |
|
Eragon joined #minetest |
00:05 |
ireallyhateirc |
I could cut the number of colored walls and colored roughcast with hardware coloring. I didn't try that yet so it's worth giving a shot |
00:07 |
MTDiscord |
<wsor4035> hmmm, might be wrong, but out of all the core devs, seems like sfence has the most open prs, including ones that have been open for 1.5 years now 🤔 |
00:12 |
ireallyhateirc |
setting up a bot that LGTMs PRs that become inactive would do the trick |
00:18 |
|
SwissalpS joined #minetest |
00:35 |
|
TheCoffeMaker joined #minetest |
00:40 |
|
TheCoffeMaker joined #minetest |
00:47 |
|
TheCoffeMaker joined #minetest |
01:06 |
|
YuGiOhJCJ joined #minetest |
02:30 |
|
YuGiOhJCJ joined #minetest |
03:15 |
|
Sokomine joined #minetest |
04:02 |
|
Lunatrius joined #minetest |
05:00 |
|
MTDiscord joined #minetest |
06:30 |
|
SFENCE joined #minetest |
07:27 |
|
gregon joined #minetest |
07:57 |
|
MacroFaxSax joined #minetest |
08:38 |
|
Glaedr joined #minetest |
09:03 |
|
tarsovbak joined #minetest |
09:22 |
|
Warr1024 joined #minetest |
09:24 |
|
SFENCE joined #minetest |
09:28 |
|
jaca122 joined #minetest |
09:34 |
|
parad joined #minetest |
09:35 |
|
jaca122 joined #minetest |
09:41 |
|
jaca122 joined #minetest |
09:47 |
|
Warr1024 joined #minetest |
10:00 |
|
sys4 joined #minetest |
10:07 |
|
jaca122 joined #minetest |
10:22 |
|
jaca122 joined #minetest |
10:29 |
|
erle joined #minetest |
10:59 |
|
Verticen joined #minetest |
11:30 |
|
yezgromafic joined #minetest |
12:11 |
|
ireallyhateirc joined #minetest |
12:52 |
erle |
ireallyhateirc i have found the best 3d modeling tutorial so far https://inv.nadeko.net/watch?v=cnEQja0jBXs |
13:01 |
ireallyhateirc |
I've never followed any particular tutorial |
13:01 |
ireallyhateirc |
just did a synthesis of "how to do X" in my brain |
13:02 |
ireallyhateirc |
lol |
13:03 |
ireallyhateirc |
ok I was expecting something serious but this is funny |
13:40 |
|
sys4 joined #minetest |
14:05 |
|
CRISPR joined #minetest |
14:36 |
|
TheCoffeMaker joined #minetest |
15:40 |
|
silverwolf73828 joined #minetest |
15:52 |
|
ireallyhateirc joined #minetest |
15:52 |
erle |
ireallyhateirc i am glad that you liked this tutorial :3 |
15:54 |
erle |
ireallyhateirc what do you think is the best way to animate a gear node? i came up with: 1. rotate entity spawned by node using lua. 2. put animated texture on side. 3. have different states of gear, texture only one using animated texture. 4. some bone magic? (no idea how to do) |
15:56 |
ireallyhateirc |
I'd add a single bone at the center of the gear in blender and add 4 keyframes (each for +90 degree rotation) loop it in the game and that's it |
15:57 |
ireallyhateirc |
I can probably do that in 3 minutes |
15:57 |
ireallyhateirc |
and record a tutorial |
15:58 |
erle |
denken sie groĂź! |
15:58 |
erle |
ireallyhateirc how to do it without blender? i don't have a machine where current blender runs |
15:58 |
erle |
like, how are keyframes encoded in b3d? |
15:58 |
erle |
i write my svg by hand too |
15:59 |
ireallyhateirc |
I've never added anything to files manually |
15:59 |
erle |
made a lot of emoji for unifont in emacs or bitmap(1) followed by a sed script |
15:59 |
erle |
oh |
15:59 |
erle |
ireallyhateirc why you need 4 keyframes and not 2 or 3? |
16:00 |
ireallyhateirc |
2 could work too I guess, I need to try that out |
16:01 |
erle |
i'll see if i can figure it out in mm3d |
16:09 |
MTDiscord |
<luatic> erle: modlib can write b3ds, i didn't document it well but there's an example in https://github.com/appgurueu/go/blob/master/build/generate_models.lua |
16:31 |
erle |
ireallyhateirc i made a gear and then realized i don't know how to export to b3d from mm3d https://mister-muffin.de/p/w6rp.png |
16:32 |
ireallyhateirc |
I don't know that program so I can't really help you with that |
16:32 |
erle |
nah i just wanted to show progress :) |
16:32 |
ireallyhateirc |
I'm on the other hand trying to figure out proper rotation interpolation |
16:32 |
erle |
it has plugins, i prob need to find/write the export plugin |
16:33 |
erle |
https://clover.moe/mm3d this one |
16:33 |
erle |
it's pretty good to edit obj btw |
16:49 |
|
Desour joined #minetest |
17:38 |
|
CRISPR joined #minetest |
17:43 |
|
Talkless joined #minetest |
18:25 |
erle |
luatic i am revisiting my old waterlogging experiments and i think there is two ways waterlogging can work: purely visual waterlogging – e.g. to not have air bubbles around nodeboxes or raillikes underwater, that one is easy. and “behaving like a water source or flowing water, but not being replaced due to engine shenanigans”. |
18:26 |
erle |
luatic the purely visual thing can work with any fluid, obviuosly. the other thing is harder and needs specific fluids that are allowed to waterlog a node. |
18:27 |
MTDiscord |
<luatic> so far the latter has been my favored solution |
18:28 |
erle |
luatic i also looged at your modlib thing, but i don't see any bones. so why aren't you just generating an obj there? |
18:28 |
erle |
looked |
18:29 |
erle |
mm3d has shitty filter settings and is smoothing every texture :( |
18:31 |
|
SFENCE joined #minetest |
18:36 |
MTDiscord |
<luatic> erle: there are bones |
18:37 |
MTDiscord |
<luatic> the go stones got bones |
18:37 |
MTDiscord |
<luatic> how else would i move them on top of the board and back inside of it |
18:37 |
MTDiscord |
<luatic> arguably i could do it using textures but eh |
18:38 |
MTDiscord |
<luatic> pick your hack |
18:38 |
MTDiscord |
<luatic> (a couple hundred entities per board would not be great) |
18:44 |
|
Desour joined #minetest |
18:54 |
|
Finnsflyer joined #minetest |
18:54 |
Finnsflyer |
Does anyone even like the rename |
18:56 |
ireallyhateirc |
the sickos behind your window like the rename |
18:58 |
ireallyhateirc |
the old name was bad, the new one is almost equally bad or slightly better. An advantage is distancing the project from Minecraft and Minetest Game |
18:59 |
ireallyhateirc |
so overall the project benefits and most people already got used to the new name |
18:59 |
MTDiscord |
<luatic> Finnsflyer: yes |
19:00 |
Finnsflyer |
MTDiscord: how |
19:00 |
|
SFENCE joined #minetest |
19:00 |
Finnsflyer |
ireallyhateirc: btw why is your username that |
19:00 |
Finnsflyer |
*nickname |
19:00 |
MTDiscord |
<luatic> Finnsflyer: skill |
19:01 |
Finnsflyer |
MTDiscord: what do you mean by skill |
19:01 |
ireallyhateirc |
I got annoyed while someone helped me with setting up a bouncer service because the name "lord_of_the_dumpster" was too long for IRC |
19:01 |
Finnsflyer |
Try without underscores |
19:02 |
ireallyhateirc |
too late for that |
19:02 |
Finnsflyer |
Oh |
19:03 |
MTDiscord |
<luatic> Finnsflyer: it's an ill posed answer to an ill posed question |
19:04 |
MTDiscord |
<luatic> i am ironically alluding that the reason why people like the new name is "skill" |
19:05 |
MTDiscord |
<luatic> the reasons for the rename (which are among the reasons why people prefer the new name) are touched upon e.g. in https://blog.minetest.net/2024/10/13/Introducing-Our-New-Name/ |
19:07 |
ireallyhateirc |
I like the rename but the name itself didn't really catch my heart. In the end it's all baby duck syndrome |
19:07 |
Finnsflyer |
ireallyhateirc: oh |
19:39 |
|
SFENCE joined #minetest |
19:53 |
MinetestBot |
[git] KevinAtSesam -> minetest/minetest: Add Minetest keyword for backwards compatibility (#15491) 7cc5a6e https://github.com/minetest/minetest/commit/7cc5a6ec687d34338cd7608d18b656527883daf8 (2024-12-01T19:51:33Z) |
19:53 |
MinetestBot |
[git] wrrrzr -> minetest/minetest: Cleanup ban.cpp/h (#15496) e9080f9 https://github.com/minetest/minetest/commit/e9080f91f28af50a649c146ea34c371ef19affc3 (2024-12-01T19:52:13Z) |
19:54 |
|
Talkless joined #minetest |
19:56 |
|
SFENCE joined #minetest |
20:50 |
|
Verticen joined #minetest |
20:53 |
|
sinvet joined #minetest |
20:56 |
|
shinbet joined #minetest |
21:15 |
|
Trifton joined #minetest |
21:29 |
|
SFENCE joined #minetest |
21:39 |
|
CRISPR joined #minetest |
21:46 |
|
SFENCE joined #minetest |
21:53 |
|
cow321 joined #minetest |
21:55 |
|
Trifton joined #minetest |
21:58 |
|
CRISPR joined #minetest |
22:17 |
|
CRISPR joined #minetest |
23:04 |
|
jaca122 joined #minetest |
23:33 |
|
panwolfram joined #minetest |
23:52 |
|
SFENCE joined #minetest |