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Re: [Mod] Cross [cross]

Its just a matter of opinion, but I would add a selection box too

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
   selection_box = {
      type = "fixed",
      fixed = {
         {-0.375, -0.5, -0.0625, 0.375, 0.5, 0.0625},
      },
   },
by Napiophelios
Mon Dec 12, 2016 17:14
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 17712

Re: [Mod] Cross [cross]

Need one made of stone too..to make graves in a cemetary.
by Napiophelios
Mon Dec 12, 2016 16:52
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 17712

Re: [Mod] Enchanting [git] [enchanting]

You need to update to the latest dev build of Minetest engine
by Napiophelios
Sun Dec 11, 2016 23:05
 
Forum: Mod Releases
Topic: [Mod] Enchanting [git] [enchanting]
Replies: 16
Views: 6623

Re: [Mod] Crafting Guide [git] [craftguide]

Man this is awesome. The new "progressive" setting/feature works like a champ :)
by Napiophelios
Fri Dec 09, 2016 01:01
 
Forum: Mod Releases
Topic: [Mod] Crafting Guide [git] [craftguide]
Replies: 40
Views: 67268

Re: Universal naming convention for nodes?

All new nodes must use the naming convention, the inconsistencies are older nodes that remain so as not to break things. At least,I think that's why they remain. --mods/default/nodes.lua Node name convention: Although many node names are in combined-word form, the required form for new node names is...
by Napiophelios
Thu Dec 08, 2016 19:54
 
Forum: Minetest Features
Topic: Universal naming convention for nodes?
Replies: 3
Views: 965

Re: [MOD] Lapis Lazuli [lapis]

Lapis Mod Update : -Added support for stairs plus (added by RQWorldblender) -added metal sounds to pyrite nodes (added by RQWorldblender) -restored ores to creative inventory (added by RQWorldblender) -tweaked several nodes to use simple param2=facedir -added the mod.conf file -added my version of ...
by Napiophelios
Tue Dec 06, 2016 13:48
 
Forum: Mod Releases
Topic: [MOD] Lapis Lazuli [lapis]
Replies: 17
Views: 5595

Re: Search Minetest mods!

Seems like it does it with any search term...the first mod that pops up gets credit for all of them :)
by Napiophelios
Wed Nov 09, 2016 12:56
 
Forum: Minetest-Related
Topic: Search Minetest mods!
Replies: 55
Views: 20684

Re: Art of Illusion .obj files are flat color?

I have tested with AOI Blender and Nodebox editor...all have the results you describe if you just use lua with a mesh object; you have to do the UV process. Here are some quick Blender Tutorial videos by NathanS: https://www.youtube.com/watch?v=645zSeZMU6w https://www.youtube.com/watch?v=HFir6i1M9oI...
by Napiophelios
Fri Nov 04, 2016 02:14
 
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 1496

Re: Art of Illusion .obj files are flat color?

AoI objects might not be compatible with Minetest.
I toyed around with the program but didn't put much into it.
So I don't really know.

Search Youtube for: Blender UV mapping / unwrapping
I think that is what you are after.
by Napiophelios
Thu Nov 03, 2016 02:55
 
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 1496

Re: Art of Illusion .obj files are flat color?

to define the surface properties based on 2-D images; select : Scene->Textures and choose Image Mapped texture from the "New" menu. Review the help guide for the subject: http://www.artofillusion.org/docs/AoI%20Manual/textures.html#image_tex EDIT: Art Of Illusion is okay to learn the basic...
by Napiophelios
Thu Nov 03, 2016 01:46
 
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 1496

Re: Minetest Default Textures [32px]---W.I.P.

added supports for Sofar's carts fork/pull request
Textures based on Gambit's PixelBox Tiles
Image
cartsmodPR.png
cartsmodPR.png (299.46 KiB) Viewed 1743 times
by Napiophelios
Sun Oct 30, 2016 19:11
 
Forum: Minetest Texture Packs
Topic: Minetest Default Textures [32px]---W.I.P.
Replies: 128
Views: 32289

Re: Minetest Default Textures [32px]---W.I.P.

azekill_DIABLO wrote:It doesn't look 32*32.....:-) +1


oops! wrong screengrab.
Image
screenshot32.png
screenshot32.png (135.19 KiB) Viewed 1743 times
by Napiophelios
Sat Oct 29, 2016 17:11
 
Forum: Minetest Texture Packs
Topic: Minetest Default Textures [32px]---W.I.P.
Replies: 128
Views: 32289

Re: Minetest Default Textures [32px]---W.I.P.

-added corals and bush stem nodes
-deleted the "alternates" repository
Image
screenshot.png
screenshot.png (138.06 KiB) Viewed 1739 times
by Napiophelios
Sat Oct 29, 2016 16:08
 
Forum: Minetest Texture Packs
Topic: Minetest Default Textures [32px]---W.I.P.
Replies: 128
Views: 32289

Re: [Mod] Real Torch [0.2][real_torch]

ExeterDad wrote:Might be tough to relight a torch in the dark?


maybe give unlit torches light = 2
so you can still see it in the dark?
by Napiophelios
Tue Oct 25, 2016 04:15
 
Forum: Mod Releases
Topic: [Mod] Real Torch [0.4][real_torch]
Replies: 18
Views: 4725

Re: [Windows] Krock's 32-bit MSVC builds

I am having troubles with the latest release (minetest_161019_91250c1_1.7z) I get an seemingly unresolvable error : "ERROR[Main]: Subgame specified in default_game [minetest] is invalid." I get the menu but when I select a game to play everything just shuts down immediately. I revert back ...
by Napiophelios
Sun Oct 23, 2016 18:58
 
Forum: Minetest Builds
Topic: [Windows] Krock's 32-bit MSVC builds
Replies: 175
Views: 73075

Re: Is it possible to hide game console in windows?

For Windows OS: I use a vbs script called "minetest_launcher.vbs" placed next to the "minetest\bin" folder. CreateObject("Wscript.Shell").Run "bin\minetest.exe",0,True You can then create a shortcut to the script and add an icon to it. your debug text file wil...
by Napiophelios
Sat Oct 22, 2016 04:44
 
Forum: Minetest Features
Topic: Is it possible to hide game console in windows?
Replies: 3
Views: 966

Re: [Mod] Simple Skins [0.4] [simple_skins]

Latest Minetest engine dev release for Windows
seems to nix all versions of the skins mods for inventory++
with nothing in the debug.txt. The game won't even start.

All other inventory++ mods work fine,
just this one causes a problem.

Unified_inventory and u_skins still work properly.
by Napiophelios
Thu Oct 20, 2016 11:48
 
Forum: Mod Releases
Topic: [Mod] Simple Skins [0.4] [simple_skins]
Replies: 44
Views: 16444

Re: user data directory

I believe he is referring to the root folder.
by Napiophelios
Fri Oct 14, 2016 11:27
 
Forum: Minetest General
Topic: user data directory
Replies: 8
Views: 1500

Re: Is Minetest normally more reliable in Linux?

For now I have been using Windows 10. And I just don't know why I can't see any mods I place. Before, in Ubuntu I didn't have this problem. DPC You are using Addi's installer for your window's build? I think it uses Sfan5's window's builds, and the latest release has reports of problems with zlib1....
by Napiophelios
Sat Oct 01, 2016 01:30
 
Forum: Minetest Problems
Topic: Is Minetest normally more reliable in Linux?
Replies: 3
Views: 749

Re: My mod won't show, why?

make sure the mod.conf file has the correct information in it
by Napiophelios
Fri Sep 30, 2016 03:47
 
Forum: Minetest Problems
Topic: My mod won't show, why?
Replies: 4
Views: 859

Re: [Mod] Sailboat [boats]

It introduces 2 new boats of unique design, yet because it's named "boats mod" it makes the original boats unavailable in the game..and if you already have one in game it becomes an unknown object/entity.
by Napiophelios
Sun Sep 25, 2016 23:48
 
Forum: Mod Releases
Topic: [Mod] Sailboat [boats]
Replies: 14
Views: 4861

Re: [Mod] RemoteViewer [remoteview]

There also has to be something behind the xray blocks (even if it's just another xray block),
or else the empty space looks like black blocks

Image
screenshot_20160923_023649.png
screenshot_20160923_023649.png (406.73 KiB) Viewed 1474 times
by Napiophelios
Fri Sep 23, 2016 06:38
 
Forum: WIP Mods
Topic: [Mod] RemoteViewer [remoteview]
Replies: 11
Views: 2698

Re: [Mod] RemoteViewer [remoteview]

nah that shouldn't matter though unless you changed the mod to support connected glass.
by Napiophelios
Fri Sep 23, 2016 06:14
 
Forum: WIP Mods
Topic: [Mod] RemoteViewer [remoteview]
Replies: 11
Views: 2698

Re: [Mod] RemoteViewer [remoteview]

It doesn't work with 'connected_glass = true'
but if you haven't altered it I guess that wouldn't matter.

I don't know man, it works fine for me.
I know toggling Night/Day helps and so does toggling fly mode,
I just tested it in a new game with no privs and it works for me.
by Napiophelios
Fri Sep 23, 2016 06:00
 
Forum: WIP Mods
Topic: [Mod] RemoteViewer [remoteview]
Replies: 11
Views: 2698

Re: [Mod] Castles++ Rolling release [0.4.9] [castle]

mobs' names are different now, see if editing the crossbow lua file will help haven't tried it yet so I don't know if this will fix it. CROSSBOW_ENTITIES = { "mobs_animal:chicken", "mobs_animal:cow", "mobs_animal:rat", "mobs_animal:sheep", "mobs_animal:wa...
by Napiophelios
Thu Sep 15, 2016 06:29
 
Forum: Mod Releases
Topic: [Mod] Castles++ Rolling release [git] [castle]
Replies: 102
Views: 26017

Re: How do you upload Minetest Games to GitHub?

yeah that's kinda what the second part of my post addresses, Mineyoshi.
by Napiophelios
Sat Sep 10, 2016 03:14
 
Forum: Minetest General
Topic: How do you upload Minetest Games to GitHub?
Replies: 8
Views: 1213

Re: How do you upload Minetest Games to GitHub?

What do you mean in bulk?
More than one repo at a time?
IDK.

My first repo I used it on was a texture pack.
It wasn't a large filesize
but it has almost 1000 textures in it
and I had no problems with it.
by Napiophelios
Sat Sep 10, 2016 03:03
 
Forum: Minetest General
Topic: How do you upload Minetest Games to GitHub?
Replies: 8
Views: 1213

Re: How do you upload Minetest Games to GitHub?

I used to do it using Chromium browser,
but I always had a hard time of it.

I found this on github and love it.
https://github.com/git-for-windows/git
by Napiophelios
Sat Sep 10, 2016 02:33
 
Forum: Minetest General
Topic: How do you upload Minetest Games to GitHub?
Replies: 8
Views: 1213

Re: [Modpack] 3D Armor [0.4.5] [minetest-3d_armor]

The only way I have been able to replicate anything similar is by using an old version of unified inventory. When I press on the shield my whole screen goes grey. The error messages are similar but not the exact same, probably because I am testing with a Unified_Inventory from 2015 2016-08-29 14:04:...
by Napiophelios
Mon Aug 29, 2016 18:11
 
Forum: Mod Releases
Topic: [Modpack] 3D Armor [0.4.8] [minetest-3d_armor]
Replies: 594
Views: 269649

Re: [Mod] X-Decor [git] [xdecor]

KCoombes, I got the same default mapgen error using the stable build,
I had to update to the latest dev version of the MT engine to get past it.

don't remove the xpanes mod, xdecor wont be available ingame.
just make sure you don't have a duplicate of xpanes in your common mods folder
by Napiophelios
Sun Aug 28, 2016 15:51
 
Forum: Mod Releases
Topic: [Mod] X-Decor [git] [xdecor]
Replies: 266
Views: 65135
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