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

After doing more testing I guess Minetest only likes .obj files created in Blender. Might just find a way to convert them to the right format without needing Blender.
by isaiah658
Fri Nov 04, 2016 02:00
 
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 1365

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

kaadmy wrote:Minetest doesn't use the materials specified in the .mtl file, they have to be defined in Lua.


I mentioned in my first post that I'm referring to textures specified in Minetest and not materials or textures in the modeling software.
by isaiah658
Thu Nov 03, 2016 22:33
 
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 1365

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

I would have thought that the object file isn't associated with a texture. How does the stair model work with all the different textures that get specified? Isn't the object file just the shape and then Minetest can take a texture and wrap it around it?
by isaiah658
Thu Nov 03, 2016 02:32
 
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 1365

Art of Illusion .obj files are flat color?

Has anyone else used Art of Illusion to make 3D shapes/meshes for Minetest? I really like the simplicity of it, but all the .obj files that I'm exporting show up as a flat color in Minetest. For example I make any kind of shape such as a cube, circle, etc and then in Minetest instead of the texture ...
by isaiah658
Thu Nov 03, 2016 00:10
 
Forum: Modding Discussion
Topic: Art of Illusion .obj files are flat color?
Replies: 7
Views: 1365

Edit Mapgen V6 Trees?

I've been messing around some with the mapgen and understand how to change most things for both V6 and other mapgen versions, but I can't figure out how to edit the trees in V6. The only thing I could find was the trees.lua file in default folder. That doesn't seem to affect mapgen though. I'm guess...
by isaiah658
Wed Oct 12, 2016 03:03
 
Forum: Modding Discussion
Topic: Edit Mapgen V6 Trees?
Replies: 2
Views: 500

Re: Is this a bug or an "undocumented feature"?

Edit: Better workaround thanks to Void7. If you use: minetest.after(0, function() inv:add_item("main", itemdrop) end) then the item will be added as you would expect. It has to do with how the game is checking things with on_rightclick. So not technically a bug. The only workaround I know ...
by isaiah658
Tue Aug 02, 2016 21:27
 
Forum: Minetest Problems
Topic: Is this a bug or an "undocumented feature"?
Replies: 3
Views: 868

Is this a bug or an "undocumented feature"?

Using add_item with on_rightclick seems to have different behavior than if add_item is used with lets say on_punch. With on_rightclick the player will not receive the item if the slot the item is meant to go into (the first open slot) is the wielded/active slot. So if the first slot in the hotbar is...
by isaiah658
Sun Jul 17, 2016 02:24
 
Forum: Minetest Problems
Topic: Is this a bug or an "undocumented feature"?
Replies: 3
Views: 868

Re: add_item to inventory - Unexpected behavior?

Ok something else that is interesting to note. Adding an item to the inventory with on_punch makes the item go into the open slot even if it is the wielded slot. On_rightclick does not have the item go there. This works: on_punch = function(pos, node, player, pointed_thing) local inv = player:get_in...
by isaiah658
Sun Jul 17, 2016 02:08
 
Forum: Modding Discussion
Topic: add_item to inventory - Unexpected behavior?
Replies: 7
Views: 1031

Re: add_item to inventory - Unexpected behavior?

Here's a rather useless video demonstrating what I mean, but probably failing to illustrate my thought. Basically, normally, if there's not room and inv:add_item() was unable to find room in the player's inventory, it would return the leftover as an ItemStack. Here, when the wieldhand is empty, the...
by isaiah658
Sat Jul 16, 2016 20:46
 
Forum: Modding Discussion
Topic: add_item to inventory - Unexpected behavior?
Replies: 7
Views: 1031

add_item to inventory - Unexpected behavior?

I'm making a berry bush that when you right click on it you get a berry in your inventory. I'm running into odd behavior when using clicker:get_inventory():add_item("main", "farming:blueberrybush"). This does not add an item to the inventory if the spot where the item would be ad...
by isaiah658
Fri Jul 15, 2016 01:30
 
Forum: Modding Discussion
Topic: add_item to inventory - Unexpected behavior?
Replies: 7
Views: 1031

Re: Post your modding questions here

Topic: Is it possible to change the font color in a textarea in a formspec?
Reason: I'm trying to change how the default formspec looks for a book and I wanted the font color to be something other than white to make it easier to read.
by isaiah658
Fri Jul 01, 2016 20:14
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628168

Re: Post your modding questions here

Topic: Allow breaking a node by hand but only give drops if broken by proper tool?

Edit: Solved. A tool can apparently be defined in the drop of a node. You then just need to make sure the hand is able to break that node.
by isaiah658
Thu Jun 30, 2016 23:17
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628168

Re: Post your modding questions here

There's no reason you can't use a variable for the time argument. Mind posting your error (including stack trace) and the relevant mod code? (In a spoiler, or a paste site like lpaste.net) I got it figured out now! What was happening is that when I changed my code over from using global step timers...
by isaiah658
Mon Jan 25, 2016 01:39
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628168

Re: Post your modding questions here

I have a question about using minetest.after to call a function. Is it possible to use a variable time for minetest.after or does it have to be a static time? I wanted to try and use minetest.after vs a global step timer but I'm getting errors when using variables for the time. I wasn't sure if ther...
by isaiah658
Sun Jan 24, 2016 15:07
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 628168

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