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Re: Virtual Reality

Minecraft can do a binocular hud and has 3D sounds, and I 'kind-of' got it working with a Google Cardboard, but it was a horrible hack. I'm not aware of anyone linking it with a Vive.
See: https://forum.minetest.net/viewtopic.php?f=3&t=11921
by dgm5555
Thu Feb 23, 2017 08:17
 
Forum: Minetest Features
Topic: Virtual Reality
Replies: 5
Views: 1668

Re: ¿Converter worlds?

Some years ago I hacked up a mod which will import a 3d mesh after its been voxelized by binvox (ie one extra tool between blender and minetest), but it would be pretty easy to create a python script to export direct from blender if you really wanted and would give you far more flexibility with unli...
by dgm5555
Tue Sep 20, 2016 05:22
 
Forum: Minetest General
Topic: ¿Converter worlds?
Replies: 6
Views: 1322

Re: Convert whole Minecraft maps

I haven't been playing or coding minetest for some time, but was looking at the converter out of curiosity. I presume you found the mcblocks mod which means you don't need many of the minetest mods... However from other posts I think you really want the extra function of minetest blocks, so perhaps ...
by dgm5555
Sun Jan 31, 2016 15:56
 
Forum: Minetest Maps
Topic: Convert Minecraft maps to Minetest worlds
Replies: 63
Views: 24777

Re: [Mod] More Trees! [20140807] [moretrees]

Is there a way to make the trees grow quickly when planted. I tried to create a wood by planting saplings, but when I came back something (cavegen ??) had chopped holes in the trees. Also it's difficult to know how closely to plant them until they've grown, and it's a pain to wait overnight for the ...
by dgm5555
Sun Jun 21, 2015 09:51
 
Forum: Mod Releases
Topic: [Mod] More Trees! [git][moretrees]
Replies: 362
Views: 200555

Re: [Mod] growing trees [0.0.9] [growing_trees]

Cool, with a quick test it seems that it's not freezing like it used to. However while watching them, I noticed the leaf nodes appear and disappear every few seconds, so the tree looks a bit like christmas lights blinking. Is there any way to change this so they only appear and disappear slowly like...
by dgm5555
Sat Jun 20, 2015 09:21
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 112386

Re: [Mod] growing trees [0.0.9] [growing_trees]

Zeppelin wrote:i've checked the source and found something, that worked for me:

Thanks I'll give it a try thou haven't used minetest much recently. I've always been a bit sad growing trees didn't work for larger worlds.
by dgm5555
Thu Jun 18, 2015 07:44
 
Forum: Old Mods
Topic: [Mod] growing trees [0.0.9] [growing_trees]
Replies: 92
Views: 112386

Re: [Mod] MapIt [1.2] [mapit] – another mapping mod

Thanks Andre,
I've updated the repo, and added the numpy link to the 1st post.
What changes did you make for Pillow? - the minetestmapper script still seems to ref PIL.
by dgm5555
Thu Jun 18, 2015 07:22
 
Forum: Mod Releases
Topic: [Mod] MapIt [1.2] [mapit] – another mapping mod
Replies: 47
Views: 16270

Depends/dependencies for mods feature request

I'm just wondering if it would be possible to improve the dependency specification for MT. Currently if you download a mod there is no way of knowing which modpack it refers to as a dependency. 1. It would be really helpful if the file could optionally include a link to the repo and/or the forum pos...
by dgm5555
Sun May 17, 2015 08:18
 
Forum: Minetest Features
Topic: Depends/dependencies for mods feature request
Replies: 4
Views: 1317

Re: Build semi-auto or BMP/3d Mesh import [growwall][mod]

Hybrid Dog wrote:Can you also generate mesh files from buildings in minetest?

My script only imports meshes, but prestidigitator's made an export script:-
https://forum.minetest.net/viewtopic.php?f=9&t=9948
by dgm5555
Thu Apr 30, 2015 20:53
 
Forum: WIP Mods
Topic: [Mod] Build semi-auto or BMP/3d Mesh import [growwall]
Replies: 12
Views: 2545

Re: Clouds too low (unrealistic)

Really all I would like is to have 1. clouds not displayed inside (presumably using the light level would be a quick hack for this, although might not work at night - perhaps this could be an option for world.mt, 2. clouds not only in a little square in the sky when they are high - it should be easy...
by dgm5555
Thu Apr 30, 2015 17:21
 
Forum: Minetest Problems
Topic: Clouds too low (unrealistic)
Replies: 24
Views: 4924

SERIOUS ERROR: Invalid block data in database

I'm getting a critical error in a couple of worlds. Never seen it before. Tried loading from backup and it worked once, then started doing it again. It's a critical error and causes MT to drop back to the menu. I recently updated to 0.4.12 so presumably it's a fault with this build. Just wondering w...
by dgm5555
Thu Apr 30, 2015 17:04
 
Forum: Minetest Problems
Topic: SERIOUS ERROR: Invalid block data in database
Replies: 1
Views: 572

Re: [0.4.12] Official Android build on Google Play and F-Dro

Feature request: Actually wondering if as an intermediate step towards full VR whether would be possible to try and integrate tablet/phone movements to control minetest. This would mean movements tipping/tilting/pointing of the physical tablet or phone would change the view point and actions. eg Hor...
by dgm5555
Tue Apr 28, 2015 07:37
 
Forum: Minetest News
Topic: [0.4.12] Official Android build on Google Play and F-Droid
Replies: 44
Views: 15984

Re: [0.4.12] Official Android build on Google Play and F-Dro

Feature request: Would it be possible to be link the minetest android client to a server which streamed the actual gui for display. I'm just wondering about playing minetest with google Cardboard VR which uses a phone as display, so very cheap (if you have the phone) not much processing power (which...
by dgm5555
Mon Apr 27, 2015 22:21
 
Forum: Minetest News
Topic: [0.4.12] Official Android build on Google Play and F-Droid
Replies: 44
Views: 15984

Re: VR/binocular/SBS view for Google Cardboard/Oculus Rift/e

Brilliant that's cool. vino (VNC server) seems to provide the best frame-rate for a quick test on ubuntu as the streaming clients don't work well at all. I wonder if there would be some compression optimisation possible for a dedicated stream from minetest to an android client as the sbs views conta...
by dgm5555
Mon Apr 27, 2015 22:08
 
Forum: Minetest Engine
Topic: VR/binocular/SBS view for Google Cardboard/Oculus Rift/etc
Replies: 4
Views: 4063

Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D

Thanks to kahri for pointing it out, but turns out Minetest can already render in various 3D styles including side-by-side. Just a matter of editing minetest.conf https://github.com/minetest/minetest/blob/master/minetest.conf.example #3d_mode options are:- # "none" = no 3d output. # "...
by dgm5555
Mon Apr 27, 2015 21:12
 
Forum: Minetest General
Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
Replies: 6
Views: 3297

VR/binocular/SBS view for Google Cardboard/Oculus Rift/etc

Now that a binocular VR viewer is available for under £2 (+ a smart phone) in the form of the google Cardboard, and has already been proven on minecraft to work well, I'm keen to see it in minetest. Unfortunately due to severe lag even with client/server on the same machine on a my attempt at a lua ...
by dgm5555
Thu Apr 23, 2015 15:58
 
Forum: Minetest Engine
Topic: VR/binocular/SBS view for Google Cardboard/Oculus Rift/etc
Replies: 4
Views: 4063

Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D

This view is the minimum that would be required from minetest. Everything else to achieve the VR can be done with other software (although I'm sure lag would be signifianctly decreased if minetest could monitor a port and respond directly to the google cardboard api). https://dl.dropboxusercontent.c...
by dgm5555
Wed Apr 22, 2015 21:46
 
Forum: Minetest General
Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
Replies: 6
Views: 3297

Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D

Just thinking about the controls further. Instead of an extra phone, it would probably be more intuitive to use head gestures: eg L ear on shoulder = dig/punch, R ear = place/use You could also put a visual control on the ground or in the sky which had Inventory, Drop, Jump/Climb, Sneak/Duck which y...
by dgm5555
Wed Apr 22, 2015 17:17
 
Forum: Minetest General
Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
Replies: 6
Views: 3297

Re: binocular HUD? (for £2.50 Google Cardboard/oculus rift/D

Most virtual reality SDKs happen to be proprietary. Why does that matter? It's an issue with minetest not the network/phone=display function The Cardboard SDK is provided by google https://developers.google.com/cardboard/overview , but they currently offer it to anyone who wants to use it (actually...
by dgm5555
Wed Apr 22, 2015 11:41
 
Forum: Minetest General
Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
Replies: 6
Views: 3297

binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)

Just wondering if anyone is working on getting minetest to support binocular views. Now that google cardboard provides a high quality cheap alternative to the Oculus Rift (just a couple of lenses for a few dollars each as most of us have the smart phone for the screen) it would significantly improve...
by dgm5555
Wed Apr 22, 2015 05:44
 
Forum: Minetest General
Topic: binocular HUD? (for £2.50 Google Cardboard/oculus rift/DIY)
Replies: 6
Views: 3297

Re: Clouds too low (unrealistic)

Just wondering if any more thought ever happened with this. I find clouds at 120 are rubbish and keep passing through my buildings (bet that doesn't happen often in VanessaE's house). However if you set them to a more sensible height (like 1500), they show within a small square and look stupid. Perh...
by dgm5555
Sat Mar 28, 2015 11:08
 
Forum: Minetest Problems
Topic: Clouds too low (unrealistic)
Replies: 24
Views: 4924

Re: My Train Mod

The easiest option would be make the train itself a mobile anchor and it could forceload a couple of nodes around it and un-forceload them when it left. If a player causes loading of radius 32 nodes that's between 48 and 216 mapblocks. A train moves more, but even so should be a lot less load than q...
by dgm5555
Sat Mar 28, 2015 08:34
 
Forum: WIP Mods
Topic: My Train Mod
Replies: 76
Views: 14982

Re: Build semi-auto or BMP/3d Mesh import [growwall][mod]

I've now extended it a bit more so 3D meshes can also be imported. it uses binvox for the initial conversion, which means it can (currently) convert will Wavefront OBJ, Geomview OFF, Autocad DXF, PLY and STL, if they contain polygons only, and VRML 1.0. apparently Unigrafix UG, VTK, XGL, PovRay POV,...
by dgm5555
Fri Mar 27, 2015 22:10
 
Forum: WIP Mods
Topic: [Mod] Build semi-auto or BMP/3d Mesh import [growwall]
Replies: 12
Views: 2545

Re: Basic node_box model examples

@HybridDog Brilliant thanks, I'd never found that page
by dgm5555
Thu Mar 26, 2015 23:05
 
Forum: WIP Mods
Topic: Basic node_box model examples
Replies: 55
Views: 20952

Re: My Train Mod

+1 This looks great. How far will they go from players before stopping/returning (like minecarts do)? Could you have a trans-MT rail system?
by dgm5555
Tue Mar 24, 2015 13:33
 
Forum: WIP Mods
Topic: My Train Mod
Replies: 76
Views: 14982

Re: Build Wall semi-automatically

I've extended it a bit, so it can now read a bmp file in and build a wall (or any other shape) from that. At the moment it reads the red channel as height, with black being highest, and white being ground level. (the easiest way to do this is draw in gray so each channel will be the same value) It d...
by dgm5555
Tue Mar 24, 2015 10:39
 
Forum: WIP Mods
Topic: [Mod] Build semi-auto or BMP/3d Mesh import [growwall]
Replies: 12
Views: 2545

[Mod] Build semi-auto or BMP/3d Mesh import [growwall]

Download: https://github.com/dgm3333/growwall (if you request pulls, then put a note in this forum) https://github.com/dgm3333/growwall/archive/master.zip This is a mod which started with the objective of building a wall. Using it you can semi-automatically create a wall (or other structure) from a ...
by dgm5555
Sun Mar 22, 2015 23:27
 
Forum: WIP Mods
Topic: [Mod] Build semi-auto or BMP/3d Mesh import [growwall]
Replies: 12
Views: 2545

Building Tools - What's your favorite?

I'm just wondering what everyone's favourite building tools are? Here are my favs, and a few extras I've seen which look useful, but I haven't needed yet... Worldedit (with my player controlled alignment and test-loading code, which unfortunately hasn't been pulled into the master), since this drama...
by dgm5555
Sun Mar 22, 2015 17:45
 
Forum: Modding Discussion
Topic: Building Tools - What's your favorite?
Replies: 1
Views: 593

Re: Basic node_box model examples

I'm making an anvil with a base texture that I want different to the head, and a chest and cauldren which I want inside texture different to outside. Is there any way of having different textures for different cubics within a node coded in lua, or do I have to make a 3d model for this? Also is there...
by dgm5555
Sun Mar 22, 2015 08:24
 
Forum: WIP Mods
Topic: Basic node_box model examples
Replies: 55
Views: 20952

Re: [mod] Display All Installed Nodes (for design and buildi

the mod just places blocks. if they've got abms (which i would have thought saplings probably have) they will then do whatever they'd normally do after being placed (eg grow.)
by dgm5555
Sun Mar 22, 2015 07:37
 
Forum: WIP Mods
Topic: [mod] Display All Installed Nodes (for design and building)
Replies: 9
Views: 1724
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