[Mod] Mobs Redo [1.34] [mobs]

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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Thu Mar 19, 2015 01:59

Don wrote:Now ExeterDad needs to make a snake

Already on it. Trying out a few approaches to decide how I'm going to go about it. :)
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Thu Mar 19, 2015 03:21

ExeterDad wrote:
Don wrote:Now ExeterDad needs to make a snake

Already on it. Trying out a few approaches to decide how I'm going to go about it. :)

How about a boa that is 4 or 5 nodes long?
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Re: [Mod] Mobs Redo [1.05] [mobs]

by firefox » Thu Mar 19, 2015 07:16

How about a boa that is 4 or 5 nodes long?


the basilisk from harry potter
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Thu Mar 19, 2015 12:47

Don wrote:How about a boa that is 4 or 5 nodes long?

I don't know how good that would look? The collision and selection boxes will cause issue. They do not rotate. The visual part of the model rotates within the collision/selection box at any yaw. So the mob might have a heck of a time moving and jumping on terrain that is not flat. Not to mention trying to fight the beast. The boxes lengths could be oriented East and West, and the visual of the snake could be pointed North and South. Maybe half buried in a block, and possibly turning black.
Watch a cow or sheep move around while selected and you'll get an idea what my concern is.
It would require lot's of modifying the api. But I'm betting new cords for the boxes can be calculated for each turn (limited to 90 increments). But not sure if it can be applied on the fly like the other entity attributes (mesh, texture, visual etc).

This is the reason why I keep losing interest in my Dino Mobs. My T-rex is quit huge. And the boxes need to be long and narrow.
Does anyone have any idea how we can deal with this? If not, I can't feel good about making anything larger then 1-1/2 to 2 nodes long.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Thu Mar 19, 2015 12:53

ExeterDad wrote:
Don wrote:How about a boa that is 4 or 5 nodes long?

I don't know how good that would look? The collision and selection boxes will cause issue. They do not rotate. The visual part of the model rotates within the collision/selection box at any yaw. So the mob might have a heck of a time moving and jumping on terrain that is not flat. Not to mention trying to fight the beast. The boxes lengths could be oriented East and West, and the visual of the snake could be pointed North and South. Maybe half buried in a block, and possibly turning black.
Watch a cow or sheep move around while selected and you'll get an idea what my concern is.
It would require lot's of modifying the api. But I'm betting new cords for the boxes can be calculated for each turn (limited to 90 increments). But not sure if it can be applied on the fly like the other entity attributes (mesh, texture, visual etc).

This is the reason why I keep losing interest in my Dino Mobs. My T-rex is quit huge. And the boxes need to be long and narrow.
Does anyone have any idea how we can deal with this? If not, I can't feel good about making anything larger then 1-1/2 to 2 nodes long.

For got that the collision boxes don't turn.
As for the dino mobs, scale them down to 1 block size. Then call the mod dino pets.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Thu Mar 19, 2015 13:01

Don wrote:As for the dino mobs, scale them down to 1 block size. Then call the mod dino pets.

Actually... that could work. It's all about how ya sell it. :)
Although. Pets that can rip your limbs off might be out.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by 12Me21 » Thu Mar 19, 2015 13:04

You could have the snake turn into a different object when it wants to rotate. It's kind of hacky, but it should work.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Thu Mar 19, 2015 13:07

12Me21 wrote:You could have the snake turn into a different object when it wants to rotate. It's kind of hacky, but it should work.

Yes. I'm sure it could. But all movements are handled in the api. So adding the large snake (or any other odd sized critter) would mean redoing the api. A bunch. :/

Edit: I just did a test to make sure I was correct. I put a 1x5 node sized selection box on a sheep. He would not drop down a hole less then 4 nodes wide. He had a invisible bridge. Also hopping up a one node incline seemed impossible.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by 12Me21 » Thu Mar 19, 2015 13:17

ExeterDad wrote:
12Me21 wrote:You could have the snake turn into a different object when it wants to rotate. It's kind of hacky, but it should work.

Yes. I'm sure it could. But all movements are handled in the api. So adding the large snake (or any other odd sized critter) would mean redoing the api. A bunch. :/


couldn't you just have it check the angle the snake was facing, and turn it into a different object if necessary?
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Thu Mar 19, 2015 13:21

Sure. Well maybe not me, I'm a lua novice. But wouldn't that be handled with on_step in the api rather then "snake.lua?"
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Re: [Mod] Mobs Redo [1.05] [mobs]

by 12Me21 » Thu Mar 19, 2015 13:30

ExeterDad wrote:Sure. Well maybe not me, I'm a lua novice. But wouldn't that be handled with on_step in the api rather then "snake.lua?"


I know even less than you do, but I can still usually predict what things are possible and not.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Fri Mar 20, 2015 10:33

With a little help from PilzAdam's own mob wiki I've managed to write up a few pages to identify each of the animals and monsters in this mod, as well as documentation on how to use/add your own:

https://github.com/tenplus1/mobs/wiki
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Sokomine » Fri Mar 20, 2015 14:01

TenPlus1 wrote:With a little help from PilzAdam's own mob wiki I've managed to write up a few pages to identify each of the animals and monsters in this mod, as well as documentation on how to use/add your own:

Thanks for the documentation! It's entertaining to read. Guess I'll have to re-visit Xanandu soon and try to tame one of the mobs :-)
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Re: [Mod] Mobs Redo [1.05] [mobs]

by maikerumine » Fri Mar 20, 2015 15:19

Thanks, Ten, you have really put together a wonderful set of mobs. KUDOS!!
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by poet.nohit » Fri Mar 20, 2015 18:09

Could you change the recipe for shears to use "group:stick" instead of "default:stick"? Seems weird to require oak when jungle sticks will do.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Fri Mar 20, 2015 18:17

poet.nohit... will do that just now... oops!
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Rochambeau » Fri Mar 20, 2015 20:22

Now that it's harder to get wool on the first day of survival (because of iron shears), sheeps should drop wool when killed.

To pass/survive the first night, a bed is pretty important.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by donvalpo » Sat Mar 21, 2015 01:19

Hi. I apologize if it's already been posted, but I didn't see it. How do you make shears?

Found it, thanks.
Thanks for this mod too!
Last edited by donvalpo on Sat Mar 21, 2015 02:28, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Nathan.S » Sat Mar 21, 2015 01:30

Not sure if you'd be interested, but I created a goat model for one of the other mob mods that you could add if you'd like.
I have a he, she and kid goat, and four different colored textures for each.
https://dl.dropboxusercontent.com/u/29046539/Goats.zip
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Sat Mar 21, 2015 01:36

Nathan.S wrote:Not sure if you'd be interested, but I created a goat model for one of the other mob mods that you could add if you'd like.
I have a he, she and kid goat, and four different colored textures for each.
https://dl.dropboxusercontent.com/u/29046539/Goats.zip

That is awesome. Now there is something to eat poison ivy.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Nathan.S » Sat Mar 21, 2015 01:38

And dropped pails, and lets not forget about diamonds and mese :D
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Sat Mar 21, 2015 02:01

Because goats eat everything in their path, it would be cool to have them eat all plants in the path they travel. Not sure if it can be done. It could eat all plants near it and turn grass into dirt.
@Nathan - can you post a screenshot?
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Nathan.S » Sat Mar 21, 2015 02:11

Image

Here you go. Thats a render, I don't seem to have that mod installed, link to the git for it is here: https://github.com/Sokomine/mobf_goat
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He_goat.png
He and She goat
He_goat.png (71.23 KiB) Viewed 2535 times
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Don » Sat Mar 21, 2015 02:20

Nathan.S wrote:Image

Here you go. Thats a render, I don't seem to have that mod installed, link to the git for it is here: https://github.com/Sokomine/mobf_goat

That's awesome
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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Sat Mar 21, 2015 03:39

Sweet!
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Sokomine » Sat Mar 21, 2015 04:27

Nathan.S wrote:Not sure if you'd be interested, but I created a goat model for one of the other mob mods that you could add if you'd like.
I have a he, she and kid goat, and four different colored textures for each.

Thanks for getting the mobs added here as well! The goats are really great. I intended to turn them into a mod, and they already roam my singleplayer worlds, but I lacked time to finish it. Hopefully the goats will get added to as many mob mods as possible as they're *very* cute! It's fun to see one walk around.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by TenPlus1 » Sat Mar 21, 2015 10:15

Thanks Don, am working on the goat mob just now and will keep the walking/attack/head down and up animations. Would it be possible to strip the others and make the .b3d file smaller ?

The attached mr_goat mod (mobs redo goat) requires mobs redo to be installed and spawns a goat on green grass that will happily wander around eating ALL flora, will follow wheat and if punched will attack the player... enjoy :)
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mr_goat.zip
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Last edited by TenPlus1 on Wed May 06, 2015 08:46, edited 1 time in total.
 

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Re: [Mod] Mobs Redo [1.05] [mobs]

by Nathan.S » Sat Mar 21, 2015 13:50

@TenPlus1 I created the model originally, though I have no problem with other people modifying it or using it. I can get you an updated .b3d version of the he goat, but not until Monday. If somebody else wants to take a stab at it I have the .blend file available here https://dl.dropboxusercontent.com/u/29046539/He_goat.blend which will probably be easier to use than to try and import the .b3d file.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by Echoes91 » Sat Mar 21, 2015 14:26

Right now neutral mobs seem to have some suicidal tendencies, they drown themselves and do bungee jumping without a rope; to get their drops you just have to look underwater close to the shore or down off a cliff. Would it be possible to make them watch their steps a bit? Maybe something like a check to avoid having water or more than three air nodes below them.
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Re: [Mod] Mobs Redo [1.05] [mobs]

by ExeterDad » Sat Mar 21, 2015 15:01

I reworked the blend for you. I deleted the unneeded keyframes and tightened up the frames to eliminate the gap created. Then exported, overwriting the b3d. Since frame positions are now different on the attack pose, I updated the init.lua to reflect the new frames.
Modified .blend, updated b3d and init.lua are now in this package.

Without the unused animations, the b3d filesize reduced approx 40%
mr_goat-032115.zip
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