[Mod] 3d visible wielded items [0.4.0] [wield3d]

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jojoa1997
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by jojoa1997 » Thu Oct 03, 2013 00:00

VanessaE wrote:In the meantime, I've had to remove this mod from my servers to prevent the crash. :-(

Possibly related: I still occasionally see my or someone else's wield item not attached to their hand, but rather attached to where that player spawned. E.g. if I'm holding a pick when I sign on, sometimes I will see a copy of that pick "embedded" into the ground where I spawned at.

Also when the item in your hand changes the entity changes
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by VanessaE » Thu Oct 03, 2013 07:54

Ok, I've updated and re-installed it.
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by Ikishida » Fri Oct 18, 2013 09:22

again,how can you see yourself?
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by Topywo » Fri Oct 18, 2013 09:54

Ikishida wrote:again,how can you see yourself?


Starting an extra game:
https://forum.minetest.net/viewtopic.php?pid=114636#p114636

or

Using this mod:
https://forum.minetest.net/viewtopic.php?id=7283
 

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by stu » Wed Nov 06, 2013 21:11

Mod Updated, version 0.2.0

Pretty much a complete re-write that hopefully fixes the non-attachment issues that were reported by VanessaE.
Perhaps slightly less efficient code than before though it should now be much more robust.

Other changes include removing the wielded item bone from the model, wield entities now attach directly to the player armature.
This allows for custom bone positioning along with full 6d rotations.

VannesaE, If you are still interested, I have also updated the split-limb version of the model.

split_limb.zip
Last edited by stu on Wed Nov 06, 2013 21:40, edited 1 time in total.
 

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by VanessaE » Thu Nov 07, 2013 00:21

This update (with the split limb zip you linked to) crashes the server as soon as a player joins.

Backtrace, thanks to an engine patch by ShadowNinja:

19:49:20: ERROR[main]: ServerError: LuaError: /usr/local/share/minetest/builtin/vector.lua:5: Invalid vector
19:49:20: ERROR[main]: stack traceback:
19:49:20: ERROR[main]: [C]: in function 'assert'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:5: in function 'assert_vector'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:20: in function 'equals'
19:49:20: ERROR[main]: ...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:67: in function <...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:47>
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by VanessaE » Thu Nov 07, 2013 00:52

Meanwhile, you should put the split limb code on github also, or add it to your wield3d mod in such a way that the server admin can simply set a config option somewhere to select the right model.
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by stu » Thu Nov 07, 2013 21:07

VanessaE wrote:This update (with the split limb zip you linked to) crashes the server as soon as a player joins.

Backtrace, thanks to an engine patch by ShadowNinja:

19:49:20: ERROR[main]: ServerError: LuaError: /usr/local/share/minetest/builtin/vector.lua:5: Invalid vector
19:49:20: ERROR[main]: stack traceback:
19:49:20: ERROR[main]: [C]: in function 'assert'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:5: in function 'assert_vector'
19:49:20: ERROR[main]: /usr/local/share/minetest/builtin/vector.lua:20: in function 'equals'
19:49:20: ERROR[main]: ...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:67: in function <...essa/.minetest/games/vanessae_game/mods/wield3d/init.lua:47>


That is very helpful, turned out I needed to update in order to reproduce that. The problem was my bad but would have gone un-noticed before the recent(ish) changes to builtin/vector.lua. Bug is now fixed.

VanessaE wrote:Meanwhile, you should put the split limb code on github also, or add it to your wield3d mod in such a way that the server admin can simply set a config option somewhere to select the right model.


I don't like the idea of including unnecessary character.x models due to their filesize, additionally I have realized that the bone attachment and positioning also require modification to get the best out of the split-limb model.

Instead I have created a split-limb branch on github with all the necessary changes made. I may regret this someday if I have to make further updates, it just seemed like the easiest way to go for now.

Thank you once again for all your support with this Vanessa.
 

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by VanessaE » Thu Nov 07, 2013 22:13

Glad I could help :-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by VanessaE » Thu Nov 07, 2013 22:22

That attempt to position the items differently for the split model does not work quite right. Um, oops? :-)

http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/oops.png
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by stu » Thu Nov 07, 2013 22:52

VanessaE wrote:That attempt to position the items differently for the split model does not work quite right. Um, oops? :-)


oops indeed! :D

Should be fixed now, it was just a typo in the default bone name.

Sorry, I should have retested it before pushing.
 

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by VanessaE » Thu Nov 07, 2013 23:13

Much better :)
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by TenPlus1 » Wed Dec 11, 2013 18:29

Great mod, should be included in MineTest itself :)
 

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by jojoa1997 » Wed Dec 11, 2013 19:18

TenPlus1 wrote:Great mod, should be included in MineTest itself :)
I say no because some other mods are incompatible and iirc this changes the player model.
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by Dopium » Thu Dec 12, 2013 08:55

Personally i think it would make Minetest that little bit more complete, would be a nice feature if all mods were compatible.
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by jojoa1997 » Thu Dec 12, 2013 13:17

Does this change the player model?
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by Evergreen » Thu Dec 12, 2013 13:20

jojoa1997 wrote:Does this change the player model?
Simply put, yes. It is not ready for default yet in its current state.
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by Inocudom » Thu Dec 12, 2013 16:42

It's interesting to note that the player model with bending ankles and elbows is the default player model in Minetest Classic.
 

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by Johnyknowhow » Fri Dec 13, 2013 21:41

I see, it is very glitchy, when I was playing with my bro he had a mese pickaxe, then he held dirt, and the item NEVER changed
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by stu » Fri Dec 13, 2013 23:02

Johnyknowhow wrote:I see, it is very glitchy, when I was playing with my bro he had a mese pickaxe, then he held dirt, and the item NEVER changed

There is a deliberate delay (default 2 seconds) between checks for wielded item updates. That, copuled with gerneral server
latency is (most likely) the cause. I admit that it may seem a bit stange if you are playiing side-by-side.

However, if the wielded item is never changing then there is clearly a problem somewhere.
 

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by Johnyknowhow » Sat Dec 14, 2013 00:37

stu wrote:There is a deliberate delay (default 2 seconds) between checks for wielded item updates. That, copuled with gerneral server
latency is (most likely) the cause. I admit that it may seem a bit stange if you are playiing side-by-side.

However, if the wielded item is never changing then there is clearly a problem somewhere.

hmm, well I was using PilzAdam's player_textures mod, but I'll try it without the mod and see.
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

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by Pitriss » Thu Dec 19, 2013 18:11

I have small problem with this mod.. I'm using this mod with knees & elbows model and when I start game then entity representing wielded item gets stuck in'ground.. It happened only when player is spawned somewjere. Any fix?
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by stu » Fri Dec 20, 2013 19:18

Pitriss wrote:I have small problem with this mod.. I'm using this mod with knees & elbows model and when I start game then entity representing wielded item gets stuck in'ground.. It happened only when player is spawned somewjere. Any fix?

I am really not sure why this still happens, minetest objects and attachments are extemely glitchy especially when spawning or teleporting, etc.

I have just pushed some changes to the split-limb branch that should make the attachment more reliable. Please let me know the results if you try this. If it helps at all then I will push these changes to the master branch.

Thanks.
 

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Re: [Mod] 3d visible wielded items [0.2.0] [wield3d]

by JPRuehmann » Sun Apr 27, 2014 20:01

Hello
I´ve found an incompatibility
If I use U_Skins and 3D Armor together with Wield 3D the Armor preview is not working correctly only the skin without Armour layer is shown and in the third Person View the Armour Layer is not appearing to the Skin works normaly.
Hope that wil get fixed in one of the future releases.
I hope to use all three of that superb mobs together.
Thanks,
JPR
 

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Re: [Mod] 3d visible wielded items [0.2.0] [wield3d]

by stu » Mon Apr 28, 2014 21:10

JPRuehmann wrote:Hello
I´ve found an incompatibility
If I use U_Skins and 3D Armor together with Wield 3D the Armor preview is not working correctly only the skin without Armour layer is shown and in the third Person View the Armour Layer is not appearing to the Skin works normaly.
Hope that wil get fixed in one of the future releases.
I hope to use all three of that superb mobs together.
Thanks,
JPR


This is not a released mod and as such not really supported, this one is particularly hacky and will require some changes to the engine to do properly.

stu wrote:Note: Currently not compatible with minetest-3d_armor or any other mod that changes the default character model.
 

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Re: [Mod] 3d visible wielded items [0.2.0] [wield3d]

by stormchaser3000 » Sat Dec 13, 2014 21:55

um the attatchemt code is messed up again please revert the attatchment code to back before https://github.com/stujones11/wield3d/commit/9cf2cb916499ade43775ba2aba7c850133ad9b1a
 

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Re: [Mod] 3d visible wielded items [0.2.0] [wield3d]

by SAMIAMNOT » Tue Jun 16, 2015 23:24

Looks interesting. I may add this to my game. When you say this mod will not work with mods that change the player model does that include mods that alter player texture?
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Re: [Mod] 3d visible wielded items [0.2.0] [wield3d]

by VanessaE » Wed Jun 17, 2015 04:41

This mod does not appear to work anymore, even with base minetest_game. No errors or warnings in the log, but the wielded item never appears at the player model's hand (at least when I check with 3rd-person view).

Right after joining (singleplayer), there is an empty, selectable box on the ground, right where the player is standing for a moment - something that looks like it belongs to an entity.

The wieldview mod included in the 3d_armor modpack *does* work, however, as long as you don't mind having armor.
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Re: [Mod] 3d visible wielded items [0.2.0] [wield3d]

by stu » Wed Jun 17, 2015 17:46

VanessaE wrote:This mod does not appear to work anymore, even with base minetest_game. No errors or warnings in the log, but the wielded item never appears at the player model's hand (at least when I check with 3rd-person view).

Right after joining (singleplayer), there is an empty, selectable box on the ground, right where the player is standing for a moment - something that looks like it belongs to an entity.

The wieldview mod included in the 3d_armor modpack *does* work, however, as long as you don't mind having armor.


Are you sure you are using the most recent version, it seems to be working for me and I've also noticed a couple of servers are using it. Note that since I converted it to b3d, that old bending knees model will probably no longer work with it.

The mod does not work with third person view because player attachments (things attached to the player) are not visible in that mode. I did complain about that some time ago but did not get very far.
 

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Re: [Mod] 3d visible wielded items [0.2.0] [wield3d]

by VanessaE » Wed Jun 17, 2015 18:27

I git-cloned it before reporting that issue. I was not trying it with the bendy-knees model, rather just with upstream minetest_game.

The wieldview mod in the 3d_armor modpack *does* however show the wielded item in 3rd-person view. Is this a result of that mod using a custom player model or something?

As for the bendy-knees model, I really like that one, and hope you'll continue it.
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