[Mod] Simple Mobs [mobs]

deivan
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by deivan » Tue Apr 09, 2013 23:14

About the art concept, I like, only need a full conversion to blocks now. :D
 

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Pavel_S
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by Pavel_S » Wed Apr 10, 2013 02:21

PilzAdam wrote:
Pavel_S wrote:I finished oerkki.
Updated ReadMe.txt(animation ranges)
https://www.dropbox.com/sh/cx5jaj4osv05lqm/IbKMeNItTi#/

Added, although the animation jumps back if it reaches the end.

Is it jump from 49 to 1? so I simply added empty frames. dropbox-link updated.
May be, there are different indexes of start frame, in my case 1, but in a .x it is 0, may be. So try to shift animation range.
 

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Mito551
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by Mito551 » Wed Apr 10, 2013 07:39

so, pavel, what about my concepts of the monsters?
 

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jojoa1997
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by jojoa1997 » Wed Apr 10, 2013 10:11

MirceaKitsune wrote:
jojoa1997 wrote:i like the first. the second one looks too fat


Technically, first one is better and more accurate. But for a default Minetest mob it needs to be blocky (and not bend blocks), else it breaks the style in my opinion. People can make models that can be installed manually later on, offering high-poly meshes with detailed textures and animations for those who want them.
I said the first was good. I didn't like the SECOND ONE.
Mito551 wrote:so, pavel, what about my concepts of the monsters?
if my thoughts count I really like how your monsters look and maybe someone should make 3d models for them
Coding;
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Pavel_S
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by Pavel_S » Wed Apr 10, 2013 11:05

I think start today modeling this:
Image
 

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PilzAdam
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by PilzAdam » Wed Apr 10, 2013 11:06

Pavel_S wrote:I think start today modeling this:
Image

Try to make it blocky, it doesnt have to be 100% blocky, but I guess the feeling counts.
 

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PilzAdam
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by PilzAdam » Wed Apr 10, 2013 11:31

Pavel_S wrote:
PilzAdam wrote:
Pavel_S wrote:I finished oerkki.
Updated ReadMe.txt(animation ranges)
https://www.dropbox.com/sh/cx5jaj4osv05lqm/IbKMeNItTi#/

Added, although the animation jumps back if it reaches the end.

Is it jump from 49 to 1? so I simply added empty frames. dropbox-link updated.
May be, there are different indexes of start frame, in my case 1, but in a .x it is 0, may be. So try to shift animation range.

I fixed the animation here: https://github.com/PilzAdam/mobs/commit/95dc063eb89e458061268295a86e03c2a781bc6a
The new oerkki animation is broken so I still use the old model. Note that the stand animation ranges in your README.txt are wrong.
Its working now, so I suggest to not care about it anymore :-)
 

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Pavel_S
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by Pavel_S » Fri Apr 12, 2013 15:32

Ok. New mob model here.
Animation ranges are in readme.
 

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PilzAdam
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by PilzAdam » Fri Apr 12, 2013 16:38

Pavel_S wrote:Ok. New mob model here.
Animation ranges are in readme.

Nice! Added.
The oerkki model is still broken, so I use the old one. The animation ranges for the stone monster are missing in the README.
I made my own texture for the stone monster, based on the default mossy cobble.
 

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Pavel_S
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by Pavel_S » Fri Apr 12, 2013 16:41

Update readme.
 

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Pavel_S
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by Pavel_S » Fri Apr 12, 2013 16:42

is it necessary to update oerkki?
 

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PilzAdam
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by PilzAdam » Fri Apr 12, 2013 18:49

Pavel_S wrote:is it necessary to update oerkki?

Nope, the model I have works.
 

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PilzAdam
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by PilzAdam » Fri Apr 12, 2013 18:55

Stone monster animation added.
 

deivan
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by deivan » Fri Apr 12, 2013 19:26

After many time don't receiving damage from any creature now I found the problem, the 3D armor mod is the cause. After removed I have damages again from this mod.

Now travel at night is very dangerous. :D
 

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PilzAdam
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by PilzAdam » Fri Apr 12, 2013 19:47

deivan wrote:After many time don't receiving damage from any creature now I found the problem, the 3D armor mod is the cause. After removed I have damages again from this mod.

Now travel at night is very dangerous. :D

Maybe the 3D armor mod isnt updated to the new damage system that was introduced in 0.4.6
 

deivan
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by deivan » Fri Apr 12, 2013 20:04

Probably.
 

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Pavel_S
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by Pavel_S » Sat Apr 13, 2013 00:54

It is possible to add die animation?
 

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PilzAdam
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by PilzAdam » Sat Apr 13, 2013 09:54

Pavel_S wrote:It is possible to add die animation?

It is not possible via the API to execute the animation once, its always looped. So I would need to write a timer for it. This timer is not 100% accurate and also laggy clients wouldnt get the package fast enough, so I guess I dont add it.
 

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jojoa1997
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by jojoa1997 » Sat Apr 13, 2013 11:00

PilzAdam wrote:
Pavel_S wrote:It is possible to add die animation?

It is not possible via the API to execute the animation once, its always looped. So I would need to write a timer for it. This timer is not 100% accurate and also laggy clients wouldnt get the package fast enough, so I guess I dont add it.
won't. I guess I won't add it.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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Pavel_S
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by Pavel_S » Sat Apr 13, 2013 15:17

animation may be consist of 1-10 frames with dying mob and 11-(enough big value) lying mob, so any lag don`t start loop again.
 

deivan
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by deivan » Wed Apr 17, 2013 15:42

Strange... I have a big amount of sheps and sand monsters deep in the ocean. :-o All become water immune?
 

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PilzAdam
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by PilzAdam » Wed Apr 17, 2013 15:52

deivan wrote:Strange... I have a big amount of sheps and sand monsters deep in the ocean. :-o All become water immune?

Hmmm... they should drown.
 

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Pavel_S
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by Pavel_S » Thu Apr 18, 2013 08:49

Hi! It is pre-release model of sand-monster.
So, any suggestions to improve this mob?
Image
 

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MirceaKitsune
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by MirceaKitsune » Thu Apr 18, 2013 09:15

Pavel_S wrote:Hi! It is pre-release model of sand-monster.
So, any suggestions to improve this mob?
Image


For a second, just for a second... I dreamed those dynamic shadows were actually from MineTest :P

And the model looks very good! Can't think of other improvement to suggest. Great work :)
 

deivan
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by deivan » Thu Apr 18, 2013 11:40

Nice. :) And if have a animation from the monster to sand and sand to monster will be perfect. :D
 

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Pavel_S
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by Pavel_S » Thu Apr 18, 2013 12:55

from block of sand?
 

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BrandonReese
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by BrandonReese » Thu Apr 18, 2013 15:52

That would be cool if there was a spawn animation instead of it just appearing... But I don't think the engine supports that.
 

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Linxx
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by Linxx » Thu Apr 18, 2013 16:42

Pavel_S wrote:Hi! It is pre-release model of sand-monster.
So, any suggestions to improve this mob?
Image

he looks like a mummy ish monster i like him :3
 

deivan
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by deivan » Thu Apr 18, 2013 17:28

Maybe add some "fake armor" marks in the body? :-o
 

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PilzAdam
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by PilzAdam » Thu Apr 18, 2013 17:38

Pavel_S wrote:Hi! It is pre-release model of sand-monster.
So, any suggestions to improve this mob?
Image

Yes, its really nice :-)
 

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