[Mod] Angled Walls [1.2] [angledwalls]

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[Mod] Angled Walls [1.2] [angledwalls]

by TumeniNodes » Sat Jun 25, 2016 03:14

This mod adds angled walls and glass to Minetest.
pithy was kind enough to provide some awesome models, again. Thanks pithy!

As always, using the screwdriver with this mod adds lots of options.

If there is something you would like to see added to this mod, i.e. support for other mods textures, or anything like that..., or if you have any issues with it, questions, ideas, or just like it..., please let me know.
*All changes are listed as they come at the bottom of this post.

Depends = default
Code License = unlicense
Models License = unlicense
Textures License = as indicated in Minetest default

Image

Image

source: https://github.com/TumeniNodes/angledwalls

download: https://github.com/TumeniNodes/angledwalls/archive/master.zip

Install: rename folder from "angledwalls-master" to "angledwalls". Move the folder into your mods folder.
Enjoy

1.2 changes:
*Added new model for angled corner (model provided by pithy)
*Added some materials which were missed initially (glass & obsidian glass included)

1.1 changes:
*Refined textures for angled glass
*Added support for the following mods:
1- bakedclay
2-quartz
*Merged PR from pithy which adds "angled-to" code (which adds ease of placement to nodes)
*Merged PR from Don which "Adds mod.conf file so if the mod folder name is not right it will still read the mod properly."

Still a W.I.P. Just a few more ideas to work on
Attachments
screenshot_angledwalls-inv.png
screenshot_angledwalls-inv.png (155.13 KiB) Viewed 3002 times
screenshot_angledwalls1.png
screenshot_angledwalls1.png (853.52 KiB) Viewed 3002 times
Last edited by TumeniNodes on Sun Jul 10, 2016 18:47, edited 7 times in total.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TheReaperKing » Sat Jun 25, 2016 03:55

Great work, I love it!
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sat Jun 25, 2016 04:02

TheReaperKing wrote:Great work, I love it!

Thanks. It didn't look so great until the meshes pithy provided.
Last edited by TumeniNodes on Sun Jun 26, 2016 17:38, edited 1 time in total.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Onyx » Sat Jun 25, 2016 10:16

Wow! It's awesome, very well thought out.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Sat Jun 25, 2016 11:16

+1 very nice
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Sat Jun 25, 2016 14:13

+1
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sat Jun 25, 2016 16:16

Thank you again everyone. I'm glad you like it.
This was an idea I had actually before I did the angled stairs. I lucked out on guessing real quick on working out the glass. Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
I may add support for more mods with building-like nodes later as well.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sun Jun 26, 2016 19:18

Is there anything, anyone would like to see added to this mod? i.e. support for other mods textures, or anything like that?
Anyone having any issues with it? Please let me know
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Sun Jun 26, 2016 19:42

support for baked clay please? and maybe cblocks?
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Sun Jun 26, 2016 19:47

KCoombes wrote:support for baked clay please? and maybe cblocks?

oh boy, I think I may have opened a can-o-worms
I will set to work on those then. Thanks for the feedback
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Mon Jun 27, 2016 22:28

KCoombes wrote:support for baked clay please? and maybe cblocks?

I tried a few different ways to add the support but no luck. I'm still a complete novice with Lua so please bear with me : )
I may have to ask Ten+1 how to add the support.

I have, however, added plain angled glass and obsidian glass textures (not pushed with git yet). This way, as support for other mods is added, there won't be a real need for each texture to have it's own glass/obsidian glass textures..., because that would just get crazy.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Mon Jun 27, 2016 23:24

TumeniNodes wrote:
KCoombes wrote:support for baked clay please? and maybe cblocks?

I tried a few different ways to add the support but no luck. I'm still a complete novice with Lua so please bear with me : )
I may have to ask Ten+1 how to add the support.

I have, however, added plain angled glass and obsidian glass textures (not pushed with git yet). This way, as support for other mods is added, there won't be a real need for each texture to have it's own glass/obsidian glass textures..., because that would just get crazy.

In your depends.txt file add them as a soft depends. eg. cblock?
A soft depend is just the mod name with a question mark at the end.

Then use do something like if minetest.get_modpath("cblocks") then
And add the code you want.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Tue Jun 28, 2016 01:49

Don wrote:In your depends.txt file add them as a soft depends. eg. cblock?
A soft depend is just the mod name with a question mark at the end.

Then use do something like if minetest.get_modpath("cblocks") then
And add the code you want.


Thank you Don.
Yep, I was trying that. I tried using similar code from the stairs mod, one of your mods too actually :D
But I only attempted to add support for bakedclay, which I tried various ways, always making the changes the errors showed.... just tinkering on my end really.
It is fun to try to learn, and really nice having code from other mods to work with, but it can get frustrating, and make one feel really stupid :P
I think bakedclay is throwing me because the extremely simplified code it uses... (if that makes sense?)
And being a dope, I didn't save any of the work I did which failed, to show and ask where I went wrong.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Tue Jun 28, 2016 13:34

You are not stupid or dumb. You just don't have the skills yet. Once you have done it a few times you will have the skills. Never beat yourself up for not being able to do something you have not done before.

There is a couple ways you can go about it. One is to put the check for the mod in init.lua and if the mod exists then use dofile for a file.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if minetest.get_modpath("cblocks") then
   dofile(minetest.get_modpath("angledwalls").."/cblocks.lua")
end


Or you can add the check for the mod in your code and at each point that you want to support another mod you would check for the mod and if it exists then run the code you want.
Make sure you have a depends.txt file. Each mod in depends.txt is on a new line.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Tue Jun 28, 2016 16:28

If you want to see a strange way to support other mods see https://github.com/pithydon/steep_stairs.
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Tue Jun 28, 2016 17:26

Don wrote:You are not stupid or dumb. You just don't have the skills yet. Once you have done it a few times you will have the skills. Never beat yourself up for not being able to do something you have not done before.

There is a couple ways you can go about it. One is to put the check for the mod in init.lua and if the mod exists then use dofile for a file.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if minetest.get_modpath("cblocks") then
   dofile(minetest.get_modpath("angledwalls").."/cblocks.lua")
end


Or you can add the check for the mod in your code and at each point that you want to support another mod you would check for the mod and if it exists then run the code you want.
Make sure you have a depends.txt file. Each mod in depends.txt is on a new line.


Thank you very much Don. I'll give it a try again later tonight
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Tue Jun 28, 2016 17:26

pithy wrote:If you want to see a strange way to support other mods see https://github.com/pithydon/steep_stairs.


I'll look at that too pithy, thanks.

I think my goal will be to add support for as many mods as poss. using soft depends, with the 3 latest of my mods.
The main support is for default but should really cover any mods which have building nodes (stones, woods, etc.)
as long as it will not cause far too many lines of code
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by azekill_DIABLO » Wed Jun 29, 2016 11:03

perfect mod!
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Wed Jun 29, 2016 12:10

azekill_DIABLO wrote:perfect mod!

Thanks azeKILL.

Guys, I'm still having difficulty figuring out how to add support for other mods. I tried implementing each option provided by Don and pithy but, I am missing something, and have failed to get it to work each time. (frustrated that I can't seem to grasp how to do , what seems to be basic & simple coding) : (
Even literally copy & pasting the scripts provided, I fail.
Is it more beneficial for me to only use the init.lua file to list all the dofiles functions for each mod I wish to support? But then if I do this, when I add init.lua files from the other mods, I have to rename them to modname.lua, and then would I not have to then add also the textures from each mod?
I am confused, and really do not want to make the codes too large, as I wish to add support for the mods which have nodes angled walls could use, to 2 of my mods..., angled walls, and stoneworks.
Or..., is it best for me to only add support for mods which others request? I, myself, would like to have support for a few other mods for both, just as my personal preference.
Anyway, any and all help and handholding would be hugely appreciated..., I truly hate having to bother others who I know have enough of their own stuff to do and work on.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by azekill_DIABLO » Wed Jun 29, 2016 13:07

continue working and don't be discouaged !

this morning i didn't figured out how to do a door :P
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Wed Jun 29, 2016 13:42

azekill_DIABLO wrote:continue working and don't be discouaged !

this morning i didn't figured out how to do a door :P

heh, thanks for the encouragement..., eventually I will figure out what I am doing wrong.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Don » Wed Jun 29, 2016 17:07

I am busy right now but will help soon. PM me and show me what you have so far.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by DS-minetest » Wed Jun 29, 2016 17:55

TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.

so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by pithy » Wed Jun 29, 2016 18:30

DS-minetest wrote:
TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.

so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said

Is there a way to make a mesh use two or more textures in Minetest?
 

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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Wed Jun 29, 2016 21:36

Don wrote:I am busy right now but will help soon. PM me and show me what you have so far.

Thank you Don. Actually, I use a copy to try the changes, and each time it failed I simply removed the code to start again.
I think I'm gonna give it another try to see if I can figure it out on my own first...., and then I'll show up on your doorstep crying like a baby asking for help :D
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Wed Jun 29, 2016 21:40

DS-minetest wrote:
TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.

so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said


haha, just noticed the fine print. :P
The mesh for the glass is one mesh which is used for all the glass textures. I wanted to have 1 glass, and 1 obsidian glass for each texture (I forgot a couple so have to fix that too :P ) Plus I added just a plain glass, and plain obsidian glass as well (those 2 are not pushed yet but will be soon) I did the last 2 because I'm not gonna do a separate texture for every single node from supported mods (if I ever figure that out haha)
And actually, editing/creating textures is easy for me..., at least that I am good at ; )
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by Nathan.S » Wed Jun 29, 2016 22:10

pithy wrote:
DS-minetest wrote:Is there a way to make a mesh use two or more textures in Minetest?

Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Wed Jun 29, 2016 23:23

Nathan.S wrote:
pithy wrote:
DS-minetest wrote:Is there a way to make a mesh use two or more textures in Minetest?

Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.


DOH!!!... now we find out... :P
Definitely good to know Nathan, thanks. Not sure if I will change the way this mod is done at this point? Maybe..., IDK. But I'm not the Blender wizard (I wonder it's pithy who it, it's pithy could be?) :D
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by TumeniNodes » Wed Jun 29, 2016 23:31

Oh yeh and.... guess what??
Can I get a what???? ..... what?
Can I get a what??? .... what?
Can I get a WOOT WOOT??? .... ummmm... what?

Look what I did!!! :D

Image

Bakedclay now supported
I am so relieved now. PHEW!
Thank you very much to everyone here for all the help. It means a lot to people who are just learning, (especially to me) and I truly appreciate it.
Been through a lot the last few years and it's really nice to have something to spark my interest and motivation again.
My kids are laughing because I let out a loud "YESSSS!!!!!"
This has not been pushed / committed yet... I want to add a few more things first and do some tweaking. Still a bit to do. I also want to add intllib support for my mods once everything else is finished.
Attachments
angledwalls bakedclay support.png
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Re: [MOD] Angled Walls [1.0] [angledwalls]

by KCoombes » Thu Jun 30, 2016 00:02

+100 That looks awesome! Thanks again!
 

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