[Mod] Elevator shafts [elevator]

BZab
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by BZab » Fri Feb 08, 2013 19:53

Hmmm maybe good idea, a bit as in this form portal :P
Not hard to do... but how to organize dots? :D
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Polish: Albo weź wyjaśnij co masz na myśli, wszystkie mają się w takie krzywe układać?
 

aximx51v
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by aximx51v » Sat Feb 09, 2013 00:28

BZab wrote:@up OK, with transparent background, or w/o?
And ill do a bit bigger dots ;)

Anyway - tommorrow ill be busy, so day after ill do it (If i won't do it today)

@upup: Generated or midi keyboard + vibrato? :D

EDIT: @up how big res? 16x16, 64x64 256x256 (as original)?



transparent background: yes, we want to see through it. also i'd like to keep the dots yellow. bigger dots will be fine.
res: try different sizes, we'll see what's best
 

aximx51v
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by aximx51v » Sat Feb 09, 2013 00:29

Ragnarok wrote:@aximx51v
Great!

@BZab
3Osc in LMMS: 2 channels playing Moog curve, detuned few cents - one channel left and the second one right. After that LPF Moog filter, export to *.wav and cutting, fading and export to *.ogg with Audacity ;P

Guys, what do you think about this path for dots in the antigravity field? From bottom to top. It can be little complicated to do, but effect for many, intertwining dots should be nice.

Image


dunno what you mean, exactly. what type of movement would people see?
 

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Ragnarok
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by Ragnarok » Sat Feb 09, 2013 02:34

Something like that but with many dots starts moving from different parts of the image:

http://db.tt/9V5unITB

Similar to smooth flame, sparkles.
Last edited by Ragnarok on Sat Feb 09, 2013 02:34, edited 1 time in total.
 

aximx51v
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by aximx51v » Sat Feb 09, 2013 04:03

Ragnarok wrote:Something like that but with many dots starts moving from different parts of the image:

http://db.tt/9V5unITB

Similar to smooth flame, sparkles.


but a whole bunch all at once, i get it now. yeah that'd be cool.
play around with it guys, let's see what looks best!
 

aximx51v
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by aximx51v » Sat Feb 09, 2013 05:11

Ragnarok wrote:@aximx51v
I've just made hum sound for elevator. If you like it, I'll be glad when you'll using it in elevator mod =) Sound is normalized to -0.3dB so use GAIN parameter in mod to decrease sound level (if will be too high).

Sound: http://db.tt/OXdDkY89
License: CC BY-SA 3.0 Unported


ok, how do i attach the sound to the generator node?
i can't figure that one out...
 

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Ragnarok
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by Ragnarok » Sat Feb 09, 2013 09:18

aximx51v wrote:ok, how do i attach the sound to the generator node?


In papyrus_bed mod I've done this that way:

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
minetest.sound_play("papyrus_bed_snoring",{"papyrus_bed:bed", gain = 0.9, max_hear_distance = 10,})


so I suppose this will be correct:

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
minetest.sound_play("antigravitational_elevator",{"elevator:grav_suppress_engine", gain = 0.9, max_hear_distance = 10,})


But I think the better way will be attach sound directly to the field:

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
minetest.sound_play("antigravitational_elevator",{"elevator:grav_suppress_field", gain = 0.1, max_hear_distance = 25,})


Field will be hearing from distance (useful in mines). You may need to adjust the sound level (and distance parameter too) because gain = 0.1 can be too high. What do you think about applying another sound directly to the generator?
 

aximx51v
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by aximx51v » Sat Feb 09, 2013 15:19

Ragnarok wrote:
aximx51v wrote:ok, how do i attach the sound to the generator node?


In papyrus_bed mod I've done this that way:

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
minetest.sound_play("papyrus_bed_snoring",{"papyrus_bed:bed", gain = 0.9, max_hear_distance = 10,})


so I suppose this will be correct:

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
minetest.sound_play("antigravitational_elevator",{"elevator:grav_suppress_engine", gain = 0.9, max_hear_distance = 10,})


But I think the better way will be attach sound directly to the field:

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
minetest.sound_play("antigravitational_elevator",{"elevator:grav_suppress_field", gain = 0.1, max_hear_distance = 25,})


Field will be hearing from distance (useful in mines). You may need to adjust the sound level (and distance parameter too) because gain = 0.1 can be too high. What do you think about applying another sound directly to the generator?


ok, got that.
and having the field make noise would be good, i think the same noise will be fine, i'll just make the generator a lot louder.
but where in the code do i put these to make them work?
Last edited by aximx51v on Sat Feb 09, 2013 15:20, edited 1 time in total.
 

BZab
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by BZab » Sat Feb 09, 2013 19:17

aximx51v wrote:
Ragnarok wrote:Something like that but with many dots starts moving from different parts of the image:

http://db.tt/9V5unITB

Similar to smooth flame, sparkles.


but a whole bunch all at once, i get it now. yeah that'd be cool.
play around with it guys, let's see what looks best!

FInally Im on-line, im too tired to do it - tommorrow ill do it w/o problem guys ^^
 

aximx51v
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by aximx51v » Tue Feb 19, 2013 01:22

guys this is what i was thinking as far as animation:
use this picture:

Image

and change the animation length to "length=0.5"

the animation should probably be more fluid, i only made it 4 frames.

by the way, does anybody know how to attach a looped track to a node? I haven't been able to make the hum sound work with the elevator nodes.
 

BZab
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by BZab » Tue Feb 19, 2013 17:26

Sorry - i had too much to do to school ;)
I've got a bit time now but tell me the res of texture ;)

@EDIT: Checked - i think yours is good, dont need to make another one ;)
@up: if want more fluid - ya can use my first:
if ya use GIMP:
Select by color orange dots > invert selection > delete > invert selection > change color
Not much to do, 13 frames animation ;)
Last edited by BZab on Tue Feb 19, 2013 17:41, edited 1 time in total.
 

aximx51v
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by aximx51v » Tue Feb 19, 2013 23:41

ok, I've made a texture I like for the field:
http://www.zimg.eu/i/3851431151
this thing is like 4 MB in size when it's a .PNG though lol. it crashes the game after the game loads the new texture, but when you open the game again everything is fine. maybe it should be a bit smaller...?

so, if i could just get the sound part to work i'd call this thing done!

edit:
funny, lua won't display the top and bottom tiles of the field as tiles different from the sides.
i have:
tiles = {{name="field_side_animated.png", animation={type="vertical_frames", aspect_w=256, aspect_h=256, length=0.5}}, "field_top.png", "field_bottom.png"},
but it still shows the animation tile on the top and bottom.
any thoughts?
Last edited by aximx51v on Wed Feb 20, 2013 00:19, edited 1 time in total.
 

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Ragnarok
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by Ragnarok » Wed Feb 20, 2013 14:25

aximx51v wrote:by the way, does anybody know how to attach a looped track to a node? I haven't been able to make the hum sound work with the elevator nodes.

I no have idea but I need this too, so I searching. In documentation is written that the sound can be looped only for objects. If you'll find a solution please describe how to you do that.
 

aximx51v
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by aximx51v » Wed Feb 27, 2013 02:27

it's only halfway done, but i figured i'd share it anyway.
i posted an updated version in my first post. check it out!
 

prestidigitator
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by prestidigitator » Wed Feb 27, 2013 05:32

I just use a bucket of water. You don't have to punch anything; it auto-refreshes. ;-)

Neat idea though.
 

aximx51v
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by aximx51v » Thu Feb 28, 2013 16:02

Hey guys, the development is finished!!!

I just need some people to test it to make sure the bugs are worked out.

let me know what you think :)
 

aximx51v
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by aximx51v » Sun Mar 03, 2013 21:45

take a look at my main post i changed the pics.
in the first picture you can see how the anit-grav field casts a shadow?
what causes that?
anybody know how to get rid of that?
 

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Calinou
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by Calinou » Mon Mar 04, 2013 09:05

Set "sunlight_propagates = true" to the anti-gravity blocks.
 

aximx51v
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by aximx51v » Tue Mar 05, 2013 00:05

Calinou wrote:Set "sunlight_propagates = true" to the anti-gravity blocks.


it's already set that way. strange...
maybe i should reload the mod (remove it, run the game, and reinstall it) to see if that changes anything.
is there anybody else who's installed this and noticed this 'shadow'?
 

aximx51v
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by aximx51v » Sun Mar 17, 2013 21:27

I discovered that the shadows problem goes away when smooth lighting is checked. good enough for me
 

Kilarin
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by Kilarin » Sun Apr 06, 2014 21:40

this is an AWESOME mod! Solved my elevator problems perfectly!

I noticed that once I create an anti-gravity field I can remove the generator and the anti-gravity field remains. That is by design I assume? BUT, it leads me to an interesting question. Is there any way to REMOVE an anti-gravity field once you have created it?
Last edited by Kilarin on Sun Apr 06, 2014 21:40, edited 1 time in total.
 

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ak399g
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by ak399g » Mon Apr 07, 2014 23:41

GitHub please?
aka SAFR
 

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