[Mod] 3D Furniture [1.0] [3dforniture]

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tonyka
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by tonyka » Thu Sep 13, 2012 22:08

there is no specific program, you have to type the coordinates by hand...

I answered in response to a private email, but I repeat it over here:

if you have no experience in 3D, you better start using 3D wings, is very intuitive, and although a professional quality program is very easy to use, it's free, and can even be used for commercial work...

the official website is this:
http://www.wings3d.com/

tutorial helper nodeboxes:
https://dl.dropbox.com/u/57504822/nodeboxes.odt

& forrum topic Basic node_box model examples:
http://minetest.net/forum/viewtopic.php?id=2333
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
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by sapier » Thu Sep 13, 2012 22:09

@babe223 I think he's doing models same way we all do, by imagining where points of boxes need to be and then writing them in your favourite text editor. Afterwards checking if assumption was correct within minetest. ;-)

If there is a program I don't know about I'd be interested in too :)
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tonyka
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by tonyka » Thu Sep 13, 2012 22:29

sapier wrote:@babe223 I think he's doing models same way we all do, by imagining where points of boxes need to be and then writing them in your favourite text editor. Afterwards checking if assumption was correct within minetest. ;-)

If there is a program I don't know about I'd be interested in too :)

exact, that's my method ... 24 years ago that 3D drawing
I remember my first 3D program called ortocad, worked in MS-DOS in the pc 386 from my mother, is using all versions of Autocad, 3D Studio y MAX ... for me it's easy because it's my lifelong hobby ...
Last edited by tonyka on Thu Sep 13, 2012 22:32, edited 1 time in total.
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
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by babe223 » Thu Sep 13, 2012 23:26

then you simple mind and makes kicks after entering the game and to see if it
Bem vindos Brasileiros,eu sou primeiro brasileiro daqui do forum, espero que tragam bastante mods

[MOD] torch http://minetest.net/forum/viewtopic.php?id=3021
[MOD]HATCHE:http://minetest.net/forum/viewtopic.php?id=3458
 

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tonyka
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by tonyka » Thu Sep 13, 2012 23:36

trial and error ...
make a box, saved and pluck with minetest ...
place the node with creative mode, and see if it is correct or not ...

Explain how long nodebox maybe helps the post:

http://minetest.net/forum/viewtopic.php?pid=28041#p28041
Last edited by tonyka on Thu Sep 13, 2012 23:38, edited 1 time in total.
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
Page development (European Castilian):
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by VanessaE » Fri Sep 14, 2012 03:56

Tonyks: regarding separating into three mods - don't. That'll break the node names. Instead, just splinter off the trees/papyrus - removing those from a server that uses them just changes their look, but removing/renaming the rest will result in lots of unknown blocks.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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tonyka
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by tonyka » Fri Sep 14, 2012 09:10

if true
but can be supported by assigning aliases to old names

I think ...
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
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VanessaE
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by VanessaE » Fri Sep 14, 2012 16:08

That might work.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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Mito551
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by Mito551 » Sun Sep 16, 2012 08:36

tonyka, please help me. i'm trying to use your tree code to get my barrel round.

minetest.register_node("dwarves:barrel", {
description = "Barrel",
paramtype = "light",
tiles = {
"barrel_top.png",
"barrel_bottom.png",
"barrel.png",
"barrel.png",
"barrel.png",
"barrel.png",
},
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-0.35,-0.5,-0.4, 0.35,0.5,0.4},
{-0.4,-0.5,-0.35, 0.4,0.5,0.35},
{-0.25,-0.5,-0.45, 0.25,0.5,0.45},
{-0.45,-0.5,-0.25, 0.45,0.5,0.25},
{-0.15,-0.5,-0.5, 0.15,0.5,0.5},
{-0.5,-0.5,-0.15, 0.5,0.5,0.15},

},
},
groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
legacy_facedir_simple = true,
sounds = default.node_sound_wood_defaults(),
etc...

but it shows up like that:
Image


UPD:
...aaaand it's gone. everything's alright. it shows properly. for now. i will keep the post so you could think what could have caused it.
Last edited by Mito551 on Sun Sep 16, 2012 08:47, edited 1 time in total.
 

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PilzAdam
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by PilzAdam » Sun Sep 16, 2012 09:05

Mito551 wrote:UPD:
...aaaand it's gone. everything's alright. it shows properly. for now. i will keep the post so you could think what could have caused it.

The light wasnt updated. Hitting it will update the light.
 

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Mito551
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by Mito551 » Sun Sep 16, 2012 09:13

PilzAdam wrote:The light wasnt updated. Hitting it will update the light.


tried that while it was dark. didn't help at the time.
 

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by VanessaE » Mon Sep 24, 2012 11:24

Can you add an alternate recipe to allow crafting a lamp using the wooden slabs provided by stairsplus? You do not have to make it a dependency, just add another recipe - it will be ignored if stairsplus isn't present. The nodename for those slabs is "stairsplus:slab_wood".

Insert the following at line 83 of crafting.lua (as an alternate to what is there now, so keep both):

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.register_craft( {
         output = '3dforniture:table_lamp_off',
         recipe = {
                 {'default:paper','default:torch' ,'default:paper'},
                 {'','default:stick',''},
                 {'','stairsplus:slab_wood',''},
         },
})

Thanks :-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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tonyka
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by tonyka » Tue Nov 27, 2012 21:13

VanessaE wrote:Can you add an alternate recipe to allow crafting a lamp using the wooden slabs provided by stairsplus? You do not have to make it a dependency, just add another recipe - it will be ignored if stairsplus isn't present. The nodename for those slabs is "stairsplus:slab_wood".

Insert the following at line 83 of crafting.lua (as an alternate to what is there now, so keep both):

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.register_craft( {
         output = '3dforniture:table_lamp_off',
         recipe = {
                 {'default:paper','default:torch' ,'default:paper'},
                 {'','default:stick',''},
                 {'','stairsplus:slab_wood',''},
         },
})

Thanks :-)



good idea ...
I am currently working in a private rpg engine ...
and I'm also studying assembler ... & C, so I have no time ...
as soon as possible, will improve the code ...
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
Page development (European Castilian):
Moviliario 3D (proyecto 3D Forniture)
 

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by guilleelcapoextra » Tue Nov 27, 2012 21:16

good job
 

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by Inocudom » Wed Nov 28, 2012 03:21

Is there a way to disable this mod's version of the tree trunks should it be necessary to do so?
 

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by VanessaE » Wed Nov 28, 2012 05:39

In nodes.lua there is a register_node() call for trees. Comment out the whole call, or just delete it.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by Inocudom » Wed Nov 28, 2012 16:46

Thank you VanessaE. My computer doesn't have the best graphics card so the trunks will have to be kept square in my single player map. All of the other nodes in this mod are fine for me to use and I do appreciate this mod tonyka.
 

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by kaeza » Wed Nov 28, 2012 20:44

About node boxes, you may find this useful (it's part of my computers mod):

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
pixelnodebox = function ( size, boxes )
    local fixed = { };
    local i, box;
    for i, box in ipairs(boxes) do
        local x, y, z, w, h, l = unpack(box);
        fixed[#fixed + 1] = {
            (x / size) - 0.5,
            (y / size) - 0.5,
            (z / size) - 0.5,
            ((x + w) / size) - 0.5,
            ((y + h) / size) - 0.5,
            ((z + l) / size) - 0.5,
        };
    end
    return {
        type = "fixed";
        fixed = fixed;
    };
end;


It is useful if you draw the basic layout of the object in a paint program, and then use the pixel coordinates for the nodeboxes. That way, you can use the layout you drew as a texture and it will map 1:1 into the nodeboxes.

Here's a piece of code that illustrates the usage:

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.register_node("modname:nodename", {

    drawtype = "nodebox";

    -- Other node defs here...

    node_box = pixelnodebox(32, {
        -- X   Y   Z   W   H   L
        {  0,  0, 17, 32, 32, 12 },   -- Monitor Screen
        {  3,  3, 29, 26, 26,  3 },   -- Monitor Tube
        {  0,  0,  0, 32,  4, 17 },   -- Keyboard
    });
});


(X, Y, Z) is the position of the nodebox, W is the width (lenght in X direction), H is the height (length in Y direction), and L is length (length in Z direction).

Look at my mod for a real usage.
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by guilleelcapoextra » Wed Nov 28, 2012 21:36

Inocudom wrote:Is there a way to disable this mod's version of the tree trunks should it be necessary to do so?


if the first link is to fix it aka the link if https://www.dropbox.com/s/4xi92lzva6baa2p/repair_trees.zip gives PERESA hehe
 

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by VanessaE » Wed Nov 28, 2012 22:24

In light of the above, I'd like to reiterate my previous suggestion that the furniture and bathroom kit be split into a separate mod (or two) from trees/papyrus.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by markveidemanis » Sun Dec 02, 2012 11:02

in the screenshot, the tree on the left does not have a 3d nodebox
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by qwrwed » Sun Dec 02, 2012 17:32

It does; it's just the angle. If you look carefully, you can see the dirt below it.
 

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by dama0404 » Sun Jan 20, 2013 18:41

VanessaE wrote:In light of the above, I'd like to reiterate my previous suggestion that the furniture and bathroom kit be split into a separate mod (or two) from trees/papyrus.

I Agree.
 

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by Jade_0420 » Mon Jan 28, 2013 10:35

IS THIS FOR 0.4.4?
 

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by kaeza » Mon Jan 28, 2013 10:39

Jade_0420 wrote:IS THIS FOR 0.4.4?

Yes. Are you having any problems installing it?
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by VanessaE » Sun Mar 17, 2013 02:01

I guess this mod isn't being maintained anymore. Tony, if you're still here, can you please remove all but one of the lamps from the creative inventory? Seems a little redundant to have five of them in there if they're all the same thing but different brightnesses.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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by acridstone » Sun Mar 17, 2013 04:22

I wish you would find some way to make it compatible with the moretrees mod. When I run both at the same time, the extra trees do not generate. It would also be cool if you could give different 3d models to different trees in the moretrees mod.
 

acridstone
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by acridstone » Sun Mar 17, 2013 04:29

kaeza wrote:About node boxes, you may find this useful (it's part of my computers mod):

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
pixelnodebox = function ( size, boxes )
    local fixed = { };
    local i, box;
    for i, box in ipairs(boxes) do
        local x, y, z, w, h, l = unpack(box);
        fixed[#fixed + 1] = {
            (x / size) - 0.5,
            (y / size) - 0.5,
            (z / size) - 0.5,
            ((x + w) / size) - 0.5,
            ((y + h) / size) - 0.5,
            ((z + l) / size) - 0.5,
        };
    end
    return {
        type = "fixed";
        fixed = fixed;
    };
end;


It is useful if you draw the basic layout of the object in a paint program, and then use the pixel coordinates for the nodeboxes. That way, you can use the layout you drew as a texture and it will map 1:1 into the nodeboxes.

Here's a piece of code that illustrates the usage:

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.register_node("modname:nodename", {

    drawtype = "nodebox";

    -- Other node defs here...

    node_box = pixelnodebox(32, {
        -- X   Y   Z   W   H   L
        {  0,  0, 17, 32, 32, 12 },   -- Monitor Screen
        {  3,  3, 29, 26, 26,  3 },   -- Monitor Tube
        {  0,  0,  0, 32,  4, 17 },   -- Keyboard
    });
});


(X, Y, Z) is the position of the nodebox, W is the width (lenght in X direction), H is the height (length in Y direction), and L is length (length in Z direction).

Look at my mod for a real usage.

This Lua code looks fascinating. Can the luacontroller from mesecons create nodes? I do not know ANY lua I just know little bits and pieces of python.
 

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by Inocudom » Tue Mar 26, 2013 05:30

You should try to update this mod when you can (or somebody else can.) This mod is still used on servers. You probably want to put in a configuration to toggle the round trunks and 3D papyrus on or off.
 

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by VanessaE » Tue Mar 26, 2013 07:40

Acridstone: Moretrees does not conflict with 3dforniture - I have both on my server and they run fine together. Just bear in mind that new trees are only added on new terrain (or with a sapling). Also, because a lot of the trees use a "+" shaped trunk, you wouldn't be able to round them at all - the "+" shape is generated in C++, so there's no way to fill in the spaces around them from Lua without really slowing things down. But, if someone wants to attempt it, I wouldn't mind seeing the result. ;-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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