let's talk about hands :)

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Misty
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by Misty » Sat Jul 20, 2013 18:47

Good luck with your efforts to improve the look of the player's wield hand.
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Linxx
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by Linxx » Sat Jul 20, 2013 21:13

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
set_bone_position("", {x=0,y=0,z=0}, {x=0,y=0,z=0})
what is this used for?
 

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by Inocudom » Sat Jul 20, 2013 21:44

It would help if the hand looked like it was attached to the body and could change depending on what skin is being used.
 

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by Linxx » Sat Jul 20, 2013 22:14

Inocudom wrote:It would help if the hand looked like it was attached to the body and could change depending on what skin is being used.

yep i agree.
 

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by paramat » Sat Jul 20, 2013 22:25

Well we certainly need a new wieldhand texture for a cuboid hand similar to Sam's.
I would like to see Jordach's texture used as the default ... after all he designed the 3D character model texture. Hey Jordach is the palm towards face in your texture? That would make the punching motion very odd i would choose palm down.
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by Jordach » Sat Jul 20, 2013 22:35

paramat wrote:Well we certainly need a new wieldhand texture for a cuboid hand similar to Sam's.
I would like to see Jordach's texture used as the default ... after all he designed the 3D character model texture. Hey Jordach is the palm towards face in your texture? That would make the punching motion very odd i would choose palm down.
Paramat, use that texture as part of a texture pack. It works.

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by Linxx » Sat Jul 20, 2013 22:43

hmm yeah Jordachs texture would be great for the hand but there leaves 2 problems 1 the size of the hand looks odd and 2 when the hand moves the animation is so broad that you can see that the hadn is not attached to the body and it looks like there's no way to fix that atm or atleast i don't know of a way.Another thing is the size too small and i can't change the scale which is a problem.
 

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by paramat » Sun Jul 21, 2013 07:18

Is this Sam?

Image
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by Linxx » Sun Jul 21, 2013 07:39

paramat wrote:Is this Sam?

Image

LOL XD hahah pretty close he even has the hand in the same position haha!!! too funny xD
Last edited by Linxx on Sun Jul 21, 2013 07:39, edited 1 time in total.
 

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by noobly » Mon Jul 22, 2013 19:27

sfan5 wrote:
jojoa1997 wrote:
PilzAdam wrote:wut?
i think he meant minetest/games/minetest_game/default/textures

Also wrong.
The right path is <minetest dir>/games/minetest_game/mods/default/textures



ALSO WRONG like this
C:\<location>/<minetest dir>/games/minetest_game/mods/default/textures/wield_hand.png
Last edited by noobly on Mon Jul 22, 2013 19:28, edited 1 time in total.
 

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by onpon4 » Mon Jul 22, 2013 20:15

noobly wrote:
sfan5 wrote:
jojoa1997 wrote:i think he meant minetest/games/minetest_game/default/textures

Also wrong.
The right path is <minetest dir>/games/minetest_game/mods/default/textures



ALSO WRONG like this
C:\<location>/<minetest dir>/games/minetest_game/mods/default/textures/wield_hand.png


That's totally wrong if you're using anything other than Windoze. Also, the "<location>" part is redundant. Better to just have "minetest dir" represent whatever the directory is where this kind of stuff is loaded.

If it was supposed to be a joke, sorry, because I don't get it.
 

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by Linxx » Mon Jul 22, 2013 20:30

._. where's src file in regular minetest builds?
 

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by PilzAdam » Mon Jul 22, 2013 20:32

Linxx wrote:._. where's src file in regular minetest builds?

What do you mean by "regular"? The windows build?
 

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by Linxx » Mon Jul 22, 2013 20:50

PilzAdam wrote:
Linxx wrote:._. where's src file in regular minetest builds?

What do you mean by "regular"? The windows build?

yes or your builds.
 

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by PilzAdam » Mon Jul 22, 2013 21:47

Linxx wrote:
PilzAdam wrote:
Linxx wrote:._. where's src file in regular minetest builds?

What do you mean by "regular"? The windows build?

yes or your builds.

The src/ folder is not included in the windows build, there is simply no need to (people wouldnt download the build if they can compile for themself).
 

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by Linxx » Mon Jul 22, 2013 22:01

PilzAdam wrote:
Linxx wrote:
PilzAdam wrote:What do you mean by "regular"? The windows build?

yes or your builds.

The src/ folder is not included in the windows build, there is simply no need to (people wouldnt download the build if they can compile for themself).

oh... hmmm this makes editing the camera hard DX hmmmm
 

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by Inocudom » Mon Jul 22, 2013 22:47

Linxx wrote:
PilzAdam wrote:
Linxx wrote:yes or your builds.

The src/ folder is not included in the windows build, there is simply no need to (people wouldnt download the build if they can compile for themself).

oh... hmmm this makes editing the camera hard DX hmmmm


Speaking of the camera, a POV adjuster might be a good feature.
 

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by Linxx » Mon Jul 22, 2013 23:26

Inocudom wrote:
Linxx wrote:
PilzAdam wrote:The src/ folder is not included in the windows build, there is simply no need to (people wouldnt download the build if they can compile for themself).

oh... hmmm this makes editing the camera hard DX hmmmm


Speaking of the camera, a POV adjuster might be a good feature.

you mean FOV?
 

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by Inocudom » Mon Jul 22, 2013 23:33

Linxx wrote:
Inocudom wrote:
Linxx wrote:oh... hmmm this makes editing the camera hard DX hmmmm


Speaking of the camera, a POV adjuster might be a good feature.

you mean FOV?


Yes, field of view (FOV.) Hopefully, a programmer should not find such a feature to be difficult.
 

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by PilzAdam » Mon Jul 22, 2013 23:37

What about fov in minetest.conf?
 

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by Inocudom » Mon Jul 22, 2013 23:41

PilzAdam wrote:What about fov in minetest.conf?


That field is in the config file? I guess that is how Hybrid Dog made some of his stranger screenshots. To match the FOV a human has, what would be a good entry?

I found that field. To everyone that reads this, it is as follows:
fov = 72
The number 72 is the default number for it.

As I said before, it would be good if the hand's appearance depended on what skin the player is using.
Last edited by Inocudom on Mon Jul 22, 2013 23:49, edited 1 time in total.
 

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by BlockMen » Tue Aug 06, 2013 01:54

I have played around a bit with the code for the hand and kinda got what you have requested:

Image


If anyone wants try out, here is a win32 build with the changes:
https://www.dropbox.com/s/zhgo8m9godbjqp9/minetest-0.4.7-wieldhand.zip
 

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by Linxx » Tue Aug 06, 2013 02:04

BlockMen wrote:I have played around a bit with the code for the hand and kinda got what you have requested:

https://dl.dropboxusercontent.com/s/1sbvb4xeeerd0tg/screenshot_356446763.png


If anyone wants try out, here is a win32 build with the changes:
https://www.dropbox.com/s/zhgo8m9godbjqp9/minetest-0.4.7-wieldhand.zip

._. you sir deserve a whole bowl of internet cookies!!!how the ehck did you do it?
also keeps saying it has something dangerous and wont let me download.
also also
Image
Last edited by Linxx on Tue Aug 06, 2013 02:14, edited 1 time in total.
 

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by BlockMen » Tue Aug 06, 2013 08:52

Linxx wrote:._. you sir deserve a whole bowl of internet cookies!!!how the ehck did you do it?
also keeps saying it has something dangerous and wont let me download.
also also
http://www.troll.me/images/keanu-reeves/whoa-are-you-a-wizard.jpg


Well, np. I was interested in that too.

And i have no idea. It contains just the build...anyway, i have reuploaded it, maybe it helps.
 

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by PilzAdam » Tue Aug 06, 2013 11:05

BlockMen wrote:I have played around a bit with the code for the hand and kinda got what you have requested:

https://dl.dropboxusercontent.com/s/1sbvb4xeeerd0tg/screenshot_356446763.png


If anyone wants try out, here is a win32 build with the changes:
https://www.dropbox.com/s/zhgo8m9godbjqp9/minetest-0.4.7-wieldhand.zip

Umm... have you changed anything in the engine source or just the default mods? Since it should be easily doable in the default mod.
 

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by BlockMen » Tue Aug 06, 2013 11:29

PilzAdam wrote:Umm... have you changed anything in the engine source or just the default mods? Since it should be easily doable in the default mod.


Yes, you cant get this result by just editing the wieldhand definition in default mod. You need to edit the wield_position and wield_rotation in camera.cpp for that.

Haven't you read the posts before?

Furthermore: Why should i provide a build without any changes of the engine source?!
 

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by Linxx » Tue Aug 06, 2013 12:47

tested it hmmm i still can't figure out how you did this ._.
 

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by sdzen » Tue Aug 06, 2013 12:56

Linxx wrote:tested it hmmm i still can't figure out how you did this ._.
BlockMen wrote:You need to edit the wield_position and wield_rotation in camera.cpp for that.

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by Linxx » Tue Aug 06, 2013 13:16

sdzen wrote:
Linxx wrote:tested it hmmm i still can't figure out how you did this ._.
BlockMen wrote:You need to edit the wield_position and wield_rotation in camera.cpp for that.

Reading Reading is so fun! you should try it some time!

i wasn't talking about that i knew he had to mess with camera.cpp but idk how to compile. :)
 

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