world generating nodes using blender created voxels

metaspy
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world generating nodes using blender created voxels

by metaspy » Fri Jun 12, 2015 03:26

I have been playing a different voxel game, where the ore nodes are different from the normal block.
I wanted to mod Minetest to do the same.
Is there a way to have the world generator stick a blender created voxel in that location instead of the default voxel?
 

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Nathan.S
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Re: world generating nodes using blender created voxels

by Nathan.S » Fri Jun 12, 2015 04:42

Entirely yes, just create said mesh and then moddify the init.lua in the default mod to reflect the mesh rather than just drawing a node, alternately you could create a new mod and override the more nodes to display them as the meshes.
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metaspy
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Re: world generating nodes using blender created voxels

by metaspy » Fri Jun 12, 2015 05:57

Honestly, I am looking in the init.lua and I don't see any code for setting up a mesh instead of the normal node.
Should I be looking in Nodes.lua, or mapgen.lua?
 

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Re: world generating nodes using blender created voxels

by srifqi » Fri Jun 12, 2015 08:46

metaspy wrote:Honestly, I am looking in the init.lua and I don't see any code for setting up a mesh instead of the normal node.
Should I be looking in Nodes.lua, or mapgen.lua?

Until now, none of Minetest Vanilla's block (a.k.a. node) that uses mesh. (Correct me if I'm wrong)
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metaspy
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Re: world generating nodes using blender created voxels

by metaspy » Fri Jun 12, 2015 12:27

If the game currently doesnt force a specific mesh for the default block, how would i go about implementing a custom mesh for a block?
 

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Re: world generating nodes using blender created voxels

by Nathan.S » Sat Jun 13, 2015 00:17

Like this.

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Code: Select all
minetest.override_item('default:dirt_with_grass', {
   description = 'dirt with grass',
   drawtype = 'mesh',
   mesh = 'default:dirt_with_grass.obj',
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Re: world generating nodes using blender created voxels

by metaspy » Sat Jun 13, 2015 03:55

thank you sir!
 


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