3D meshes for players and creatures [Models are now upstream!]

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MirceaKitsune
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by MirceaKitsune » Tue Nov 27, 2012 00:04

I posted some important patches on GIT today. One is for the code branch, where I forgot to set some material flags on meshes, causing them to not be affected by fog and alpha textures to not work. I also added support for hats so that MineCraft skins using them will be compatible as well. A sit animation has also been added as suggested by VanessaE, to be used by mods like carts or chairs. Hopefully these fixes will be merged upstream tomorrow.

[EDIT] I also fixed the death animation loop problem in that branch, by using a still frame for dead players. The animation is also now called lay instead of death, so it makes sense for other mods to use it (like beds).

https://github.com/MirceaKitsune/minetest/tree/models_flags

https://github.com/MirceaKitsune/minetest_game/tree/player_extras

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Image

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Last edited by MirceaKitsune on Tue Nov 27, 2012 00:55, edited 1 time in total.
 

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by Chinchow » Tue Nov 27, 2012 01:11

Sorry about this stupid question but how do I use this?
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by VanessaE » Tue Nov 27, 2012 01:18

Chinchow: If you already have 0.4.4, 3D players are automatic. The hats/sitting/laying down stuff won't go in until a bit later.

Either grab the source code from Mircea's repositories and compile, or wait a couple of days for the hats/sit/laying stuff to get added to celeron55's mainline Minetest tree and for the build folks to get to it. :-)
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by Chinchow » Tue Nov 27, 2012 01:34

Sorry again I can't find 4.4
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by Josh » Tue Nov 27, 2012 01:56

Chinchow wrote:Sorry again I can't find 4.4


You can get it from Github, then compile it.
 

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by Josh » Tue Nov 27, 2012 02:31

VanessaE wrote:Josh: That's the right one. Grab minetest_game from the usual spot: https://github.com/celeron55/minetest_game

Important: 0.4.4 is not network-compatible with 0.4.3, but your mods/textures/etc will still work. Keep a 0.4.3 build on hand for use on servers until they've been updated.


Awesome, i did it today! i really like the animated water. Watch out Minecraft, Minetest is growing fast.
Last edited by Josh on Tue Nov 27, 2012 02:33, edited 1 time in total.
 

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by davidpace » Tue Nov 27, 2012 03:13

What do I do at that page?
Josh wrote:
VanessaE wrote:Josh: That's the right one. Grab minetest_game from the usual spot: https://github.com/celeron55/minetest_game

Important: 0.4.4 is not network-compatible with 0.4.3, but your mods/textures/etc will still work. Keep a 0.4.3 build on hand for use on servers until they've been updated.


Awesome, i did it today! i really like the animated water. Watch out Minecraft, Minetest is growing fast.
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by Josh » Tue Nov 27, 2012 03:20

davidpace wrote:What do I do at that page?
Josh wrote:
VanessaE wrote:Josh: That's the right one. Grab minetest_game from the usual spot: https://github.com/celeron55/minetest_game

Important: 0.4.4 is not network-compatible with 0.4.3, but your mods/textures/etc will still work. Keep a 0.4.3 build on hand for use on servers until they've been updated.


Awesome, i did it today! i really like the animated water. Watch out Minecraft, Minetest is growing fast.


You click ZIP, It's up the top under the branch: master bar.
 

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by Josh » Tue Nov 27, 2012 04:17

Now that we have 3d players, let's create 3d Oerkii's and Dungeon Master's that walk :)
Last edited by Josh on Tue Nov 27, 2012 04:17, edited 1 time in total.
 

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by davidpace » Tue Nov 27, 2012 04:18

I unzipped it, now what? (I am using Ubuntu right now)
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by jordan4ibanez » Tue Nov 27, 2012 04:21

Sitting! Now we can make chairs :3

Edit: Should add a swimming animation too!
Last edited by jordan4ibanez on Tue Nov 27, 2012 04:24, edited 1 time in total.
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by Josh » Tue Nov 27, 2012 04:23

davidpace wrote:I unzipped it, now what? (I am using Ubuntu right now)


If you have gone to github and found minetest-master, compile that and put the minetest-game folder you unzipped into the games folder in your compiled minetest-master folder.
 

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by davidpace » Tue Nov 27, 2012 04:28

How do I compile? And yes I looked at the readme file on github.
Josh wrote:
davidpace wrote:I unzipped it, now what? (I am using Ubuntu right now)


If you have gone to github and found minetest-master, compile that and put the minetest-game folder you unzipped into the games folder in your compiled minetest-master folder.
Last edited by davidpace on Tue Nov 27, 2012 04:28, edited 1 time in total.
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by InfinityProject » Tue Nov 27, 2012 04:35

The readme tells you how to compile, as well as the stuff you need to compile. Just keep reading.
 

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by davidpace » Tue Nov 27, 2012 04:51

I have CMake, I just don't get how to do the stuff with the Source code, and whenever I try to it gives me a bunch of errors. And some of the stuff it says doesn't make sense
InfinityProject wrote:The readme tells you how to compile, as well as the stuff you need to compile. Just keep reading.
Last edited by davidpace on Tue Nov 27, 2012 04:51, edited 1 time in total.
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by Menche » Tue Nov 27, 2012 05:26

davidpace wrote:I have CMake, I just don't get how to do the stuff with the Source code, and whenever I try to it gives me a bunch of errors. And some of the stuff it says doesn't make sense
InfinityProject wrote:The readme tells you how to compile, as well as the stuff you need to compile. Just keep reading.

How far did you get? Which command gives what errors?
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by davidpace » Tue Nov 27, 2012 07:18

Oh, just forget it, I will just wait for an official 0.4.4. thanks anyway
Menche wrote:
davidpace wrote:I have CMake, I just don't get how to do the stuff with the Source code, and whenever I try to it gives me a bunch of errors. And some of the stuff it says doesn't make sense
InfinityProject wrote:The readme tells you how to compile, as well as the stuff you need to compile. Just keep reading.

How far did you get? Which command gives what errors?
Taking a break for a while see ya guys!

In some of my posts I will be putting "Secret" White sentences.. Tell me if you see them!!! :D
 

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by Melkor » Tue Nov 27, 2012 11:30

Josh wrote:Now that we have 3d players, let's create 3d Oerkii's and Dungeon Master's that walk :)


hey! i made an Oerkii and a DM some time ago, it still need to be texturized!

here: http://minetest.net/forum/viewtopic.php?pid=19952#p19952
Last edited by Melkor on Tue Nov 27, 2012 11:31, edited 1 time in total.
 

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by MirceaKitsune » Tue Nov 27, 2012 14:06

The changes I mentioned last night are upstream, please update to latest code and minetest_game. Skins with alpha channel as well as hats will now work.
 

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by lord_james » Tue Nov 27, 2012 23:33

Could it be possible add mesh like wielded object? And another entities?
 

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by MirceaKitsune » Tue Nov 27, 2012 23:38

Wielded items are planned and should be fully possible with the current lua api. We just need to maintain one lua entity as the wielded item for each player (spawned when the player joins and removed when the player unjoins), have it copy the visuals of the item that player is holding, and have it attached to the tip of the right arm.
 

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by lord_james » Wed Nov 28, 2012 00:04

I'm sorry. I didn't explain so good. It could be possible create a 3d mesh for a wieded item? For example, a 3d brick or a 3d gun.
 

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by Josh » Wed Nov 28, 2012 02:03

Melkor wrote:
Josh wrote:Now that we have 3d players, let's create 3d Oerkii's and Dungeon Master's that walk :)


hey! i made an Oerkii and a DM some time ago, it still need to be texturized!

here: http://minetest.net/forum/viewtopic.php?pid=19952#p19952


That's what i was thinking about. If we texturize them, then we can make them walk like a 3d player!
 

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by leo_rockway » Wed Nov 28, 2012 02:26

Josh wrote:
Melkor wrote:
Josh wrote:Now that we have 3d players, let's create 3d Oerkii's and Dungeon Master's that walk :)


hey! i made an Oerkii and a DM some time ago, it still need to be texturized!

here: http://minetest.net/forum/viewtopic.php?pid=19952#p19952


That's what i was thinking about. If we texturize them, then we can make them walk like a 3d player!


I like how the Oerkii seemed to glide or hover. I wouldn't even give it a walking animation o.o Kind of like a ghost.
 

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by MirceaKitsune » Wed Nov 28, 2012 10:14

lord_james wrote:I'm sorry. I didn't explain so good. It could be possible create a 3d mesh for a wieded item? For example, a 3d brick or a 3d gun.


Ah. That I don't know for sure, but I think not. Models are for players and lua entities, so unless a wield item can be set to "mesh" drawtype instead of "wielditem" then no. But that shouldn't be too hard to adapt to the current code I believe.
 

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by Ragnar » Wed Nov 28, 2012 10:16

wait, does that mean, that you are making another 3D player?
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by MirceaKitsune » Wed Nov 28, 2012 16:09

Ragnar wrote:wait, does that mean, that you are making another 3D player?
AWESOME :D


Not me. Might make some other models for personal use, but later. I think the big concern is 3D animals / mobs for now, but I doubt I'll be diving into that myself (Blender is easy to use and the maker of the Mob Framework knows best what's needed).
 

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by babe223 » Thu Nov 29, 2012 14:20

would be interesting if we could see our characters, as in minecraft
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by Mito551 » Fri Nov 30, 2012 20:15

excuse me, but i've ran into a problem with trying to get models to my dwarves game. what should i do to add model-stuff into a game?

what mods can block the loading?
Last edited by Mito551 on Fri Nov 30, 2012 20:27, edited 1 time in total.
 

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by MirceaKitsune » Sat Dec 01, 2012 00:04

babe223 wrote:would be interesting if we could see our characters, as in minecraft


Could be done with some code changes I think. A character editor menu will be needed at some point... it would be nice if the player's appearance could be shown there too. Also, we need a way to toggle between third person and first person views later on.

Mito551 wrote:excuse me, but i've ran into a problem with trying to get models to my dwarves game. what should i do to add model-stuff into a game?

what mods can block the loading?


Make a rigged model in Blender, animate it in the timeline, and export it to the x format (enable the DirectX mesh exported in preferences -> addons first). Then in the lua script, set the entity's object properties mesh="filename.x" and visual = "mesh". See the player.lua script for the whole thing and how to change animations.
 

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