Using meshes/models for nodes, ...

fraang
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Using meshes/models for nodes, ...

by fraang » Sat Jan 04, 2014 15:27

So I was wondering if there is a way to use models other than for players. Is it possible to use them for nodes/crafts/items at the moment?

The reason for it is that sometimes it easier to use a mesh for certain objects than producing the model for them procedurally. Of course someone has to be careful not to use them to much. Especially for nodes. It could ruin the performance but I think for complex things it is better.

Is this feature planned for the future? Is someone willing to do it?
I am willing to it myself but I am not familiar with the codebase and I need some time to find into it.
I know C++ and played around with irrllicht already but could use some pointers into the right places. :)
 

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hoodedice
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by hoodedice » Sat Jan 04, 2014 16:15

fraang wrote:So I was wondering if there is a way to use models other than for players. Is it possible to use them for nodes/crafts/items at the moment?

The reason for it is that sometimes it easier to use a mesh for certain objects than producing the model for them procedurally. Of course someone has to be careful not to use them to much. Especially for nodes. It could ruin the performance but I think for complex things it is better.

Is this feature planned for the future? Is someone willing to do it?
I am willing to it myself but I am not familiar with the codebase and I need some time to find into it.
I know C++ and played around with irrllicht already but could use some pointers into the right places. :)


AFAIK, for entities, it is possible, look at carts, cars and the boat mods. They all use custom meshes. I even have my rollercoaster mesh lying around somewhere in Modding general...
Last edited by hoodedice on Sat Jan 04, 2014 16:15, edited 1 time in total.
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rubenwardy
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by rubenwardy » Sat Jan 04, 2014 16:38

You can not use them for nodes or items or tools.

I don't want that feature ever to be added; most model formats are not appropriate for Minetest voxels.
 


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