Nathan.S wrote:I can try to map the chest tomorrow morning. I see you include the blend file, and are using the default textures. I think it might need a few extra materials that way, but it will keep texture pack comparability so I get why you did that.
Nathan.S wrote:I eliminated the hinge on the chest completely, as there was no texture in the chest textures that really seemed to make sense, it is also a lot easier to not deal with that little extra bit of geometry, that said if you want it I could add it in. Technically you could use a texture that you provide for the hinge and use the default textures for the chest. While I'm talking about textures let me mention, you don't need to include the default_chest_top/side/front.png files in your mod, as long as this mod depends on default it can use the textures from that mod.
I'll make a pull request in a short while, as soon as I export the new objs, and get the textures coded in. It actually ended up being much easier to do than I had thought it would be.
I did create an entirely new chest mesh rather than working with yours though... Rather than using a separate mesh for each side I just started with a cube, extruded a face on the top, and then in, making a hollow box. I then duplicated that, and rotated it to make the top of the chest. I've attached a couple images to show the comparison between yours and mine, both with textures, and in the wireframe view.
edit: have created a pull request.
Nathan.S wrote:This should work with any chest texture as long as lid seam in in the same location as the default chest. To accommodate connected chests it would just need to be stretched longer. I assume the connected chest texture is twice as wide as it is tall, but haven't really looked at that so I'm not positive if the texture would need anything else changed in the model. If it did, it would be simple to do.
yzelast wrote:I liked the chests a lot,very cool
Nathan.S wrote:The chest could be made a bit smaller so that the open lid doesn't stick into the node behind it, though it would still stick into any node above it. Another option would be to have the lid aligned to the back of the chest and sit over the front of it some, though that would look a little odd with the existing textures as it would require a special hinge that would sit on both of the outsides.
Nathan.S wrote:Rather than using visual scale it would be better to just move in the back side of the model in Blender and export it, this way it would line up on the floor, and could be made as wide as the full node, and just a little more shallow. The closed version could either be a nodebox or a mesh, I think Minetest converts nodeboxes into meshes anyways, so not sure how much of a difference that would take.
Nathan.S wrote:A picture is worth a thousand words, and a video is made of 30 frames a second, so a ten-ish minute video must be worth, well lots of words. :D
I'll link the video just as soon as it finishes processing and everything.
Nathan.S wrote:It's done now.
https://youtu.be/i4-6u5rLnSc
Napiophelios wrote:If you draw your nodeboxes differently, (like a frame instead of a panel)
you can get a more complete look for the glass doors/windows
Naj wrote:Doors are much better that way.. Doors have always been a problem for my buildings.
Diamond knight wrote:Myitemchest only works for treasure chests and not the kind players can craft and use normally, so keep the animated chests
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