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Help with textures: everything is black

PostPosted: Fri May 10, 2013 01:44
by DoctorFool
So, I added nodes and an entity to my mod, and when they are placed in the world, they look all dark like there are no colors. Only "color" that is displayed is transparency. In the inventory the nodes look very correctly Images are saved as *.png, all of them look correctly. After changing some code I saw that this line was the problem:
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
drawtype = "allfaces",
but of course, removing it made my node not rendering the way I wanted.
Whole function is here:
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
minetest.register_node("aluminium_stuff:aluminium_scaffold",
    {
        tiles={"aluminium_stuff_aluminium_scaffold.png"},
        groups={snappy=1, choppy=1, oddly_breakable_by_hand=1, flammable=0},
        drawtype = "allfaces",
        climbable=true
    })

and here:
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
minetest.register_node("aluminium_stuff:aluminium_glass",
    {
        description = "Aluminium glass",
        tiles = {"aluminium_stuff_aluminium_glass.png"},
        drawtype = "glasslike",
        groups={snappy=1, choppy=1, oddly_breakable_by_hand=1, flammable=0}
    }
)

Same problem happens with my elevator entity, whose properties are:
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
local elevator = {
    physical = false,
    collision_box = {2.0, 2.0, 2.0, 0.0, 0.0, 0.0},
    visual = "mesh",
    mesh = "aluminium_stuff_aluminium_elevator.x",
    visual_size = {x=10, y=10},
    textures="aluminium_stuff_aluminium_elevator_metal.png",

    driver = nil,
    velocity = {x=0, y=0, z=0},
    old_pos = nil,
    old_velocity = nil,
    MAX_V = 15,
}

Any idea? Thanks.

PostPosted: Fri May 10, 2013 09:11
by PilzAdam
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
paramtype = "light",

PostPosted: Fri May 10, 2013 18:40
by DoctorFool
Thanks, it worked, but only with nodes. My entity is still bugging. I made the elevator with Blender, then exported to the DirectX format. Texture was applied and showed on the Blender render, but on Minetest the elevator is just completely black. Texture is on the same folder as .x file, and is referenced in the materials list of the X file.