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Could something like this be created

PostPosted: Sat Sep 14, 2013 23:24
by super_tnt
I would like to know if there is enough support to make a mod which would result in the following.Image
If so I would love to make a mod around this with all sorts of stuff.

Basically is the enough support to make moving objects like the one's in the above image. And what animation support if any is included.

PostPosted: Sat Sep 14, 2013 23:37
by Inocudom
I wish this was possible in Minetest, but I can't guarantee that it would be. It would be very nice, however.

PostPosted: Sun Sep 15, 2013 06:11
by LionsDen
I think you could do it if you created a new node for each portion of the animation and then coded it to keep changing the nodes from one to the next all of the time.

PostPosted: Sun Sep 15, 2013 07:37
by Nore
It could be possible to do this with entities, however I don't know if it is possible to set entity pitch yet.

PostPosted: Sun Sep 15, 2013 08:01
by Casimir
Pitch is not possible yet. But a mod with just the physics would be very interesting. At first a static nodebox with animated textures would be enough for the visual part.

PostPosted: Sun Sep 15, 2013 12:04
by hoodedice
I guess it would be possible, if you leave out the physics part.

PostPosted: Sun Sep 15, 2013 13:01
by stu
It is certainly possible with an animated entity or animated entities but it would be purely aesthetic.

PostPosted: Sun Sep 15, 2013 15:02
by Sokomine
A wind- or watermill plus some simplified gears would be great! I've been looking for something like this for some time. What it takes is basicly the animation for the sails of the windmill and the animation for a waterweel. Both could be done either with models or even with signlike or an overlarge nodebox (several nodes large) with some suitable animations and transparency where needed. With smaller trunks between the gear nodes, perhaps even round nodeboxes like the ones the pipes mod comes with, animated images may be enough to make it look like it's rotating. The physics could then be limited to some formspecs and would bear not much resemblance to the animation.
Hope someone who can do so does the animations! I'd be glad with a waterwheel- and mill-sail-animation in animated image format.

PostPosted: Sun Sep 15, 2013 15:03
by jojoa1997
Anything is Possible with coding. It is just the fact if you are skilled enough to code it ore if support for it has been coded in C++

PostPosted: Sun Sep 15, 2013 15:51
by rubenwardy
Anything is possible with coding - if you use the cpp side, and you do not go over hardware limits

PostPosted: Sun Sep 15, 2013 16:30
by Sokomine
I object to "anything is possible with coding"! There are limits to it. The most obvious limits would be those set by Irrlicht. Rubenwardy already mentioned hardware limits.

PostPosted: Sun Sep 15, 2013 17:25
by Zeg9
This IS possible. If someone has the time to fix the entity-related problems, or to implement a "model" node drawtype.
The second option would be best IMO; with the current code the rotating parts would just duplicate or disappear :P

PostPosted: Sun Sep 15, 2013 17:47
by Sokomine
Hm...loose windmill sails sailing through the worlds...watermill wheels going through towns...guess we better stick to save nodeboxes :-) The question remains: Can someone do animated textures for them?

PostPosted: Sun Sep 15, 2013 18:47
by super_tnt
I have little knowledge of pitch and yaw so I certainly don't know the difference between the two. If I do use animated entities, I can have rotating objects like the axle and the windmill, right? If so then I'll use animated entities, the windmill only needs to spin to look pretty, however the axles should spin based on the direction the windmill and if it's neighbours are spinning. If possible could I create about 6 entites, 2 moving (clockwise and anti-clockwise) facing one direction, 2 moving facing the other direction and 2 still for both directions. This raises a bunch of questions about entities; if I have neighbouring entities, can I keep their animations synced. Can I spawn entities inside of an invisible node? Can they store metadata like node's?

PostPosted: Sun Sep 15, 2013 20:05
by Casimir

PostPosted: Wed Sep 18, 2013 03:21
by ch98
I am making an scientific mod and wind is in it so it may be possible.

PostPosted: Wed Sep 18, 2013 08:38
by super_tnt
Well, I've started work making the entity for the windmill, I plan on making a mechanical mod around the above image with all sorts of things, Including mechanical power and electrical generators (which will be tiered), the generators will connect to any axel and when it is spinning, electricity is generated.

PostPosted: Wed Sep 18, 2013 08:40
by super_tnt
Well, I've started work making the entity for the windmill, I plan on making a mechanical mod around the above image with all sorts of things, Including mechanical power and electrical generators (which will be tiered), the generators will connect to any axel and when it is spinning, electricity is generated.