Capes. Are they possible?

Rhys
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Capes. Are they possible?

by Rhys » Sun Sep 08, 2013 14:03

Hello! Just wondered something - In Minecraft, they have like special capes. Can we re create that on Minetest?
 

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Dan Duncombe
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by Dan Duncombe » Sun Sep 08, 2013 14:03

Rhys wrote:Hello! Just wondered something - In Minecraft, they have like special capes. Can we re create that on Minetest?

If you adjust the player model, sure.
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by Rhys » Sun Sep 08, 2013 14:22

Dan Duncombe wrote:
Rhys wrote:Hello! Just wondered something - In Minecraft, they have like special capes. Can we re create that on Minetest?

If you adjust the player model, sure.


So, it is possible then, but how do I do it?
 

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by Dan Duncombe » Sun Sep 08, 2013 15:09

Rhys wrote:
Dan Duncombe wrote:
Rhys wrote:Hello! Just wondered something - In Minecraft, they have like special capes. Can we re create that on Minetest?

If you adjust the player model, sure.


So, it is possible then, but how do I do it?

Get Blender, then re-export the model, with all animations, as .x, making sure you have textured it, then make a new skin for Sam that includes the cape.This will probably break compatability with every other skin.
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by Zeg9 » Sun Sep 08, 2013 18:31

Dan Duncombe wrote:This will probably break compatability with every other skin.

Not if you use multiple textures / UV maps; IIRC this feature has been merged some time ago.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Gambit » Sun Sep 08, 2013 21:48

Wouldn't it possible to have a Player model with a Cape already attached and animated, but with two defferant textures. The Player model only will have .PNG for itself, and the cape will have its own .PNG which perhaps mods be made to change it from a .PNG with no pixels (Invisible=no cape) to a .PNG with a cape design.

I tried to explain it in the most convoluted way possible.
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by sfan5 » Mon Sep 09, 2013 05:23

Gambit wrote:Wouldn't it possible to have a Player model with a Cape already attached and animated, but with two defferant textures. The Player model only will have .PNG for itself, and the cape will have its own .PNG which perhaps mods be made to change it from a .PNG with no pixels (Invisible=no cape) to a .PNG with a cape design.

I tried to explain it in the most convoluted way possible.

Yes, that would be possible
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by hoodedice » Mon Sep 09, 2013 08:55

sfan5 wrote:
Gambit wrote:Wouldn't it possible to have a Player model with a Cape already attached and animated, but with two defferant textures. The Player model only will have .PNG for itself, and the cape will have its own .PNG which perhaps mods be made to change it from a .PNG with no pixels (Invisible=no cape) to a .PNG with a cape design.

I tried to explain it in the most convoluted way possible.

Yes, that would be possible


That could be well extended to include about every other wearable item. However, won't this make the model 'heavy'?
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Rhys » Mon Sep 09, 2013 14:33

Blender? A offline downloadable program? I could always like make a cape "skin" for the player skin, and changeable in the game. What I mean by this is making a implemented cape in the skin (First Try), then after, make it stand out (Second Try), then, Make it move (Third Try).
 

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by hoodedice » Mon Sep 09, 2013 16:42

Rhys wrote:Blender? A offline downloadable program? I could always like make a cape "skin" for the player skin, and changeable in the game. What I mean by this is making a implemented cape in the skin (First Try), then after, make it stand out (Second Try), then, Make it move (Third Try).


Ya, that. The current character does not have a cape part built in. You'll have to make that!
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Jordach » Mon Sep 09, 2013 20:28

I can do this in a day. Honest. Also with animation.

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by jojoa1997 » Mon Sep 09, 2013 22:18

Jordach wrote:I can do this in a day. Honest. Also with animation.
I hereby knight you commander of blender.
Image
Coding;
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by nolan » Mon Sep 09, 2013 23:15

jojoa1997 wrote:
Jordach wrote:I can do this in a day. Honest. Also with animation.
I hereby knight you commander of blender.
http://www.janetchui.net/images/19.jpg

I think Pavel_S would be a better choice, Jordach could be the prince
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by Evergreen » Tue Sep 10, 2013 00:06

nolan wrote:
jojoa1997 wrote:
Jordach wrote:I can do this in a day. Honest. Also with animation.
I hereby knight you commander of blender.
http://www.janetchui.net/images/19.jpg

I think Pavel_S would be a better choice, Jordach could be the prince
If you have been paying attention to his random blender renders topic and irc, I believe you would think otherwise. :P
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by Jordach » Tue Sep 10, 2013 06:42

Evergreen wrote:
nolan wrote:
jojoa1997 wrote:I hereby knight you commander of blender.
http://www.janetchui.net/images/19.jpg

I think Pavel_S would be a better choice, Jordach could be the prince
If you have been paying attention to his random blender renders topic and irc, I believe you would think otherwise. :P
Pavel's models don't have a flexible chest, improved bendy arms.

No to mention a (nearly) working mouth.

EDIT: Using space in the skin, it is possible without using two skins.
Last edited by Jordach on Tue Sep 10, 2013 06:44, edited 1 time in total.

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by Rhys » Tue Sep 10, 2013 15:50

Jordach wrote:I can do this in a day. Honest. Also with animation.


Not gonna stop ya. :)
 

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by tinoesroho » Tue Sep 10, 2013 16:21

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by Jordach » Tue Sep 10, 2013 16:49

Yes, they are possible:
Image
I just need to animate and we're away!!
Image
Hint, hint.

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by Evergreen » Tue Sep 10, 2013 17:50

Jordach wrote:Yes, they are possible:
http://mg.viewskew.com/mgoblin_media/media_entries/365/samcape.png
I just need to animate and we're away!!
http://i.imgur.com/rVsZcTP.png
Hint, hint.
No compatabillty breaking! YAY! Amazing job Jordach!
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by Jordach » Tue Sep 10, 2013 18:05

Image
Image
Works just like a hat layer.

EDIT: https://github.com/minetest/minetest_game/pull/201

It includes a capeless Sam II, W007!

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by Rhys » Tue Sep 10, 2013 19:22

Jordach wrote:http://i.imgur.com/nPR4Ju7.png
http://i.imgur.com/1feBz1Z.png
Works just like a hat layer.

EDIT: https://github.com/minetest/minetest_game/pull/201

It includes a capeless Sam II, W007!


Jesus christ dude, its awesome! Can I take this into a further capes mod? :)
Last edited by Rhys on Tue Sep 10, 2013 19:23, edited 1 time in total.
 

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by Evergreen » Tue Sep 10, 2013 19:23

Rhys wrote:
Jordach wrote:http://i.imgur.com/nPR4Ju7.png
http://i.imgur.com/1feBz1Z.png
Works just like a hat layer.

EDIT: https://github.com/minetest/minetest_game/pull/201

It includes a capeless Sam II, W007!


Jesus christ dude, its awesome? Can I take this into a further capes mod? :)
No, it can't be a mod. The cape is built into the player model, so it can't be made with a mod. It will also be pointless if his pull request is merged.
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by Rhys » Tue Sep 10, 2013 19:24

I can take some skins mod code, and do like a cape changer?
 

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by Evergreen » Tue Sep 10, 2013 19:29

Rhys wrote:I can take some skins mod code, and do like a cape changer?
In the way Jordach did it, the capes are a part of the skin, so there is no changing the capes via mods. (unless the mod retextures the player skin)
Last edited by Evergreen on Tue Sep 10, 2013 19:30, edited 1 time in total.
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by Jordach » Tue Sep 10, 2013 19:42

See this part of the skin:
Image
You see that red section, that creates a cape when used with my cape model.

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by hoodedice » Tue Sep 10, 2013 20:15

Yo, extend the cape a bit.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Jordach » Tue Sep 10, 2013 20:33

hoodedice wrote:Yo, extend the cape a bit.
A) It's the same size of the Minecraft cape.
B) Fuck no, then I will REALLY NEED a SECOND texture.

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by BlockMen » Tue Sep 10, 2013 20:44

Jordach wrote:http://i.imgur.com/nPR4Ju7.png
http://i.imgur.com/1feBz1Z.png
Works just like a hat layer.

EDIT: https://github.com/minetest/minetest_game/pull/201

It includes a capeless Sam II, W007!


Wow, thats awesome!


Evergreen wrote:
Rhys wrote:Jesus christ dude, its awesome? Can I take this into a further capes mod? :)
No, it can't be a mod. The cape is built into the player model, so it can't be made with a mod. It will also be pointless if his pull request is merged.


Wut? Ofc you can make a capes mod based on that pull request. Actually its kinda easy...

EDIT: here a short video of the player with cape, added by simple testing mod
Last edited by BlockMen on Tue Sep 10, 2013 22:45, edited 1 time in total.
 

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by BrandonReese » Tue Sep 10, 2013 22:30

Evergreen wrote:
Rhys wrote:I can take some skins mod code, and do like a cape changer?
In the way Jordach did it, the capes are a part of the skin, so there is no changing the capes via mods. (unless the mod retextures the player skin)


The way the 3d_armor mod adds armor should work for adding capes, right?
 

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by Rhys » Wed Sep 11, 2013 15:00

Evergreen wrote:
Rhys wrote:I can take some skins mod code, and do like a cape changer?
In the way Jordach did it, the capes are a part of the skin, so there is no changing the capes via mods. (unless the mod retextures the player skin)


Thats exactly what I mean! Skins can change skins... That skin with the cape is a skin. So, if I just take the init from skins, and add some new cape skins... there you go!
 

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