brunob.santos wrote:Someone could show me a tutorial for creating mods
Chinchow wrote:Does anyone know how to set up schematics?
Aqua wrote:Likwid H-Craft wrote:Title:How do I upload a Model?
You see I made a model and I like to, inport it on, Minetest but how do I?
And is there a way have the textures to work to like the player.
What did you make the model on? Blender? I think you have to import it to a .X file using DirectX or something.
Ikishida wrote:Aqua wrote:Likwid H-Craft wrote:Title:How do I upload a Model?
You see I made a model and I like to, inport it on, Minetest but how do I?
And is there a way have the textures to work to like the player.
What did you make the model on? Blender? I think you have to import it to a .X file using DirectX or something.
where can I download DirectX or Blender?
Chinchow wrote:Chinchow wrote:Does anyone know how to set up schematics?
Sorry about this just bumping the question in case someone that does know didn't see it.
Lua Docs wrote:Schematics:
minetest.create_schematic(p1, p2, probability_list, filename)
^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
^ Apply the specified probability values to the specified nodes in probability_list.
^ probability_list is an array of tables containing two fields, pos and prob.
^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
^ If there are two or more entries with the same pos value, the last occuring in the array is used.
^ If pos is not inside the box formed by p1 and p2, it is ignored.
^ If probability_list is nil, no probabilities are applied.
^ Saves schematic in the Minetest Schematic format to filename.
fairiestoy wrote:Chinchow wrote:Chinchow wrote:Does anyone know how to set up schematics?
Sorry about this just bumping the question in case someone that does know didn't see it.
Question would be what exactly you want to know. Docs says this:Lua Docs wrote:Schematics:
minetest.create_schematic(p1, p2, probability_list, filename)
^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
^ Apply the specified probability values to the specified nodes in probability_list.
^ probability_list is an array of tables containing two fields, pos and prob.
^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
^ If there are two or more entries with the same pos value, the last occuring in the array is used.
^ If pos is not inside the box formed by p1 and p2, it is ignored.
^ If probability_list is nil, no probabilities are applied.
^ Saves schematic in the Minetest Schematic format to filename.
That would lead ( to me ) to a example call like this:
minetest.create_schematic( {x=1,y=1,z=0}, {x=10,y=10,z=5}, nil, 'test_schematic' )
Which would lead to a box with a x_length = 10 , y_length = 10, height = 6, didn't test it though. Was how i understood the explanation. Otherwise did you took a look at the City generator of MKitsune? Its using schematics iirc.
Chinchow wrote:I will look into what you showed me but MirceaKitsune's files are all in .mts and I can't open those or edit them so they just look like mush.
//mtschemcreate your_file_name

durtective6 wrote:Hi, im just wondering, for my mod i'd like to make a alchemy furnace like thing. It would be like the alloy furnaces from things like technic, however i do not know how to add in the second slot for things to smelt like what the alloy furnaces have. Would someone be able to help? and also how would you make a new crafting type like what the furnace has (cooking) as i would like to make alchemy as a type. thanks for any help
durtective6 wrote:i have but have had no luck, ive also looked at this https://forum.minetest.net/viewtopic.php?id=3546 with only little success plus i dont like editing other peoples code and posting it because it doesnt look like i made the mod, i only look at other code to see if im doing stuff right
Chinchow wrote:Thanks for the help Sokomine a sneak peek of things to come:
https://pbs.twimg.com/media/BYEzucBCAAAx3TW.png
Cheers!
paramat wrote:Chinchow wrote:Thanks for the help Sokomine a sneak peek of things to come:
https://pbs.twimg.com/media/BYEzucBCAAAx3TW.png
Cheers!
Wow is that MGV7? that red terrain look very interesting.
-- Suicide command
minetest.register_chatcommand("spawn",
{
params = "",
description = "Causes you to die and respawn",
func = function(name, param)
minetest.env:get_player_by_name(name):set_hp(0);
end
})
fairiestoy wrote:I suggest you dig through this here:
Multispawn
Use this mod as it is, or just extract the spawn/teleport part of it
paramat wrote:Once i get my mits on 0.4.8 stable how do i make "air" nodes drownable, for my space mods, is it even possible?
wcwyes wrote:None of these appear to refer to the static spawn.fairiestoy wrote:I suggest you dig through this here:
Multispawn
Use this mod as it is, or just extract the spawn/teleport part of it
fairiestoy wrote:wcwyes wrote:None of these appear to refer to the static spawn.fairiestoy wrote:I suggest you dig through this here:
Multispawn
Use this mod as it is, or just extract the spawn/teleport part of it
And again i suggest to use google. If you google 'minetest static spawn', you get enough answers ( i prefer the second link, is more up to date ). Question is: Are you talking about the spawn set in config: Use minetest.setting_get ( or so ) from the API to get the value and let the user spawn there. Otherwise use the mod i linked as reference to set your own spawn point.
minetest.register_chatcommand("spawn",
{
params = "",
description = "Causes you to die and respawn",
func = function(name, pos)
local spawn_point = minetest.setting_get("static_spawnpoint")
local player = minetest.env:get_player_by_name(name)
player:setpos(spawn_point);
end
})minetest.register_chatcommand("spawn", {
params = "",
description = "Return to spawn",
func = function(name)
local spawn_point = minetest.string_to_pos(minetest.setting_get("static_spawnpoint") or "0,0,0")
local player = minetest.get_player_by_name(name)
player:setpos(spawn_point);
end
})
thankskaeza wrote: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_chatcommand("spawn", {
params = "",
description = "Return to spawn",
func = function(name)
local spawn_point = minetest.string_to_pos(minetest.setting_get("static_spawnpoint") or "0,0,0")
local player = minetest.get_player_by_name(name)
player:setpos(spawn_point);
end
})
locations = minetest.find_nodes_in_area(minp, maxp, sand_nodes)
for k,v in ipairs(locations) do
minetest.set_node( v, {name=sand_replacement_node} )
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