[Mod] Mesh primitive objects [0.22] [slope_test]

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

[Mod] Mesh primitive objects [0.22] [slope_test]

by VanessaE » Tue Oct 21, 2014 03:48

Here's a simple mod that uses the new mesh draw type to supply some geometric primitives and a few shapes derived from them, suitable for roof shingles, columns, etc.

These aren't entities, they're nodes, and unlike the old method of using tons of small nodeboxes to create shapes, they are perfectly flat and/or diagonal and/or round (well, as much so as a computer is capable of anyway). The slopes consist of only a few faces/polygons each, while the more rounded objects have far more (though enormously less than a nodebox-based equivalent at a passable resolution would have).

All of the objects are based on Blender's built-in primitives. Why re-invent the wheel, right? :-)

Image
Some of the shapes that can be made with this mod. The inventory at the bottom shows the full set of primitives.

Usage:

Nothing special to using them really. Get a few (creative or /giveme, see list below) and place them. Note that a few of these only have the "_onetexture" variety. The one-piece "long" slope takes up two nodes; point at where the back/thick end should go. The code does not check for adequate space before placing. Also, the code does not attempt to auto-place the front/back halves of the two-node version of the long slope..
+ "Show node list..."

Technical info:
+ "Show details..."

Convert and update old stuff!

Got nodebox models you want to import into Blender for further editing? Try my bash script below to help out.
+ "Show the code..."

Depends: minetest_game/default and Minetest engine development build from commit d2219171 or later (anything older will either just show cubes, or models that are way too small).

Download:
slope_test-23.zip
(2.76 MiB) Downloaded 299 times


License: WTFPL for code and models, CC-By-SA for the textures.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

Re: [Mod] Meshes Slope test [0.1][slope_test]

by philipbenr » Tue Oct 21, 2014 04:09

Cool. /me searches for the download... :(

This will help speed the learning process. I need to learn UV texturing for my Subgame. Thanks VanessaE!
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: [Mod] Mesh slopes test [0.1][slope_test]

by ExeterDad » Tue Oct 21, 2014 10:26

Thanks VanessaE
Valuable learning tool. Totally re-invents the wheel... errr Block.

At the time I was just getting off my butt and mastering a nodebox or two. :D
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

User avatar
Linuxdirk
Member
 
Posts: 497
Joined: Wed Sep 17, 2014 11:21
GitHub: dsohler
In-game: Linuxdirk

Re: [Mod] Mesh slopes test [0.1][slope_test]

by Linuxdirk » Tue Oct 21, 2014 10:44

Looks great! I hope all requirements for this will make it in Minetest 0.5.x and the new technique will make it into home decor and thus into Carbone game :)
 

TriBlade9
Member
 
Posts: 89
Joined: Fri Sep 05, 2014 09:35

Re: [Mod] Mesh slopes test [0.1][slope_test]

by TriBlade9 » Tue Oct 21, 2014 11:29

Awesome Vanessa! That looks absolutely wonderful, and it has so many more implications for the game. Keep up the good work!
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [Mod] Mesh slopes test [0.1][slope_test]

by Minetestforfun » Tue Oct 21, 2014 14:13

Wow, good work VanessaE !
 

Hashlime
Member
 
Posts: 12
Joined: Fri Oct 17, 2014 23:36

Re: [Mod] Mesh slopes test [0.1][slope_test]

by Hashlime » Tue Oct 21, 2014 14:37

Really cool but the collision/selection box can't be defined with the .obj ?
 

User avatar
Nathan.S
Member
 
Posts: 679
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [Mod] Mesh slopes test [0.1][slope_test]

by Nathan.S » Tue Oct 21, 2014 15:23

Looking very cool. Just in time to add 3d models to my new mod.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Mesh slopes test [0.1][slope_test]

by VanessaE » Wed Oct 22, 2014 02:56

New version, fixes the texture errors some folks had with the previous one (Irrlicht rounding errors at the edges of the UV objects?). Also got rid of some redundant/leftover files.

This required that I rearrange the texture maps slightly and enlarge them to 64x64px, to allow for some added space between the various objects so that there is room to lay down some border pixels around them.

See first post attachment.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mesh slopes test [0.6][slope_test]

by Don » Wed Oct 22, 2014 04:18

Wow. That's all I can say is wow
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Mesh slopes test [0.6][slope_test]

by VanessaE » Wed Oct 22, 2014 15:35

Update: new version. Now there are versions of these models in the mod that use ordinary texture files (these just happen to point to default_stone.png), so they'll work with any texture or texture packs you want. These secondary models should be suitable as drop-in replacements for all those nodebox-based slopes that were derived from the ones Jeija's "irregular" mod.

...and this time the screenshot shows the original wood texture on the neighboring cubes instead of the tweaked one that my game uses. ;-)
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mesh slopes test [0.7][slope_test]

by Don » Wed Oct 22, 2014 16:40

I just compiled the latest minetest. was playing with your slopes. They look awesome.

One thing I did notice is when bumpmapping is turned on the texture looks blury. I don't usually use bumpmapping so it isnt a big deal to me. Just though I would let you know.

Besides that I am very impressed.

screenshot
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Mesh slopes test [0.7][slope_test]

by VanessaE » Wed Oct 22, 2014 18:14

Try the stone-based ones. They use the original default textures, so they'll do whatever a stone block does. Feel free to edit the code to swap in, say, wood or sandstone, or any other standard texture.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mesh slopes test [0.7][slope_test]

by Don » Wed Oct 22, 2014 18:30

VanessaE wrote:Try the stone-based ones. They use the original default textures, so they'll do whatever a stone block does. Feel free to edit the code to swap in, say, wood or sandstone, or any other standard texture.

The stone works great with bumpmapping.
I plan on doing some swapping and playing. I just wish I knew Blender so I can make more models.

Thanks for your hard work!
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Mesh slopes test [0.7][slope_test]

by VanessaE » Wed Oct 22, 2014 19:51

New version, just moved the .blend files to their own folder to keep them out of the way (some folks' Minetest clients were throwing warnings because of their presence in the models/ folder).
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Mesh primitive objects [0.10] [slope_test]

by VanessaE » Thu Oct 23, 2014 19:58

New version, includes blender's cylinder primitive now.

EDIT: updated to v0.10, made the texture for the UV-map version of the cylinder 64x64 px so that the pixels don't look stretched out.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mesh primitive objects [0.10] [slope_test]

by Don » Thu Oct 23, 2014 20:56

VanessaE wrote:New version, includes blender's cylinder primitive now.

EDIT: updated to v0.10, made the texture for the UV-map version of the cylinder 64x64 px so that the pixels don't look stretched out.

You're on a roll! Great work.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

Re: [Mod] Mesh primitive objects [0.10] [slope_test]

by Topywo » Fri Oct 24, 2014 09:19

Thanks VanessaE :-)
I tested the versions before cylinders and they looked good (I prefer the full collison box by the way).

I have one (very general) question you may know the answer.
What impact have the meshnodes on the performance of minetest compared with other node types?
 

User avatar
jp
Member
 
Posts: 705
Joined: Wed Dec 18, 2013 09:03
GitHub: kilbith

Re: [Mod] Mesh primitive objects [0.10] [slope_test]

by jp » Fri Oct 24, 2014 10:05

Topywo wrote:What impact have the meshnodes on the performance of minetest compared with other node types?

Equivalent or even better. All meshes (nodeboxes included) are directly handled by Irrlicht.
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by VanessaE » Fri Oct 24, 2014 12:05

Update: Version 0.11, added models equivalent to the various shapes found in Technic's CNC machine. Specifically, only those shapes where a model is actually needed: the quarter-rounded blocks, their corresponding corners, pyramids, and one other object I can only describe as a squared-sphere "blob". Meshes/models would be overkill for the other shapes provided by that machine.

See first post for download link and node list.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Inocudom » Fri Oct 24, 2014 13:02

VanessaE wrote:Update: Version 0.11, added models equivalent to the various shapes found in Technic's CNC machine. Specifically, only those shapes where a model is actually needed: the quarter-rounded blocks, their corresponding corners, pyramids, and one other object I can only describe as a squared-sphere "blob". Meshes/models would be overkill for the other shapes provided by that machine.

See first post for download link and node list.

Nodebox models draw all faces of all cubes that they are made of, which is in contrast to the fact that meshes do not have this flaw. Of course, very simple nodebox models shouldn't need to become meshes, unless a gain in fps could come from doing so.
 

User avatar
rubenwardy
Member
 
Posts: 4500
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by rubenwardy » Fri Oct 24, 2014 14:38

All nodeboxes are converted to mesh nodes now when the game is loading, iirc.
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Krock » Fri Oct 24, 2014 15:54

Yay! Totally round nodes exist now!
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

User avatar
Esteban
Member
 
Posts: 872
Joined: Sun Sep 08, 2013 13:26
GitHub: Esteban-
IRC: Esteban
In-game: Esteban

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Esteban » Fri Oct 24, 2014 15:59

Krock wrote:Yay! Totally round nodes exist now!

Could smooth grass hills can be done using meshnodes? :D
+ like these
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Evergreen » Fri Oct 24, 2014 18:42

For some reason, the new meshnodes aren't working for me. I have the latest git version, but they just appear as cubes.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Don » Fri Oct 24, 2014 19:43

Esteban wrote:
Krock wrote:Yay! Totally round nodes exist now!

Could smooth grass hills can be done using meshnodes? :D
+ like these

I was thinking the same thing. Going to try the grass texture and see how it looks.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
RealBadAngel
Member
 
Posts: 556
Joined: Wed Jul 18, 2012 16:30

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by RealBadAngel » Fri Oct 24, 2014 19:55

Evergreen wrote:For some reason, the new meshnodes aren't working for me. I have the latest git version, but they just appear as cubes.


If they appear as cubes it means you DONT have latest git.
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Don » Fri Oct 24, 2014 20:09

smooth hills are awesome. Much better then nodeboxes.

Image
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

User avatar
Evergreen
Member
 
Posts: 2131
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Evergreen » Fri Oct 24, 2014 20:59

RealBadAngel wrote:
Evergreen wrote:For some reason, the new meshnodes aren't working for me. I have the latest git version, but they just appear as cubes.


If they appear as cubes it means you DONT have latest git.

I do have the latest git, but they still appear as cubes.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Don » Fri Oct 24, 2014 21:32

Evergreen wrote:
RealBadAngel wrote:
Evergreen wrote:For some reason, the new meshnodes aren't working for me. I have the latest git version, but they just appear as cubes.


If they appear as cubes it means you DONT have latest git.

I do have the latest git, but they still appear as cubes.

I compiled the latest minetest from git yesterday. Tested the mesh slopes with different settings and every time I got a smooth mesh. Maybe try compiling again.
Last edited by Don on Fri Oct 24, 2014 23:25, edited 1 time in total.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

Next

Return to WIP Mods

Who is online

Users browsing this forum: No registered users and 10 guests

cron