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

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

by Evergreen » Fri Oct 24, 2014 23:00

It works now, after clearing the cmake cache and recompiling.
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Re: [Mod] Mesh primitive objects [0.12] [slope_test]

by VanessaE » Sat Oct 25, 2014 03:35

Another update: v0.12 adds cones and spheres from Blender's built-in models, one of the latter being a nice Earth globe. What would a set of primitives be without these? :D See first post.

Also, better selection and collision boxes on the two pyramid shapes.
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Re: [Mod] Mesh primitive objects [0.12] [slope_test]

by Don » Sat Oct 25, 2014 15:40

Loving it even more. Can't wait til this is supported in a stable release so it can be used on servers.

I was playing with it and set visual_scale to 10 on the globe. Thought you might like to see it.

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Re: [Mod] Mesh primitive objects [0.12] [slope_test]

by Minetestforfun » Sun Oct 26, 2014 15:05

your update is amazing VanessaE Oo
 

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Re: [Mod] Mesh primitive objects [0.12] [slope_test]

by Calinou » Sun Oct 26, 2014 19:05

Be sure to add sounds properties to the nodes.

Also maybe custom collision boxes for more of these nodes, to step nicely on them.

facedir + automatic usage for cylinders, to place them sideways?

Pyramids and cones can be used to make staircases. :D
 

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Re: [Mod] Mesh primitive objects [0.14] [slope_test]

by VanessaE » Sun Oct 26, 2014 19:33

Ok, did most of that. Facedir added to the nodes that lacked it, sounds for all nodes, and autorotate for everything except for the sphere and globe.

I'm not sure about better collision boxes; the shapes of the nodes that lack custom collision boxes don't really lend themselves well to directly walking up on them...?

EDIT: also added proper collision box for the icorner objects (selection box is still a full cube, but you can walk up it now). See first post for v0.14.
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Re: [Mod] Mesh primitive objects [0.14] [slope_test]

by Don » Sun Oct 26, 2014 20:56

I understand that this is a work in progress but.......

is it possible that the mod can check the version of client and if older client it shows nodeboxes but if new enough it shows meshnodes?
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by VanessaE » Sun Oct 26, 2014 22:17

It is not possible to do that as far as I know.

Meanwhile, another update: v0.15, added 2-node-long slopes (but not any corresponding corners).
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by ExeterDad » Sun Oct 26, 2014 23:32

Just in case any readers were wondering... clients that are NOT current dev will not see these correctly even if the server they are connected to is current dev.

So servers may want to hold off until this is more mainstream. But... now we can develop and be ready! *happy dance*

Edit: wanted to add I'm so excited to be able to make 2 part low poly roof slopes. I've been frustrated with only 12/12 pitch roof nodes (45 degree). I want to make some lesser sloped 6/12 or 8/12 pitch roofs.
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by Don » Mon Oct 27, 2014 01:01

Just a sugestion, what if you start a topic "Submit your blender node models". This way you are not doing all the work. I would do it if I knew how to use blender. I am sure there are people who would be happy to help build a colection of meshnodes.
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by Nathan.S » Mon Oct 27, 2014 02:02

Don wrote:Just a sugestion, what if you start a topic "Submit your blender node models". This way you are not doing all the work. I would do it if I knew how to use blender. I am sure there are people who would be happy to help build a colection of meshnodes.


Nearly already done, a sticky where you can post requests.
viewtopic.php?f=47&t=10475
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by VanessaE » Mon Oct 27, 2014 02:34

Update: See first post for a new bash script I've made which can convert nodebox table data into Wavefront .OBJ files which Blender can then load. The script, when run, will convert your data into an .obj and then print out instructions describing the few steps you'll need to take after loading the converted file, to turn the objects into a proper, hollow model (they start out as if they're separate nodeboxes - this is intentional).

NONE of the models in this mod were run through this script, they were all created directly in Blender. The script is just here to make it easier to import the more complex nodebox models some people have made.

An interesting idea that comes to mind is to use rubenwardy's Nodebox Editor to get started, since it's geared toward Minetest work and is easier to use than Blender for the initial model layout, use my script to convert the nodebox code into an .obj file, import that into Blender, and then use Blender to put the finishing touches on the model, add details, and lay out the UV map.
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by Evergreen » Mon Oct 27, 2014 12:53

VanessaE wrote:Update: See first post for a new bash script I've made which can convert nodebox table data into Wavefront .OBJ files which Blender can then load. The script, when run, will convert your data into an .obj and then print out instructions describing the few steps you'll need to take after loading the converted file, to turn the objects into a proper, hollow model (they start out as if they're separate nodeboxes - this is intentional).

NONE of the models in this mod were run through this script, they were all created directly in Blender. The script is just here to make it easier to import the more complex nodebox models some people have made.

An interesting idea that comes to mind is to use rubenwardy's Nodebox Editor to get started, since it's geared toward Minetest work and is easier to use than Blender for the initial model layout, use my script to convert the nodebox code into an .obj file, import that into Blender, and then use Blender to put the finishing touches on the model, add details, and lay out the UV map.

That is another useful thing about meshnodes, you have much better control over how the textures are displayed.
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by VanessaE » Mon Oct 27, 2014 15:19

Small update: fixed the flipped X coordinates in the nodebox converter script.

EDIT: And added a couple of extra greps to filter out most of the excess data from a register_node call, so that you can be less discriminatory when saving out your nodebox data. Be careful not to include any selection_box or collision_box defs though - the script can't filter those out yet (if you include them, they'll turn into additional objects in your mesh, which you'll have to delete).
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Re: [Mod] Mesh primitive objects [0.11] [slope_test]

by Linuxdirk » Mon Oct 27, 2014 16:47

Don wrote:smooth hills are awesome.

Not quite sure about that. After all Minetest is a voxel game engine :) But I’d love to replace those when it’s in 0.4.11 and the mod is updated :)
 

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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by VanessaE » Mon Oct 27, 2014 16:55

Linuxdirk: replacing Home Decor's roof shingles is most definitely planned. In fact it's part of why I coded these models.
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by Linuxdirk » Mon Oct 27, 2014 17:43

VanessaE wrote:Linuxdirk: replacing Home Decor's roof shingles is most definitely planned.

Sounds great! :) *thumbsup* Will it be automatically done or is it require d to re-place them?
 

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Re: [Mod] Mesh primitive objects [0.16] [slope_test]

by VanessaE » Mon Oct 27, 2014 21:43

LinuxDirk: I believe the models will automatically fit when I swap them in.

Meanwhile, another update: By request ;-) v0.16 adds nine more shapes of various kinds - a couple more sizes of inner corners, a couple more outer corners, a split version of the long/2:1 slope, corner pyramids, and some other triangular/pyramid-like shapes. Also, I gave the onetexture/stone objects a more appropriate set of groups. All of these are standard-texture/default_stone.png rather than the more complex UV map style. I'll add good collision boxes to these later.

ExeterDad: Among these new shapes should be everything that's needed for those 12/6 pitch roofs you wanted. Maybe I should add these to Home Decor also?

See first post for download.
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Re: [Mod] Mesh primitive objects [0.17] [slope_test]

by VanessaE » Tue Oct 28, 2014 18:57

Small update: v0.17 adds selection/collision boxes for the two-part long slope thanks to Calinou, I fixed a copy&paste error in the description of the one-piece version of that object, and also I've set the shading mode to "smooth" on all of the rounded objects (or at least I think I did).
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Re: [Mod] Mesh primitive objects [0.15] [slope_test]

by twoelk » Tue Oct 28, 2014 19:11

VanessaE wrote:Linuxdirk: replacing Home Decor's roof shingles is most definitely planned.


ah, so I can finally make a good looking steep roof for my manor on VEC and Sokomine might want to update the steep roof and onion shaped tower tips of her villa on VES. ;-P
I wonder if all the "corner cases" can be addressed that occure when combining differnt angles.
 

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Re: [Mod] Mesh primitive objects [0.17] [slope_test]

by VanessaE » Tue Oct 28, 2014 19:25

Yep, you'll be able to do that soon-ish. I'll be waiting a while before updating my mainline mods though. I want to at least give folks ample time to acquire builds that support this drawtype, if not just wait until 0.4.11 is about ready to go out.

Update: v0.18, just fixed a typo.
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Re: [Mod] Mesh primitive objects [0.16] [slope_test]

by ExeterDad » Tue Oct 28, 2014 23:52

VanessaE wrote:ExeterDad: Among these new shapes should be everything that's needed for those 12/6 pitch roofs you wanted. Maybe I should add these to Home Decor also?

See first post for download.

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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by Joz » Wed Oct 29, 2014 20:06

@LinuxDirk:
Yes, minetest is a voxel game, but also only an engine, and now there is space for subgames with realistic approaches where you don't have to jump one meter in height every 3 seconds when running over hills :)
Also, round trees will look more realistic then quadratic ones. But that's a question of subgame.
 

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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by VanessaE » Sun Nov 23, 2014 23:35

Update: the nodebox conversion script in the first post now requires 'bc' to do its job, because I've updated it to handle basic math expressions in nodebox coordinates (e.g. measures of 1/16 versus multiples of 0.0625), since so many of us use those in our mods.
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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by TG-MyinaWD » Tue Nov 25, 2014 14:41

Joz wrote:@LinuxDirk:
Yes, minetest is a voxel game, but also only an engine, and now there is space for subgames with realistic approaches where you don't have to jump one meter in height every 3 seconds when running over hills :)
Also, round trees will look more realistic then quadratic ones. But that's a question of subgame.

I am, making a Real Life subgame. I just know the mesh nodes will make it look, more like real trees and such.
Just might need do something for the leaves. but for time been they are fine.

But I plan create a real life Minetest Build. It might be the most longest game I ever made to.
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But so far anyone like help can send me a PM.
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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by addi » Sat Dec 06, 2014 09:10

hi VanessaE i think i found a bug in your convert script,
if there is no empty line after the nodebox in the input file it does not convert the last line of the nodebox

for example:
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
{-0.2, 0.2, -0.7, 0.2, -0.2, 0.9},
{0.53, -0.1, 0.1, -0.53, 0.1, -0.1}
-->not full convert
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
{-0.2, 0.2, -0.7, 0.2, -0.2, 0.9},
{0.53, -0.1, 0.1, -0.53, 0.1, -0.1}

-->full convert
 

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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by VanessaE » Sat Dec 06, 2014 17:09

Ah well, it IS experimental :-)
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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by fireuser » Tue Dec 09, 2014 01:20

How many faces does the UV sphere have!? I can't get that many faces on an object without the game crashing. If you are using some wired code could you post it or give a link to a post with information on how to use so many faces. Thanks!
 

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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by VanessaE » Tue Dec 09, 2014 01:55

It's actually just derived from the default sphere provided by Blender. I believe I set it for 64 segments (longitude) and 32 rings (latitude), so only 2048 faces, and of course you can only see about 1024 of those at any one time at most.

Since it's only a test/demo mod, I wouldn't expect a modder to actually create/generate a sphere with nearly as much detail as that if they're putting it into a node that people will have any likelyhood of using lots of.

In practice, it would have probably been sufficient to use 16 segments and 8 rings. That would make 128 faces, of which around 64 would be visible from any particular angle. Even THAT many might still be overkill, depending on the displayed size of the sphere relative to other objects in the model (and the rest of the scene it's expected to be used in).
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Re: [Mod] Mesh primitive objects [0.18] [slope_test]

by VanessaE » Thu Feb 05, 2015 00:44

Update: revision 19 of this mod: fixed lighting/shadow glitches in all of the "_onetexture" models (as far as I can tell i.e. unless I missed one). Also fixed a z-fighting issue that kahrl spotted in the quarter round corner. HUGE thanks to acerspyro for figuring out what was wrong with the lighting!

See first post for download link.

EDIT: revision 20, fixed a similar lighting glitch in the two wooden quarter-round models.

EDIT: revision 21, fixed the same sort of lighting glitch on the two "onetexture"/stone quarter-round models (somehow missed it on the first pass).
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