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

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Re: [Mod] Mesh primitive objects [0.21] [slope_test]

by Don » Tue Mar 03, 2015 17:41

Is it too much to ask if you could make an inside and outside corner for the long slope? I tried to figure it out but blender just isn't my friend.
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Re: [Mod] Mesh primitive objects [0.21] [slope_test]

by VanessaE » Thu Mar 05, 2015 03:01

I probably won't be making any further changes to this mod. The point of it was as a launching point for other modders who want to learn how to add mesh nodes to their mods (and learning how UV mapping in a model works).

That said, I believe this mod already has the shapes you're looking for (each corner type comes is in two parts, one for the "back" half and one for the "front" half of the slope, for a total of four nodes, all in the stone "onetexture" variety).
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Re: [Mod] Mesh primitive objects [0.21] [slope_test]

by Don » Thu Mar 05, 2015 13:29

VanessaE wrote:I probably won't be making any further changes to this mod. The point of it was as a launching point for other modders who want to learn how to add mesh nodes to their mods (and learning how UV mapping in a model works).

That said, I believe this mod already has the shapes you're looking for (each corner type comes is in two parts, one for the "back" half and one for the "front" half of the slope, for a total of four nodes, all in the stone "onetexture" variety).

My mistake. I have anolder version of this mod. Thanks for your reply and all your hard work. I am loving the mesh nodes. I already have a couple mods made with them. They look so much better then nodeboxes.
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Re: [Mod] Mesh primitive objects [0.21] [slope_test]

by ExeterDad » Thu Mar 05, 2015 13:37

@Don
I started working on your hips and valleys last night. Those blocks will be useful for roof systems as well as your paths so I decided to bang em out. I'll let you know soon when they're finished.
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Re: [Mod] Mesh primitive objects [0.21] [slope_test]

by Don » Thu Mar 05, 2015 14:15

ExeterDad wrote:@Don
I started working on your hips and valleys last night. Those blocks will be useful for roof systems as well as your paths so I decided to bang em out. I'll let you know soon when they're finished.

I am working on the one node roof hips and valleys right now. Can you go on my server so we can chat?
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Re: [Mod] Mesh primitive objects [0.22] [slope_test]

by VanessaE » Thu Mar 12, 2015 02:29

Meanwhile, no sooner do I say "no more changes", and I've put an improved "sphere" model and texture up (see rev. 22). That is, the one with the earth/worldmap texture. Less distortion than previously, higher resolution image.

EDIT: rev. 23 includes an improved one-texture (stone) version of the sphere also.
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Re: [Mod] Mesh primitive objects [0.22] [slope_test]

by Don » Thu Mar 12, 2015 03:11

ExeterDad did the long slope corners. They are in the mywoodslopes mod if you want to add them to this.
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Re: [Mod] Mesh primitive objects [0.22] [slope_test]

by ExeterDad » Thu Mar 12, 2015 11:44

@Don
She already has inside and outside corners for the long slopes in there. Just hard to spot as they are two piece. (front and back)
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Re: [Mod] Mesh primitive objects [0.22] [slope_test]

by Don » Thu Mar 12, 2015 13:43

ExeterDad wrote:@Don
She already has inside and outside corners for the long slopes in there. Just hard to spot as they are two piece. (front and back)

I see that. Just thought she might want the full version too.

The new sphere looks really nice VanessaE
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Re: [Mod] Mesh primitive objects [0.22] [slope_test]

by TG-MyinaWD » Thu Mar 12, 2015 20:55

So is there an way make mesh nodes to use an animated textures? or has it not been added?
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Re: [Mod] Mesh primitive objects [0.22] [slope_test]

by VanessaE » Thu Mar 12, 2015 21:08

Easily. Just supply an animated texture like you would with any other node, if you want most of the model to display an animation, or if you're using very small, simple texture files. That is, you can just tile the texture vertically for however many frames you need, modify the parts that need to be animated (just like with any other node), and reference it as an animated image in your code, like you would for, say, a torch (you can see a good example of this practice in the texture for the steel 3d-ish nodebox-based torch that Home Decor got from the old 3dforniture mod).

For models with complex shapes (and hence, complex UV maps), or with high resolution texture files, you'll probably want to split the animated part off into its own file. This is especially true if you want to reference a generic, animated texture that someone else has already prepared or which is included in the default game. That way, you can use a single, static image for the non-animated parts of the model. For example, this campfire mod does this, and in fact its files are how I learned how it works so that I could do the same sort of thing in Pipeworks' pouring spigot model, detailed below.

To do this, you need to put two or more materials in your model, one for each part of the model that needs a separate texture file, and make sure "Objects as OBJ Groups" and "Material Groups" are both enabled when you export the model. Then in your mod code, simply assign separate texture files by putting more than one image filename in the tiles={} field of the node def, like this:

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Code: Select all
minetest.register_node("pipeworks:spigot_pouring", {
   description = "Spigot outlet",
   drawtype = "mesh",
   mesh = "pipeworks_spigot_pouring.obj",
   tiles = {
      {
         name = "default_water_flowing_animated.png",
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 0.8,
         },
      },
      { name = "pipeworks_spigot.png" }
   },
   -- .... more stuff for the node here
})

Model file to go with this code: https://github.com/VanessaE/pipeworks/b ... ouring.obj

Here, I call upon the standard animated, flowing water texture, which in this particular node is assigned to the material that's wrapped around a static, ordinary cylinder that sticks down out of the bottom of the spigot model. The second texture is assigned to the other material, which is wrapped around the rest of the spigot model.

The order of textures matters, but it's not well-defined in Blender just which material will appear first in the model's list, so if the textures are swapped when you load your new node in the game, just swap them in your tiles={} definition.

Depending on the model, it may be a good idea to separate the animated parts from the non-animated parts, putting each into their own separate Blender objects. Each still gets its own material. For some people, this will make the model easier to handle.
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Re: [Mod] Mesh primitive objects [0.22] [slope_test]

by 12Me21 » Fri Mar 13, 2015 15:11

Is it possible to have the mesh be changing shape? like have some parts of the node moving all the time.
 

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

by VanessaE » Fri Mar 13, 2015 17:23

No, this is not yet possible in a standard mesh node. However, an entity can have animated/moving model parts. Jordach figured out a "hybrid" setup, which he uses in a few mods, where you place a regular node that contains all of the static parts, and it in turn spawns an entity over the static parts, which contains the animated parts. He contributed one such hybrid node to Home Decor - the desk fan.
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