[Road Paver] Road paving tunnel bore machine

tbillion
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Mon Dec 14, 2015 13:58

i feel like a freaking tard.

heres a laugh for you ...

i have been laying out all these textures based on the out put from blenders UV outline file then editing it and painting each individual element instead of doing color zones and texture zones and then mapping the aread to the textures. its taking me on average 6 hours to paint one of these becasue of the back and forth in photoshop and i could have just made a master file and then moved all the pieces in blender... jeez i feel like a dumb ass
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Mon Dec 14, 2015 15:33

2015-12-14 09:10:59: [MeshUpdate]: FIXME: MeshCollector::append() called with numIndices=66456 (limit 65535)
over by 1000 then i decimated and triangulated and walla back in business other thna it messed up the position of my nos sticker :) a few more picture of the improvements i added mirros and of course i figured out what i had forgot before. a blower scoop on the blower. plus now it has most of the decals. i think im going to go with the colored minetest logo.

Image
Image
Image
Image

Nathan: yeah i learned that tonight.. before i wasscared to move touch anything in the UV editor windo becasue i thought it might mess up the model. now i have completely rearranged it and changed it .. and when i decimated it this last time though while it is still visually intact the mesh is a mess. so other than fixing the nos bottles i think i am done with the dozer it has every thing except its L plate. the tearing was actually from some faces not connecting somewhere else.. or something like that becasue triangulate seems to fix. it. and where i had the tearing was supposed to be the open space over the engine. so idk... oh and then when i cleaned the mesh it had like 40 loose Vertexes 30 loos edges and 50 some odd unnesscary faces. and really the only way i figure thy got there is decimate and the other things i been poking around with becasue i havent deleted anything from the model really .. infact i did it from the single default cube and extrusion and loop cuts/subdivision.

i agree with you on the lower res spheres and cylinders and toruses problem is my blender doesnt allow me to choose before it just plops it out into the field and when it does plop into the field there is no place to change it .. i have googled it and i think it all comes down to the out of the box blender i have, i should have compiled from scratch like always but i wanted to get it over with at first and now i really like it.
 

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Re: [Road Paver] Road paving tunnel bore machine

by jp » Mon Dec 14, 2015 15:58

You could decorate the interior of the cabin (seat, commands, etc.), attach the player in sit position inside the vehicle on right-click and make it drivable (assorted with an engine sound also).
 

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Re: [Road Paver] Road paving tunnel bore machine

by Nathan.S » Mon Dec 14, 2015 19:47

When you place a tube or torus they will appear in the 3d space, as long as you don't click on anything else the tool panel on the left should have an option to change the number of faces, I'd give you a picture but I'm at work now.
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Mon Dec 14, 2015 22:25

jp: its already in the works to make them all drivable. once i am donw with the models i will get back to the code

Nathan: ive seen the faces dialogue it just always shows up locked on mine. good possibiklity i bumped something but even when i open a new workspace its locked..
 

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Re: [Road Paver] Road paving tunnel bore machine

by Nathan.S » Tue Dec 15, 2015 01:18

I don't think it is possible to lock that option.
Faces.png
Faces.png (46.13 KiB) Viewed 3287 times


Most options can be locked display a small padlock.
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Tue Dec 15, 2015 12:43

street sweeper is pretty well done. im too tired to put on the finishing touches. heres some pictures.

Image
Image
Image
Image

Nathan: all i did here was click on add new cylinder and this is how it looks. non adjustable

Image
 

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Re: [Road Paver] Road paving tunnel bore machine

by Nathan.S » Tue Dec 15, 2015 14:13

That's crazy, I've never seen that in all my years of using Blender, those options usually don't show if they can't be modified, even did a quick Google search and found nothing about it. It is possible that you're version has some bug, I thought you mentioned being on windows before, so I'd guess you downloaded from blender.org, if not I'd recommend downloading the latest stable release which would be 2.76B, the splash screen when you open Blender will tell you the version.
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Thu Dec 17, 2015 00:24

Happy Wonderful Wednesday my fellow miners. well this will be the last model for a while i am kind of burned out on modeling, and actually i have 2 models today one is a jack hammer, the code for this will drill a one block hole all down and the other is a drill bot, it will drill a 3x3 hole straight down.

the jackhammer will be compatible with Dons' mymineshaft mod and the Drill bot will be compatible with Orwells' elevators.

Image
Image

which is why today i am switching back to coding so i can begin to assemble this modpack. :)

here the pick of the complete collection
Image
 

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Re: [Road Paver] Road paving tunnel bore machine

by Nathan.S » Thu Dec 17, 2015 03:13

those pictures look really good.
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Thu Dec 17, 2015 04:20

well it would appear that they are gonna get miniaturized :( because of this https://github.com/minetest/minetest/issues/2612 and i cant have people walking through the machines. the collision box thing has some sort of glitch that wont stop you from walking through the machines if they are bigger than the 1 node space. in there it tells you how to mod the cpp file so that it works but its not a mod if you have to recompile your minetest. sort of a bummer. I had a feeling this would be a problem when i first come across it .


here is the file for all the models and various devel stages its big. 123MB, has all the originals and such tommorrow i will slim the download down and get just the good ones in there. thats the blender files the pngs and objs im a habitual saver, you never know when the power will go out or you will mess something up and want to go back.

http://raptorserver.co/public_html/?q=file/3360/download&token=BTDkKMnC

now i have to cram all the code into one module, its gonna be heavy on if..elseif..else becasue i was going to break it all down into individual mods, but in reality the function calls are all the same and i am not sure that you can call a function accross modules. im not that saavy with the lua yet.
 

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Re: [Road Paver] Road paving tunnel bore machine

by Nathan.S » Thu Dec 17, 2015 16:59

I just got a video uploaded on AO baking, and soon will have the video on UV mapping just parts of a mesh, I'll edit this post once that one is live. The videos might be of some use to you as you work on the models and stuff.
https://www.youtube.com/watch?v=pCT8csdUOdQ - this is the AO baking one.
https://youtu.be/kAGmzs_jY60 - this is the selective UV unmapping one.
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Mon Dec 21, 2015 13:42

how do you get the players name in a function where the player variable is not passed?
ive googled and found a few things but the result is always the same

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
2015-12-21 07:19:14: ERROR[Main]: ServerError: Lua: Runtime error from mod 'mck' in callback node_on_construct(): ...n/Downloads/minetest-master/bin/../mods/mck/init.lua:251: attempt to index global 'player' (a nil value)
 

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Re: [Road Paver] Road paving tunnel bore machine

by jp » Mon Dec 21, 2015 14:00

Instead of using the on_construct callback, choose on_place to get the player object reference. Or pairing on_construct with after_place_node.

... and more importantly : RTFM.
http://dev.minetest.net/minetest.regist ... _Callbacks
http://dev.minetest.net/minetest.regist ... _Callbacks
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Mon Dec 21, 2015 23:20

more importantly learn to read...

ive googled and found a few things but the result is always the same

i had already read the fucking manual dick. i was trying to see if you could get the player variable without calling a second callback as it seems a bit messy to use two call backs. also what if the function you launch isnt from a callback like on_construct or on_place then how do you get the player information what if its on a timer or something?

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
      if deployable == 0 then
         mck.placedozer(pos)
      else
      minetest.remove_node(pos)
      placer:get_inventory():add_item("main", "mck:dozer")
         --minetest.remove_node(pos)
         minetest.chat_send_all("Cannot deploy Dozer here; Insufficeint Space "..deployable.." Obstructions")
      end


and even given that i changed the code to after_place_node the code still doesnt work. and i know this part of the code should work because i grabbed it from the elevators mod which has funtionality like i want. if you cant place the node becasye there is not enough space surrounding the item then dont place it and put it back in the players inventory.

however. what this does is it will place one of the item only one time (ever) in the inventory then if you press deploy again it just removes all the items til there is none left, never placing the item back in the inventory. however if you split the stack then it will ad one more to the other stack. I am about to quit this mod if the code cant do what it says it is supposed to do :::frustrated:::
Last edited by tbillion on Tue Dec 22, 2015 00:08, edited 1 time in total.
 

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Re: [Road Paver] Road paving tunnel bore machine

by jp » Mon Dec 21, 2015 23:35

Saying that you googled doesn't imply that you read the official doc. But yes, learn to read : I already told you that you can replace on_construct by on_place, without requiring a second callback. It has the same methodology, with the parameter you want.

You certainly would have found it with a correct reading. Also next time share us your code to see better what you're attempting exactly.
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Tue Dec 22, 2015 00:16

jp, dude, i hate trolls man. and really as adults i think we can be bigger than a pissing match over who can and cant read, this forum is a place for help, and really i made no claims to be an expert mod coder or an expert at lua, obviously this means from time to time help will i need. I did take your advice and i did change the call back as well as sharing the code but posting 200 lines of code for a 6 line problem is a bit of an over kill. WHAT i am trying to achieve is to limit where the machine can be deployed, that way you have to deploy it on prepared ground, this way you dont deploy it hanging half way off the cliff. for me playing i dont care where the machine gets deployed, but for a touch of realism you wouldnt deploy the machine hanging out over the air or in the burm of dirt blocks. this code only checks that the place you deploy is not filled with blocks, i will follow this up by making sure the matrix of 30 blocks below the dozer is also not air, but if i cant add it back to the inventory whats the point.

here is the full call back code, i am pretty sure i have it right but it doesn't work right.
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
   after_place_node = function(pos, placer)
   local Xmin = -3   --depth in back and back of machine                  
   local Xmax = 2     --depth in front of machine                     
   local Ymin = 0     --machine   height               
   local Ymax = 6     --machine   height               
   local Zmin = -2     --left W of machine                  
   local Zmax = 2     --right W of machine
   local b = 1
   local c = 1
   local d = 1
   local b1 = 0
   local deployable = 0
   local bpos
   local facing = minetest.env:get_node(pos).param2 or 0
    local playername = placer:get_player_name()
   local playerinv = minetest.get_inventory({type="player", name=playername})
          b1=b*-1


      for b = Xmin, Xmax do --loop for len at once
         for c = Ymin, Ymax do -- loop for height at once
        for d = Zmin, Zmax do -- loop for width at once

          if facing == 0 then
           bpos = {x = pos.x + d, y = pos.y + c, z = pos.z + b}
          elseif facing == 1 then
           bpos = {x = pos.x + b, y = pos.y + c, z = pos.z + d}
          elseif facing == 2 then
           bpos = {x = pos.x + d, y = pos.y + c, z = pos.z + b1}
            elseif facing == 3 then
           bpos = {x = pos.x + b1, y = pos.y + c, z = pos.z + d}
          end


         local currentblock = minetest.get_node(bpos)
          if currentblock.name ~= 'air' and currentblock.name ~= 'mck:dozer' then   
            deployable = deployable + 1
          end

        end --/// loop one end
       end --/// loop two end
       end --/// loop 3 end
      if deployable == 0 then
         mck.placedozer(pos)
      else
      minetest.remove_node(pos)
      placer:get_inventory():add_item("main", "mck:dozer")
         --minetest.remove_node(pos)
         minetest.chat_send_all("Cannot deploy Dozer here; Insufficeint Space "..deployable.." Obstructions")
      end
   end,


You certainly would have found it with a correct reading.
also when you read the documentation and you are coding procedurally a secondary call back still sounds like something that will get done later rather than sooner and really if i could not deploy it at all unless there is space it would be much more ideal.
 

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Re: [Road Paver] Road paving tunnel bore machine

by jp » Tue Dec 22, 2015 00:36

Quickly reviewed your code :

- This callback must return a boolean value, just get rid of the remove_node / add_item stuff and set a "return false" in case of fail of deploying.
- Make some variable names more explicit (referring to b, c, d, etc.)
- This code might help you the right way (it checks for several nodes around for placing a 6-nodes-sized screen).
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Tue Dec 22, 2015 00:49

thank you :)

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
   after_place_node = function(pos, placer, itemstack)
   local Xmin = -3   --depth in back and back of machine                  
   local Xmax = 2     --depth in front of machine                     
   local Ymin = 0     --machine   height               
   local Ymax = 6     --machine   height               
   local Zmin = -2     --left W of machine                  
   local Zmax = 2     --right W of machine
   local b = 1
   local c = 1
   local d = 1
   local b1 = 0
   local deployable = 0
   local bpos
   local facing = minetest.env:get_node(pos).param2 or 0
    local playername = placer:get_player_name()
   local playerinv = minetest.get_inventory({type="player", name=playername})
          b1=b*-1


      for b = Xmin, Xmax do --loop for len at once
         for c = Ymin, Ymax do -- loop for height at once
        for d = Zmin, Zmax do -- loop for width at once

          if facing == 0 then
           bpos = {x = pos.x + d, y = pos.y + c, z = pos.z + b}
          elseif facing == 1 then
           bpos = {x = pos.x + b, y = pos.y + c, z = pos.z + d}
          elseif facing == 2 then
           bpos = {x = pos.x + d, y = pos.y + c, z = pos.z + b1}
            elseif facing == 3 then
           bpos = {x = pos.x + b1, y = pos.y + c, z = pos.z + d}
          end


         local currentblock = minetest.get_node(bpos)
          if currentblock.name ~= 'air' and currentblock.name ~= 'mck:dozer' then   
            deployable = deployable + 1
          end

        end --/// loop one end
       end --/// loop two end
       end --/// loop 3 end
      if deployable == 0 then
         mck.placedozer(pos)
         return false
      else
         minetest.chat_send_all("Cannot deploy Dozer here; Insufficeint Space "..deployable.." Obstructions")
          minetest.env:remove_node(pos)
         return true
      end
   end,


its actually return true, that puts it back, and you still have to remove it, but it does work now, i do appreciate pointing me in the right direction. as for explicit variables once it works and i actually put the code out it will be readable. for now the alphabet works great for pointless loops.

the flatscrren code is a little more simple, it only has 6 blocks to check for therefor a static table makes sense. the dozer itself is 180 blocks in size (6x5x6) so a loop is a more flexible way to do it in my opinion plus the code is reusable in the other machines by passing the sizes (Ymin,Ymax, Xmin Xmax, Zmin Zmax) i may put it in a function later but it works where it is now, also function calls take time.
 

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Re: [Road Paver] Road paving tunnel bore machine

by jp » Tue Dec 22, 2015 01:00

Look at this also. That's a big spiral staircase checking an empty area.
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Tue Dec 22, 2015 02:34

now that code is beautiful.. i will definately take a closer look at it and impliment it.

edit 12/21/15 3:34 CST:

the code for the dozer and the sweeper are done. the code for the sweeper will im thinking also let me implement a tractor. one that can remove plants and plant new ones. but i will explore this possibility later.

note to self: still need the bridge builder model, and models for Super Tunnel Bore machine and Regular Dozer.
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Wed Dec 23, 2015 05:22

images of the ventilation shaft created by the Jack Hammer

Image
Image
Image
Image
Image
except for handling the code that does something with the machine once the machine is done the jack hammer is done

i decided to go away from mymineshafts on the basic idea that it would create a mod dependency and really i dont want to have to make a mod that depends on every mod in the system.
Last edited by tbillion on Fri Dec 25, 2015 19:25, edited 1 time in total.
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Wed Dec 23, 2015 12:00

drill bot code is done. however the drill bot is pretty well useless because all of the elevator and lift mods i have found are all useless or have benign quirks. :( bummer
 

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Re: [Road Paver] Road paving tunnel bore machine

by Don » Wed Dec 23, 2015 13:11

You can use mymineshafts. Instead of a dependency you can take whatever you need and put it in your mod.
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Thu Dec 24, 2015 00:45

thanks Don, thats pretty much how i came up with the vent shafts, i looked at how you had done it and then reworked it. the nodeboxed are a pain in the but to come up with though.
 

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Re: [Road Paver] Road paving tunnel bore machine

by Don » Thu Dec 24, 2015 01:20

Anything that I have done is wtfpl so you can use anything you want. I also have stuff on my github that isn't on the forum. Anything I have done is free to use as you please.

You're doing great work. Keep it up. Your work will make a lot of people happy.
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Thu Dec 24, 2015 03:15

well you can drive the dump truck now too. which is the point to be able to move a lot of resources at once. having hiccups though with the entity stuff, when i size the dump truck entity it also makes the character huge. any one know a way to shrink the character or remove the seeing of the character all together?

as a side note before i get trolled again ;) i have already looked at the code to the helicoper, magic carpet, jet pack, mesecars, and wings for the solution to this, and its possible that i dont know what im looking at but i didnt find a solution. :)

Image
Image
Image

EDIT: it would appear i got it

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
      clicker:set_properties({visual_size = {x=0, y=0}})


Thanks Don, ill take a look at the github later i am hoping to have (an extremely buggy) release here in the next couple weeks. the modeling put me back some and i still have a few models to go, but as for the basic models that i have shown pictures of the code is coming together; the drill bot, jack hammer, dozer, and sweeper all work, and you can drive the dump truck, i have to add some more code to the dump truck to enable it to have an inventory, i think to do this im going to use on right click to bring up a form spec and then add two buttons to the form spec drive and park respectively that will put you in it to drive it and let you out of it (park) or i may implement keys (like car keys) that when you punch it with the keys you will be able to drive it. haven't decided which yet. but this dump truck code is the beginning to having drivable construction machines that as you drive the modify the map accordingly.
Last edited by tbillion on Fri Dec 25, 2015 19:26, edited 1 time in total.
 

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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Thu Dec 24, 2015 15:22

Well no car would be complete without a car key and so after a night of near 0 progress here is the car key

Image
Image

i have to say i am disappointed that you cant use a mesh node for a tool in minetest. i spent an hour making this key only to have to implement it as a node. ::::WEAK::::

either way once the dump truck is deployed you right click on it to drive the truck, if you are holding the car key and you punch the truck you get the chest form spec. this i am half way disappointed with as well, currently on node place it creates a inventory that is assigned to the player but is only accessible from the truck, the bad news is that you cant have more than one dump truck inventory no matter how many trucks you have also when the truck is destroyed the inventory is not, so really when you deploy the truck load the trunk and then destroy it you can go anywhere else deploy another truck and your inventory still lives. which is also ::::WEAK::::
Image
the good is that the dump trucks inventory holds 25,740 individual items or 260 item stacks making it the largest chest in the game. i am working on diassembing the pager code from unified inventories in order to make this number even larger, i mean its a dump truck! i want to get 15 pages of 260 stacks. however i cant seem to understand how exactly the pager code works, its a bunch of pointless references and very few api calls over all.

i am also working on some way to make a detached inventory for each truck based on a unique id that is created for each truck when the truck is created, if i can name the inventory what the id of the truck is then as long as the truck knows its id then there is no problem. so far i cant figure out how to have an entity store something similar to metadata, whis sucks. also it doesnt seem that any of the normal inventory callbacks work like they would in a node. so, hackie hackie hackie ::::WEAK:::

good news is there are place all take all and empty machine buttons on dump truck, makes shuffling all your crap around easier. but that is trumped by the fact that if you place the dump truck add something to the inventory and then destroy recreate the truck you cant take any of the items from the inventory without using the take all button. no clue why this happens yet.

eventually i want to have a node that you back the dump truck into and it will dump the inventory into a normal chest, that chest will be a tubes injector so that all the items can be sorted and stuff.

alright back to it.. see if i can figure out this pager.
Last edited by tbillion on Fri Dec 25, 2015 19:26, edited 1 time in total.
 

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jp
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Joined: Wed Dec 18, 2013 09:03
GitHub: kilbith

Re: [Road Paver] Road paving tunnel bore machine

by jp » Thu Dec 24, 2015 15:58

tbillion wrote:i am disappointed that you cant use a mesh node for a tool in minetest

I think a workaround is possible, look into the meshwield branch of the kaeza's firearms mod.

Your mesh model must be adjusted in a particular scaling and angle.
 

tbillion
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Re: [Road Paver] Road paving tunnel bore machine

by tbillion » Thu Dec 24, 2015 17:07

ill look into that thanks jp :)
 

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