[Mod] Cubic microcar [0.4.0] [mesecar]

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Alienant1
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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by Alienant1 » Thu Nov 26, 2015 17:43

which mods is this mod compatible with/uses materials from?
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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by kaadmy » Thu Nov 26, 2015 18:38

Probably needs minetest_game's default mod.
Trunks aren't easily possible, as entities can't have inventory metadata.
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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by paramat » Sun Nov 29, 2015 00:16

Version 0.4.0

4 styles of microcar: skycar, nyancart, mesecar and oerkka.
Crafting returns: see init.lua for the crafting recipes for motor, battery and the 4 cars.
Dual-motor 4 wheel drive update (inspired by Tesla Model S and Model X).
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by kaadmy » Sun Nov 29, 2015 16:53

paramat wrote:[...](inspired by Tesla Model S and Model X).

Wooooooooo!
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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by paramat » Tue Dec 08, 2015 03:06

Image

Updated textures.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by Miss Gummy Gamer » Sat Dec 12, 2015 19:48

For some reason, whenever I configure and enable the mod in my world, the cars just don't show up. I don't know what's wrong.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by everamzah » Sat Dec 12, 2015 21:28

Doesn't show up in either creative or crafting inventories. Use /giveme mesecar:mesecar1 through mesecar:mesecar4 to give it to yourself. Craft recipes are in the source.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by paramat » Sun Dec 13, 2015 18:24

^ Yes.
I will add the cars to the creative inventory.
Crafting recipies added to first post.
 

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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by tbillion » Thu Dec 24, 2015 14:53

kaadmy wrote:Probably needs minetest_game's default mod.
Trunks aren't easily possible, as entities can't have inventory metadata.

well in a sort of circular fashion i have made it possible to have a trunk in the cars. well actually i made a dumptruck for my mod (Mintest Construction Kit[MCK] and i used the original cubic microcar code to make it go and then did a little magic and walla cars have trunks. niftily enough to access the trunk you pull out your car key and punch the car :) i even made a mesh model of a real car key.

tbillion wrote:or a pickup truck... like a morris minor pickup .. if youve ever seen them... you know mini produced a pickup truck too.. and with the truck you could give it properties of a chest so you can put your junk in the trunk...haha.. get the pun?


turns out too with a little bit of work i happen to be pretty good at modeling in blender so here in a little while i will make the mesh for a cubic truck and then i will put the code up somewhere and if you feel like it paramat you can add it to the mod.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by paramat » Thu Dec 24, 2015 20:50

Cool.

New textures for 'car1', now named Car55, is blue with the Finnish flag on the roof.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by tbillion » Thu Dec 24, 2015 23:10

paramat wrote:Cool.

New textures for 'car1', now named Car55, is blue with the Finnish flag on the roof.


idk what we are going for here so i threw this together as the model for the mesetruck. i have the code pretty well updated. although i jacked the model up by triangulating the mesh, so i cant shrink its length at the moment or it scews the whole thing.. if you look close at the model it has real tail lights grill headlights (tennesee) license plate and a glass texture that im not happy about but i dont have a better one.. it also has side view mirrors. took about 2 hours. oh and brembo brakes and performance midget racing wheels :)

Image
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Image
Last edited by tbillion on Fri Dec 25, 2015 19:28, edited 1 time in total.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by benrob0329 » Thu Dec 24, 2015 23:18

Looks nice, but the non pixelated style doesn't quite fit...
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by tbillion » Thu Dec 24, 2015 23:59

and i suppose just becasue i like y'all i gotta bring out the hill-billie deluxe cuz theres something women like about a pickup man :)

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the 4x4 has a different handling ability in my code and can climb 2 nodes at a time. :) if you look in the bed it has 2 NOS tanks and if you can put it up on a pedastool it has a supercharged V8 engine, full tremec transfercase , trailing arm suspension in the front for flex leaf spring in the back for stability ... and of course super minetest 44 tires :)

i dont know how to pixelate.. there wasnt a class on that. well heck since i didnt take classes i suppose there was never a class for any of this. oh well. when i up load it ill chuck in the blender files and someone can pixelate the fun out of them.. personally after you triangulate them i try not to re paint anything.
Last edited by tbillion on Fri Dec 25, 2015 19:29, edited 1 time in total.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by Nathan.S » Fri Dec 25, 2015 03:46

I'm not sure why you're triangulating the mesh, is this still going back to having to decimate the mesh because the option to change the number of faces when you create a cylinder isn't working for you?

There really isn't any practical reason for triangulating the faces manually if you don't have to, as any modern game engine will automatically do that when it loads the mesh.
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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by tbillion » Fri Dec 25, 2015 19:04

becayse if i dont do it sometimes there are random places that dont render right when i load them in mine test ... they render right every where else so i press control t and then alt j which triangulates it and then removes all the unnessary triangulationms and actually for the last few models i havent had to decimate any thing.

and no number of faces still doesnt work, now i just create them and then automatically decimate them :) ive been building alot of things in pieces since i learned how to append a file from another file, i have saved predecimated cylinders cones, tauruses and and spheres and i just append them into the file. or i build the basic object like a wheel and decimate it and then reuse it in all the designs. which is handy for things like wheels where you can mark the seams ahead of time and save the file and then import the premarked and ready to go wheel. i have models set up for engines,nos cylinders,jets engines, ducted fans, cockpits, and all terain tracks (two kinds) and all of them are reduced to the least number of verticies. :)
Last edited by tbillion on Sat Dec 26, 2015 11:39, edited 1 time in total.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by benrob0329 » Sat Dec 26, 2015 05:28

My internet went out last night so I couldn't post it. but I made a model of a cuboid truck:
Image

The cab is equal to one node, so it can be reseized and the bed can be edited to fit whatever.
Attachments
truck.png
truck.png (525.12 KiB) Viewed 2687 times
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by tbillion » Sat Dec 26, 2015 11:42

see i was gonna do it like that but ive never been a fan of the cab over, or isuzu style truck, or square wheels :) to each their own i suppose. got the blend file? ill skin it and add it in on my end and then when i put the code up they can have 3 trucks to pick from .life is all about choices. i also now have a hot rod car that ill put in :)
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by paramat » Sat Dec 26, 2015 14:23

tbillion, here in Europe all heavy trucks are cab-over we don't have space for anything longer =)
Since these are a different style to mine i suggest you could release your own mod.
 

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by Sick-D!! » Wed Mar 16, 2016 11:26

Awesome mod ! .. Thought about using it on my server...

Is the performance good enough for server usage? Did anyone test it?

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Re: [Mod] Cubic microcar [0.4.0] [mesecar]

by benrob0329 » Wed Mar 16, 2016 16:46

I use it on a personal server, it's a little laggy but not bad. I'd say about equal with boats.
 

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