[Mod] mycorners [mycorners]

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Napiophelios
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Re: [Mod] mycorners [mycorners]

by Napiophelios » Wed Apr 29, 2015 02:25

the 16px code looks kinda weird with stonebricks cuz I just used the same tile rotation
I came up with for my custom 32px textures to look right.
I will try to fix it later and get back to you.

If ExeterDad can come up with a way to detrmine the px size being used
it will make [combine alot more useful
 

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Re: [Mod] mycorners [mycorners]

by Don » Wed Apr 29, 2015 02:55

Either that or we could put a setting in there for size
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Re: [Mod] mycorners [mycorners]

by ExeterDad » Wed Apr 29, 2015 03:46

My thoughts are towards one of two ways.
1) A meshnode cube. A cube within a cube creating layers. It doesn't matter the res of the texture, the texture will cover the face of the node it is assigned to no matter what. So a 16x16 "layer" will stretch over a 32x32 "layer" correctly. Or visa versa. My concern would be the Z flashing bug.

2) Another thought is making a meshnode with a textured (trim) corner pressed into another "base" block with the main texture. That would eliminate the possibility of flashing.

Either way in theory would allow any res texture pack to work with any default texture, or visa versa.
I'm thinking this would be cool to try on mypaths as well.
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Re: [Mod] mycorners [mycorners]

by Evergreen » Wed Apr 29, 2015 11:43

If there was some way of getting the size of the texture you are overlaying on, you could automatically adjust the overlays to the correct size.
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Re: [Mod] mycorners [mycorners]

by jp » Wed Apr 29, 2015 15:04

Another texture modifier that may helps you for get rid of lot of redundancy...

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Code: Select all
#### `[colorize:<color>:<ratio>`
Colorize the textures with the given color.
`<color>` is specified as a `ColorString`.
`<ratio>` is an int ranging from 0 to 255, and specifies how much of the
color to apply. If ommitted, the alpha will be used.
 

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Re: [Mod] mycorners [mycorners]

by Nathan.S » Wed Apr 29, 2015 18:50

jp wrote:Another texture modifier that may helps you for get rid of lot of redundancy...

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
#### `[colorize:<color>:<ratio>`
Colorize the textures with the given color.
`<color>` is specified as a `ColorString`.
`<ratio>` is an int ranging from 0 to 255, and specifies how much of the
color to apply. If ommitted, the alpha will be used.


Maybe I'm just dumb, but I've been trying to figure this out for a while now, do you know of a mod that uses this method, or could you provide a working example, 'cause I simply can't get this to work.
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Re: [Mod] mycorners [mycorners]

by jp » Wed Apr 29, 2015 19:12

Pretty simple.

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Code: Select all
minetest.register_node("test:node", {
   tiles = {"default_stone.png^[colorize:red:120"},
   description = "Node test",
   groups = {crumbly=3},
})

Image

You can replace "red" by an ASCII code (e.g. #FFFFFF) as well.
<ratio> means the color saturation -- higher is the number, higher is the saturation.
 

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Re: [Mod] mycorners [mycorners]

by Nathan.S » Wed Apr 29, 2015 19:15

I wish the API said that you needed the carat and that it belonged in the quotes, I was trying it without the carat and outside of the quotes.

Thanks a Million JP, this helps me out immensely.
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Re: [Mod] mycorners [mycorners]

by Hybrid Dog » Thu Apr 30, 2015 15:23

the wool mod needs an update in my opinion.
 

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Re: [Mod] mycorners [mycorners]

by Napiophelios » Wed May 13, 2015 05:34

I dont know why I cant stop messing with this mod :)

This is my version of stone corners without providing textures.
(The cobble with stone corners looks the best..stone on stone aint bad either)

The code is below if you wanna test it out;
(I used Sokomines compressed format to simplify things).
I also fixed the wood corners from the previous post.

Image

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
new_corners= {}
new_corners_creative = 0
new_corners.register_corner= function( basename, texture, description, craft_from )
local group_def = {cracky=3, choppy=2, oddly_breakable_by_hand=1, not_in_creative_inventory = new_corners_creative};

minetest.register_node("new_corners:corner_stone_"..basename,{
description = description.." with Stone Corner",
tiles = {
  texture.."^([combine:16x16:8,8=default_stone_brick.png)^[transformFX",
  texture.."^([combine:16x16:8,8=default_stone_brick.png)^[transformR180",
  texture,
      "default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")^[transformFX",
      texture,
      "default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
      },
inventory_image = "default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
wield_image = "default_stone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
paramtype = "light",
paramtype2 = "facedir",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_corners:corner_sandstone_"..basename,{
description = description.." with SandStone Corner",
tiles = {
  texture.."^([combine:16x16:8,8=default_sandstone_brick.png)^[transformFX",
  texture.."^([combine:16x16:8,8=default_sandstone_brick.png)^[transformR180",
  texture,
      "default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")^[transformFX",
      texture,
      "default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
      },
inventory_image = "default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
wield_image = "default_sandstone_brick.png^[transformFXR90^([combine:16x16:8,0="..texture..")",
paramtype = "light",
paramtype2 = "facedir",
groups = { cracky=3, oddly_breakable_by_hand=1},
})

minetest.register_node("new_corners:corner_wood_"..basename,{
description = description.." with Wood Corner",
inventory_image = texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFXR90",
wield_image = texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFXR90",
tiles = {
  texture.."^[transformFXR180^([combine:16x16:8,8=default_wood.png)^[transformFX",
  texture.."^[transformFXR180^([combine:16x16:8,8=default_wood.png)^[transformR180",
  texture,
      texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFXR90",
      texture.."^[transformFY",
      texture.."^[transformR90^([combine:16x16:0,8=default_wood.png)^[transformFYR90",
      },
  groups = group_def,
      paramtype = "light",
      paramtype2 = "facedir",
})


minetest.register_craft({
      output = "new_corners:corner_stone_"..basename.." 4",
      recipe = { { "default:stone", craft_from, ""},
         { "default:stone", craft_from, "" },
         { "default:stone", craft_from, ""},
      } });

      minetest.register_craft({
      output = "new_corners:corner_sandstone_"..basename.." 4",
      recipe = { { "default:wood", craft_from, ""},
         { "default:wood", craft_from, "" },
         { "default:wood", craft_from, ""},
      } });

            minetest.register_craft({
      output = "new_corners:corner_wood_"..basename.." 4",
      recipe = { { "default:sandstone", craft_from, ""},
         { "default:sandstone", craft_from, "" },
         { "default:sandstone", craft_from, ""},
      } });

end

--Default mod
new_corners.register_corner( 'brick',        'default_brick.png',        'Bricks',         'default:brick' );
new_corners.register_corner( 'stone_brick', 'default_stone_brick.png', 'Stone Bricks', 'default:stonebrick' );
new_corners.register_corner( 'cobble',      'default_cobble.png',      'Cobble Stone',       'default:cobble' );
new_corners.register_corner( 'stone',       'default_stone.png',       'Stone',        'default:stone' );
new_corners.register_corner( 'wood',        'default_wood.png',        'Wood Planks',         'default:wood' );



next: stonebrick corners!!!
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Re: [Mod] mycorners [mycorners]

by Don » Wed May 13, 2015 12:38

Looks nice. I will get around to adding your code. I have been busy with other mods. This mod is on my list for updates.
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Re: [Mod] mycorners [mycorners]

by Napiophelios » Thu May 14, 2015 21:13

Don wrote:Looks nice. I will get around to adding your code. I have been busy with other mods. This mod is on my list for updates.


IDK Don, without default textures and default texture resolution,
my little experiments might make your mod seem unfinished to some.
is it possible to have a setting file?
Thats a little advanced for me to even consider writing :)
 

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Re: [Mod] mycorners [mycorners]

by Don » Thu May 14, 2015 23:04

It is possible to have a settings file. I will have to think about how I would do it. Maybe have both styles and people can choose which they want
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Re: [Mod] mycorners [mycorners]

by Don » Sun May 17, 2015 13:26

Update

Corner tool is ready for use.
Craft the tool
place your corners to the right of your tool in inventory
left click to install on the block
right click rotates the block

Hope you enjoy!
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Re: [Mod] mycorners [mycorners]

by Don » Mon May 18, 2015 01:36

Update
cleaned up code.
Thanks for the help TeTpaAka
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Re: [Mod] mycorners [mycorners]

by Don » Thu Jun 04, 2015 20:52

Napiophelios made a version using default textures and [combine.
https://github.com/Napiophelios/new_corners

The link is also at the bottom of the first post.
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Re: [Mod] mycorners [mycorners]

by Gon_17 » Fri Jun 05, 2015 00:33

Perfect mod
 

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Re: [Mod] mycorners [mycorners]

by Don » Wed Aug 26, 2015 20:06

I made a light version of mycorners.
It includes the basic default nodes and 4 dye colors, brown, green, red and white.
The machine is gone. You craft the corner boards by putting the material in the top left corner and the dye beside it.
To install the corners you use the corner tool.
Let me know what you think. Hopefully this will help with servers.
https://github.com/DonBatman/mycorners_light/archive/master.zip
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Re: [Mod] mycorners [mycorners]

by Don » Sun Aug 30, 2015 01:59

I cleaned up the code a bit and fixed groups. The blocks the corner is attached to is the group used.
When you remove a corner block you now get the original block and 2 corner pieces.
The corner tool now required 2 corner pieces. Something I missed before.
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Re: [Mod] mycorners [mycorners]

by fireglow » Mon Jan 04, 2016 03:44

One of my players just hit a very serious bug:
When someone hits a default locked chest (be it the owner or another player) with the tool,
a) the chest ownership is cleared
b) the chest is emptied.
Please fix this asap. I'll disable the tool on my servers for now.

Edit: The chests in question were protected by a tenplus protector, to no avail.
 

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Re: [Mod] mycorners [mycorners]

by TenPlus1 » Mon Jan 04, 2016 07:42

The tool itself has no protection checking inside so will automatically replace any node on the list, you need to add something like:

if minetest.is_protected(pos, clicker:get_player_name()) then
return
end
 

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Re: [Mod] mycorners [mycorners]

by Don » Mon Jan 04, 2016 13:45

I added protection. Thanks for reporting the issue and thanks TenPlus1 for giving me the fix.
I have not tested it but it should work fine now. Can you give it a try and let me know?
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Re: [Mod] mycorners [mycorners]

by fireglow » Mon Jan 04, 2016 19:28

Okay, cool. Thanks for the quick fix.
 

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Re: [Mod] mycorners [mycorners]

by Don » Sat Mar 19, 2016 01:28

Update - I changed the mod so that there is a setting in the minetest.conf to change from light to full version.
add mycorners_all_colors = true for full version

It is a light version on download. I did this because load times were very long. This version only supports 4 dye colors. Black, Brown, Dark Green and Grey. This should be safe for servers.

If you have the old version and want all the colors then no need to download the new version.
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Re: [Mod] mycorners [mycorners]

by Inocudom » Sat Mar 19, 2016 02:15

You know, it really is a shame that VanessaE does not add your mods to her Dreambuilder subgame.
 

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Re: [Mod] mycorners [mycorners]

by Don » Sat Mar 19, 2016 02:20

Inocudom wrote:You know, it really is a shame that VanessaE does not add your mods to her Dreambuilder subgame.

I am working on cleaning them up a bit and making them a bit lighter. When I get it done maybe she will consider it. I think the ideas for my mods are good. Or maybe her vision for dream builder is different then what my mods are about. Either way I am glad you like them. You and others have said great things about my mods which makes it all worth it.
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