TheReaperKing wrote:Great work, I love it!
KCoombes wrote:support for baked clay please? and maybe cblocks?
KCoombes wrote:support for baked clay please? and maybe cblocks?
TumeniNodes wrote:KCoombes wrote:support for baked clay please? and maybe cblocks?
I tried a few different ways to add the support but no luck. I'm still a complete novice with Lua so please bear with me : )
I may have to ask Ten+1 how to add the support.
I have, however, added plain angled glass and obsidian glass textures (not pushed with git yet). This way, as support for other mods is added, there won't be a real need for each texture to have it's own glass/obsidian glass textures..., because that would just get crazy.
Don wrote:In your depends.txt file add them as a soft depends. eg. cblock?
A soft depend is just the mod name with a question mark at the end.
Then use do something like if minetest.get_modpath("cblocks") then
And add the code you want.
if minetest.get_modpath("cblocks") then
dofile(minetest.get_modpath("angledwalls").."/cblocks.lua")
end
Don wrote:You are not stupid or dumb. You just don't have the skills yet. Once you have done it a few times you will have the skills. Never beat yourself up for not being able to do something you have not done before.
There is a couple ways you can go about it. One is to put the check for the mod in init.lua and if the mod exists then use dofile for a file.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 minetest.get_modpath("cblocks") then
dofile(minetest.get_modpath("angledwalls").."/cblocks.lua")
end
Or you can add the check for the mod in your code and at each point that you want to support another mod you would check for the mod and if it exists then run the code you want.
Make sure you have a depends.txt file. Each mod in depends.txt is on a new line.
pithy wrote:If you want to see a strange way to support other mods see https://github.com/pithydon/steep_stairs.
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
azekill_DIABLO wrote:perfect mod!
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
azekill_DIABLO wrote:continue working and don't be discouaged !
this morning i didn't figured out how to do a door :P
TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
DS-minetest wrote:TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said
Don wrote:I am busy right now but will help soon. PM me and show me what you have so far.
DS-minetest wrote:TumeniNodes wrote:Just a matter of scaling the glass textures to 16x17, and then the material sides to 16x24..., cut them then paste the glass and sides together.
so, you have to edit all textures?
why not simply edit the uv map, so you can use the texture of the full node
(sorry if its crap, what i said
pithy wrote:DS-minetest wrote:Is there a way to make a mesh use two or more textures in Minetest?
Nathan.S wrote:pithy wrote:DS-minetest wrote:Is there a way to make a mesh use two or more textures in Minetest?
Yes, you can use multiple UV maps in Minetest, you just need to have multiple UV layouts and materials in the software that you are exporting the OBJ with. I've done it on a bunch of my models.
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