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IRC log for #minetest, 2017-07-06

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04:09 Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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04:48 InterVi дратути
04:48 InterVi hi all
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05:26 Topic for #minetest is now Welcome to #minetest, official Minetest channel | Latest version: 0.4.16 (2017-06-03) | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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11:54 MinetestBot [git] vlapsley -> minetest/minetest: Mapgen: Add Carpathian mapgen (#6015) a80ecbe https://git.io/vQwtO (2017-07-06T11:53:56Z)
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18:36 Lugal Hello
18:36 Lugal can you tell me pls, where are the animations of the models saved?
18:37 Lugal I mean, are they usually saved in the model file? or in the game's binary? or is there a separate file for animations?
18:38 Raven262 They are in the model file i think
18:39 calcul0n i think model files define bones which can be controlled by a lua script
18:39 calcul0n that's what i understood from what i read, but don't know much about that
18:40 calcul0n they can also be animated textures for simple things, ie multiple frames packed in one texture
18:42 Raven262 I thought that there are already defined animation saved in the model file.
18:42 Raven262 Namely: Walk, dig, walk and dig
18:42 Lugal hm
18:42 Raven262 But i have no experience with this so i might be wrong.
18:42 Lugal how can I access the animation?
18:42 Raven262 Use blender
18:43 Lugal for example from bledner??
18:43 Raven262 Just open it in blender
18:43 Raven262 There should be some animations tab or something, I don't really know how to use blender
18:44 Lugal ok, I'll try
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18:57 KaadmY Minetest carpathian mapgen stable release wen
18:58 KaadmY It's gorgrous
18:58 KaadmY gorgeous*
18:58 KaadmY https://cdn.discordapp.com/attachmen​ts/305843485687414796/33258772682427​5988/screenshot_20170706_112106.png
18:58 KaadmY https://cdn.discordapp.com/attachmen​ts/312390672105734144/33258784846328​6273/screenshot_20170706_112139.png
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19:08 Raven262 The best mapgen around imo
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19:13 KaadmY +1
19:13 Lugal why is the b3d format used, if its not openable by blender? and why is it not openable?
19:14 KaadmY Probably because it's the default model format for animated models in Irrlicht
19:14 KaadmY You can use .obj for static meshes, but they can't be animated
19:16 calcul0n b3d is not supported by default in blender, but maybe there are plugins for that
19:17 calcul0n it's a common export format used by many games
19:17 calcul0n the best would be to find the original .blend file, but you'll have to ask the author if it's not included in the mod sources
19:17 KaadmY I have a nondefault b3d exporter
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19:18 KaadmY The default one doesn't work and has glitches in Minetest
19:19 calcul0n if you're just looking for an example the goblins mod includes the .blend
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21:35 KaadmY Lugal: if you're curious, Minetest supports .x, .b3d, .md2, and .obj
21:35 KaadmY Looking through the code right now
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22:45 Lugal hmm
22:46 bigfoot547 hmmm
22:46 Lugal I tried to replay the b3d file with another x file, and it didnt word either :'(
22:46 Lugal I replace the zombie b3d with some model from opengameart website, but the zombies invisible now :(
22:50 KaadmY Replace the texture for it with a fully opaque one
22:50 KaadmY Scale might also be huge or tiny
22:51 Lugal i took the texture from the model from internet and change it from jpg to png
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22:57 sofar models not made for MT usually need re-uv mapping
22:57 sofar they may have embedded textures in them too that MT does not see
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