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* Update interlocking manualorwell962019-01-15
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* Signs (static signals)orwell962018-12-08
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* Shunt signals (not exactly Ks), along with fixes in other components that ↵orwell962018-12-08
| | | | those rely on
* Complete Ks Main signalsorwell962018-10-26
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* Actually allow what manual promises (setting IP on non-assigned signals)orwell962018-10-17
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* Update manual againorwell962018-10-15
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* Improve route programming:orwell962018-10-07
| | | | | | | - Formspec for TCBs instead of unhandy chatcommands - Ability to advance route over the next secction without punching end - Better visualization - Ability to route into dead-end sections
* Add interlocking guide/manual, silence debug outputsorwell962018-09-14
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* Interlocking: Create demo signals, signal API and model for TCB configurer nodeorwell962018-06-19
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* Create models for Ks signalsorwell962018-06-14
| | | | Degrotate doesn't work for meshes (why?), so all I've done was pretty useless...
* Add Andrew's Crossorwell962017-04-27
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* Redo rail modelsorwell962017-03-12
| | | | Use multiple textures for slope objects, include mbb's rail textures and make curves and switches look better. Also add cable template.
* Update manual and include everything in repoorwell962017-03-09
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* Remove blend1 files cluttering the assets directoryorwell962017-03-08
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* Add ceiling-mounted signalorwell962017-02-28
| | | | This is the wall signal as ceiling variant. Because the trackdb can only save 4 rotation values, we need a ceiling version of this.
* add wallmounted light signalorwell962017-02-03
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* Create new models and textures for japanese trainorwell962017-01-24
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* Update manualorwell962017-01-18
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* Add detailed steam engine contributed by mbb and Krokoschlangeorwell962017-01-17
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* Add animation for steam engineorwell962017-01-17
| | | | I needed to completely rewrite the animation because irrlicht couldn't handle the animation NathanS created.
* Model, animate, texture and integrate new subway wagonorwell962017-01-17
| | | | engine follows!
* Download recent contributions and put them into the assets directoryorwell962017-01-17
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* Add fancy passenger wagonorwell962017-01-06
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* Restructure mod directoryorwell962017-01-04
* `fly_btn.png` * `jump_btn.png` * `noclip_btn.png` * `camera_btn.png` * `chat_btn.png` * `inventory_btn.png` * `rangeview_btn.png` * `debug_btn.png` * `gear_icon.png` * `rare_controls.png` Texture Overrides ----------------- You can override the textures of nodes and items from a texture pack using texture overrides. To do this, create one or more files in a texture pack called override.txt Each line in an override.txt file is a rule. It consists of itemname target texture For example, default:dirt_with_grass sides default_stone.png or default:sword_steel inventory my_steel_sword.png You can list multiple targets on one line as a comma-separated list: default:tree top,bottom my_special_tree.png You can use texture modifiers, as usual: default:dirt_with_grass sides default_stone.png^[brighten Finally, if a line is empty or starts with '#' it will be considered a comment and not read as a rule. You can use this to better organize your override.txt files. Here are targets you can choose from: | target | behavior | |---------------|---------------------------------------------------| | left | x- face | | right | x+ face | | front | z- face | | back | z+ face | | top | y+ face | | bottom | y- face | | sides | x-, x+, z-, z+ faces | | all | All faces. You can also use '*' instead of 'all'. | | inventory | The inventory texture | | wield | The texture used when held by the player | Nodes support all targets, but other items only support 'inventory' and 'wield' Designing leaves textures for the leaves rendering options ---------------------------------------------------------- Minetest has three modes for rendering leaves nodes if the node has the `allfaces_optional` drawtype. ### Fancy Uses the texture specified in the `tiles` nodedef field. The texture should have some transparent pixels and be in the RGBA format so that the transparent pixels can have color information. Faces of every leaves node are rendered even if they are inside a solid volume of leaves; this gives a dense appearance. ### Opaque Uses the texture specified in `tiles` but makes it opaque by converting each transparent pixel into an opaque pixel that uses the color information of that transparent pixel. Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow each transparent pixel to have color information. The colors of the transparent pixels should be set for a good appearance in `opaque` mode. This can be done by painting the pixels the desired colors then erasing them. Then when saving the texture, use the 'save color information from transparent pixels' option (or equivalent). ### Simple Uses the texture specified in the `special_tiles` nodedef field if it exists, if not, the `tiles` texture. The `special_tiles` texture should have fewer transparent pixels than the `tiles` texture and be in the 'indexed alpha' format. This mode is between the other two in terms of appearance and rendering load. The nodes are rendered using the `glasslike` drawtype, only showing the surface faces for any solid volume of leaves, not the internal faces. Due to this the `tiles` texture might appear lacking in density, so optionally a `special_tiles` texture can be used to provide a texture with fewer transparent pixels for a denser appearance.