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authorparamat <paramat@users.noreply.github.com>2017-09-19 08:10:07 +0100
committerparamat <mat.gregory@virginmedia.com>2017-09-19 09:35:28 +0100
commita016b64838ade54a726f602be53a0bbcf7fd8799 (patch)
tree89303afa026162a02e6dee6bfc9c36a634b0829e /doc
parentd8f20d029a17551dab35a850bed48a62c1a02618 (diff)
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Rooted plantlike drawtype: Add remaining documentation
Plus a small clarification of 'glasslike framed' documentation.
Diffstat (limited to 'doc')
-rw-r--r--doc/lua_api.txt29
1 files changed, 20 insertions, 9 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 4c4b4cbee..aa27de52a 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -827,12 +827,11 @@ node definition:
Leveled nodebox:
The level of the top face of the nodebox is stored in param2.
The other faces are defined by 'fixed = {}' like 'type = "fixed"' nodeboxes.
- The nodebox height is param2 / 64 nodes.
+ The nodebox height is (param2 / 64) nodes.
The maximum accepted value of param2 is 127.
Rooted plantlike:
The height of the 'plantlike' section is stored in param2.
- The height is param2 / 16 nodes.
- The maximum accepted value of param2 is 127.
+ The height is (param2 / 16) nodes.
paramtype2 == "degrotate"
^ The rotation of this node is stored in param2. Plants are rotated this way.
Values range 0 - 179. The value stored in param2 is multiplied by two to
@@ -868,13 +867,14 @@ node definition:
The palette should have 32 pixels.
paramtype2 == "glasslikeliquidlevel"
^ Only valid for "glasslike_framed" or "glasslike_framed_optional" drawtypes.
- param2 defines 64 levels of internal liquid.
+ param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
+ 63 being full.
Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
Nodes can also contain extra data. See "Node Metadata".
Node drawtypes
----------------
+--------------
There are a bunch of different looking node types.
Look for examples in `games/minimal` or `games/minetest_game`.
@@ -895,13 +895,13 @@ Look for examples in `games/minimal` or `games/minetest_game`.
* `fencelike`
* `raillike`
* `nodebox` -- See below
-* `mesh` -- Use models for nodes
-* `plantlike_rooted`
+* `mesh` -- Use models for nodes, see below
+* `plantlike_rooted` -- See below
`*_optional` drawtypes need less rendering time if deactivated (always client side).
Node boxes
------------
+----------
Node selection boxes are defined using "node boxes"
The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
@@ -955,13 +955,24 @@ A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
-
Meshes
------
If drawtype `mesh` is used, tiles should hold model materials textures.
Only static meshes are implemented.
For supported model formats see Irrlicht engine documentation.
+Rooted plantlike drawtype
+-------------------------
+The `plantlike_rooted` drawtype was developed to enable underwater plants
+without air bubbles around the plants.
+It consists of a base cube at the co-ordinates of the node (the seabed /
+lakebed / riverbed node) plus a 'plantlike' extension above with a height
+defined by param2 (maximum height 16 nodes). This extension visually passes
+through any nodes above the base cube without affecting them.
+The node is dug by digging the base cube.
+The base cube texture tiles are defined as normal, the plantlike extension
+uses the defined 'special tile', for example:
+`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
Noise Parameters
----------------