[heads] remove unnecessarily duplicative textures

these textures are unnecessary to texture the head nodes. we can reuse
the available armor texture for both the headgear/helmet and the nodes.
This commit is contained in:
iliekprogrammar 2022-08-11 17:15:39 +08:00
parent 44d234dd2c
commit 29d221eed5
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GPG key ID: 8E7B20514DBCFBFA
6 changed files with 22 additions and 26 deletions

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@ -189,10 +189,9 @@ end
--- @class HeadDef
--- @field name string identifier for node
--- @field texture string texture filename for node
--- @field texture string armor texture for node
--- @field description string translated description
--- @field longdesc string translated doc description
--- @field armor_texture string texture filename for armor
--- @field range_mob string name of mob affected by range reduction
--- @field range_factor number factor of range reduction
@ -210,24 +209,25 @@ function mcl_heads.register_head(head_def)
tiles = {
-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
-- This is required for skeleton skull and wither skeleton skull.
"[combine:16x16:-4,4=" ..head_def.texture, -- top
"([combine:16x16:-4,4=" ..head_def.texture..")^([combine:16x16:-12,4="..head_def.texture..")", -- bottom
"[combine:16x16:-12,0=" ..head_def.texture, -- left
"[combine:16x16:4,0=" ..head_def.texture, -- right
"[combine:16x16:-20,0=" ..head_def.texture, -- back
"[combine:16x16:-4,0=" ..head_def.texture, -- front
-- Note: -x coords go right per-pixel, -y coords go down per-pixel
"[combine:16x16:-36,4=" ..head_def.texture, -- top
"([combine:16x16:-36,4=" ..head_def.texture..")^([combine:16x16:-44,4="..head_def.texture..")", -- bottom
"[combine:16x16:-28,0=" ..head_def.texture, -- left
"[combine:16x16:-44,0=" ..head_def.texture, -- right
"[combine:16x16:-52,0=" ..head_def.texture, -- back
"[combine:16x16:-36,0=" ..head_def.texture, -- front
},
_mcl_armor_mob_range_mob = head_def.range_mob,
_mcl_armor_mob_range_factor = head_def.range_factor,
_mcl_armor_texture = head_def.armor_texture
_mcl_armor_texture = head_def.texture
}))
-- register the angled floor head nodes
for i, d in ipairs(mcl_heads.FLOOR_DEGREES) do
minetest.register_node(name ..d, table.update(table.copy(mcl_heads.deftemplate_floor_angled), {
mesh = "mcl_heads_floor" ..d ..".obj",
tiles = { head_def.armor_texture },
tiles = { head_def.texture },
drop = name,
}))
end
@ -235,15 +235,16 @@ function mcl_heads.register_head(head_def)
-- register the wall head node
minetest.register_node(name .."_wall", table.update(table.copy(mcl_heads.deftemplate_wall), {
-- The head textures are based off the textures of an actual mob.
-- Note: -x coords go right per-pixel, -y coords go down per-pixel
tiles = {
{ name = "[combine:16x16:-4,-4=" ..head_def.texture, align_style = "world" }, -- front
{ name = "[combine:16x16:-20,-4="..head_def.texture, align_style = "world" }, -- back
{ name = "[combine:16x16:-8,-4=" ..head_def.texture, align_style = "world" }, -- left
{ name = "[combine:16x16:0,-4=" ..head_def.texture, align_style = "world" }, -- right
{ name = "([combine:16x16:-4,0=" ..head_def.texture ..")^[transformR180", align_style = "node" }, -- top
{ name = "[combine:16x16:-36,-4=" ..head_def.texture, align_style = "world" }, -- front
{ name = "[combine:16x16:-52,-4="..head_def.texture, align_style = "world" }, -- back
{ name = "[combine:16x16:-40,-4=" ..head_def.texture, align_style = "world" }, -- right
{ name = "[combine:16x16:-32,-4=" ..head_def.texture, align_style = "world" }, -- left
{ name = "([combine:16x16:-36,0=" ..head_def.texture ..")^[transformR180", align_style = "node" }, -- top
-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
-- This is required for skeleton skull and wither skeleton skull.
{ name = "([combine:16x16:-4,8=" ..head_def.texture ..")^([combine:16x16:-12,8=" ..head_def.texture..")", align_style = "node" }, -- bottom
{ name = "([combine:16x16:-36,0=" ..head_def.texture ..")^([combine:16x16:-44,8=" ..head_def.texture..")", align_style = "node" }, -- bottom
},
drop = name,
}))
@ -253,20 +254,18 @@ end
mcl_heads.register_head{
name = "zombie",
texture = "mcl_heads_zombie_node.png",
texture = "mcl_heads_zombie.png",
description = S("Zombie Head"),
longdesc = S("A zombie head is a small decorative block which resembles the head of a zombie. It can also be worn as a helmet, which reduces the detection range of zombies by 50%."),
armor_texture = "mcl_heads_zombie.png",
range_mob = "mobs_mc:zombie",
range_factor = 0.5,
}
mcl_heads.register_head{
name = "creeper",
texture = "mcl_heads_creeper_node.png",
texture = "mcl_heads_creeper.png",
description = S("Creeper Head"),
longdesc = S("A creeper head is a small decorative block which resembles the head of a creeper. It can also be worn as a helmet, which reduces the detection range of creepers by 50%."),
armor_texture = "mcl_heads_creeper.png",
range_mob = "mobs_mc:creeper",
range_factor = 0.5,
}
@ -274,26 +273,23 @@ mcl_heads.register_head{
-- Original Minecraft name: “Head”
mcl_heads.register_head{
name = "steve",
texture = "mcl_heads_steve_node.png",
texture = "mcl_heads_steve.png",
description = S("Human Head"),
longdesc = S("A human head is a small decorative block which resembles the head of a human (i.e. a player character). It can also be worn as a helmet for fun, but does not offer any protection."),
armor_texture = "mcl_heads_steve.png",
}
mcl_heads.register_head{
name = "skeleton",
texture = "mcl_heads_skeleton_node.png",
texture = "mcl_heads_skeleton.png",
description = S("Skeleton Skull"),
longdesc = S("A skeleton skull is a small decorative block which resembles the skull of a skeleton. It can also be worn as a helmet, which reduces the detection range of skeletons by 50%."),
armor_texture = "mcl_heads_skeleton.png",
range_mob = "mobs_mc:skeleton",
range_factor = 0.5,
}
mcl_heads.register_head{
name = "wither_skeleton",
texture = "mcl_heads_wither_skeleton_node.png",
texture = "mcl_heads_wither_skeleton.png",
description = S("Wither Skeleton Skull"),
longdesc = S("A wither skeleton skull is a small decorative block which resembles the skull of a wither skeleton. It can also be worn as a helmet for fun, but does not offer any protection."),
armor_texture = "mcl_heads_wither_skeleton.png",
}

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