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[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.
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6 changed files with 22 additions and 26 deletions
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@ -189,10 +189,9 @@ end
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--- @class HeadDef
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--- @field name string identifier for node
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--- @field texture string texture filename for node
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--- @field texture string armor texture for node
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--- @field description string translated description
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--- @field longdesc string translated doc description
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--- @field armor_texture string texture filename for armor
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--- @field range_mob string name of mob affected by range reduction
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--- @field range_factor number factor of range reduction
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@ -210,24 +209,25 @@ function mcl_heads.register_head(head_def)
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tiles = {
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
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-- This is required for skeleton skull and wither skeleton skull.
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"[combine:16x16:-4,4=" ..head_def.texture, -- top
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"([combine:16x16:-4,4=" ..head_def.texture..")^([combine:16x16:-12,4="..head_def.texture..")", -- bottom
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"[combine:16x16:-12,0=" ..head_def.texture, -- left
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"[combine:16x16:4,0=" ..head_def.texture, -- right
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"[combine:16x16:-20,0=" ..head_def.texture, -- back
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"[combine:16x16:-4,0=" ..head_def.texture, -- front
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-- Note: -x coords go right per-pixel, -y coords go down per-pixel
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"[combine:16x16:-36,4=" ..head_def.texture, -- top
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"([combine:16x16:-36,4=" ..head_def.texture..")^([combine:16x16:-44,4="..head_def.texture..")", -- bottom
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"[combine:16x16:-28,0=" ..head_def.texture, -- left
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"[combine:16x16:-44,0=" ..head_def.texture, -- right
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"[combine:16x16:-52,0=" ..head_def.texture, -- back
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"[combine:16x16:-36,0=" ..head_def.texture, -- front
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},
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_mcl_armor_mob_range_mob = head_def.range_mob,
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_mcl_armor_mob_range_factor = head_def.range_factor,
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_mcl_armor_texture = head_def.armor_texture
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_mcl_armor_texture = head_def.texture
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}))
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-- register the angled floor head nodes
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for i, d in ipairs(mcl_heads.FLOOR_DEGREES) do
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minetest.register_node(name ..d, table.update(table.copy(mcl_heads.deftemplate_floor_angled), {
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mesh = "mcl_heads_floor" ..d ..".obj",
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tiles = { head_def.armor_texture },
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tiles = { head_def.texture },
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drop = name,
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}))
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end
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@ -235,15 +235,16 @@ function mcl_heads.register_head(head_def)
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-- register the wall head node
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minetest.register_node(name .."_wall", table.update(table.copy(mcl_heads.deftemplate_wall), {
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-- The head textures are based off the textures of an actual mob.
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-- Note: -x coords go right per-pixel, -y coords go down per-pixel
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tiles = {
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{ name = "[combine:16x16:-4,-4=" ..head_def.texture, align_style = "world" }, -- front
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{ name = "[combine:16x16:-20,-4="..head_def.texture, align_style = "world" }, -- back
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{ name = "[combine:16x16:-8,-4=" ..head_def.texture, align_style = "world" }, -- left
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{ name = "[combine:16x16:0,-4=" ..head_def.texture, align_style = "world" }, -- right
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{ name = "([combine:16x16:-4,0=" ..head_def.texture ..")^[transformR180", align_style = "node" }, -- top
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{ name = "[combine:16x16:-36,-4=" ..head_def.texture, align_style = "world" }, -- front
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{ name = "[combine:16x16:-52,-4="..head_def.texture, align_style = "world" }, -- back
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{ name = "[combine:16x16:-40,-4=" ..head_def.texture, align_style = "world" }, -- right
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{ name = "[combine:16x16:-32,-4=" ..head_def.texture, align_style = "world" }, -- left
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{ name = "([combine:16x16:-36,0=" ..head_def.texture ..")^[transformR180", align_style = "node" }, -- top
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-- Note: bottom texture is overlaid over top texture to get rid of possible transparency.
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-- This is required for skeleton skull and wither skeleton skull.
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{ name = "([combine:16x16:-4,8=" ..head_def.texture ..")^([combine:16x16:-12,8=" ..head_def.texture..")", align_style = "node" }, -- bottom
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{ name = "([combine:16x16:-36,0=" ..head_def.texture ..")^([combine:16x16:-44,8=" ..head_def.texture..")", align_style = "node" }, -- bottom
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},
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drop = name,
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}))
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@ -253,20 +254,18 @@ end
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mcl_heads.register_head{
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name = "zombie",
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texture = "mcl_heads_zombie_node.png",
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texture = "mcl_heads_zombie.png",
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description = S("Zombie Head"),
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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%."),
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armor_texture = "mcl_heads_zombie.png",
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range_mob = "mobs_mc:zombie",
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range_factor = 0.5,
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}
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mcl_heads.register_head{
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name = "creeper",
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texture = "mcl_heads_creeper_node.png",
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texture = "mcl_heads_creeper.png",
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description = S("Creeper Head"),
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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%."),
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armor_texture = "mcl_heads_creeper.png",
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range_mob = "mobs_mc:creeper",
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range_factor = 0.5,
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}
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@ -274,26 +273,23 @@ mcl_heads.register_head{
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-- Original Minecraft name: “Head”
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mcl_heads.register_head{
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name = "steve",
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texture = "mcl_heads_steve_node.png",
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texture = "mcl_heads_steve.png",
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description = S("Human Head"),
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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."),
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armor_texture = "mcl_heads_steve.png",
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}
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mcl_heads.register_head{
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name = "skeleton",
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texture = "mcl_heads_skeleton_node.png",
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texture = "mcl_heads_skeleton.png",
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description = S("Skeleton Skull"),
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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%."),
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armor_texture = "mcl_heads_skeleton.png",
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range_mob = "mobs_mc:skeleton",
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range_factor = 0.5,
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}
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mcl_heads.register_head{
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name = "wither_skeleton",
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texture = "mcl_heads_wither_skeleton_node.png",
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texture = "mcl_heads_wither_skeleton.png",
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description = S("Wither Skeleton Skull"),
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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."),
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armor_texture = "mcl_heads_wither_skeleton.png",
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}
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