![]() I love so much about this game and community, but there are so many poorly documented quirks that only a handful of folks know how to overcome. So if any of you texture guru's have any advise on how one could use this texture with AND without using a texture pack, I would love to hear from you.Īnother question that's been pestering me: How would a server be able to use this image so connected clients could use it? I'd rather avoid the latter as it would get lost with every upgrade. The only way I can seem to get it to work is have the image in a texture pack folder that is selected in the settings tab, or outright replace the image in the textures/base/pack folder. Having it in the root of the textures folder does not work for me. So I deselected the "all" texture pack and of course it does not work for me. The coordinates are truncated because the maximum size of a Minetest map is 61840圆1840. I must of done that ages ago in some test of sorts, I don't know. The maze is a subset of a bigger, 65537圆5537 nodes maze. Of course I did not notice that I've had "all" selected in my texture pack tab. So I plopped my new texture into my "all" folder and it worked for me. Although I can't find the reference now, I recall reading somewhere that textures in that folder will override even installed texture packs, and there is no need to select "all" in your texture pack settings tab. ![]() I'm going to come right out and admit I'm highly confused about texture locations when it comes to texture packs.Īccording to the wiki you can add a folder called "all". But the image is not optimized and it may be a little hi-res for your liking.Ĭredit to RealBadAngel as I believe him to be the creator of the original overlay image I edited.ĭownload below image file to your minetest/textures/all folderĪlright. I added shadows under the compass point letters and center dot so it should show up against all map colors. Or will "just work" if you don't use texture packs. That way it will work with whatever texture packs you may use. Just make a folder in your minetest textures directory (where all your texture packs would be installed) named "all" and put the overlay image in there. ![]() The compass points will rotate as the map rotates so travel direction is accurate. W.) and a red dot in the center that helps to mark the precise player position in the map. This image can replace the Minetest minimap round overlay with a edited image that includes compass points (N. Sorry, I don't understand.Not a texture pack, but a free to use texture for a pack or individual use. Perhaps have a way to ask the minimap to display objects with custom object properties in such-and-such a fashion.Īllow "clipping" a minimap to a portion of the map I guess you could move the responsibility of managing such a list to a mod, but that gets convoluted quickly. Also this is getting dangerously close to a graphics library (which I'm not saying is bad, just hard work)ĭeprecate the object property show_on_minimapĪ reasonably computationally efficient way to gather objects for displaying on the minimap has to still exist. Just from the user perspective at least, maybe it can become readable like the sneak key etc and we get a free extra key out of it (or does that just alienate mobile users further again like the AUX button?)Īdd markers on minimap with API and custom styling (color, size, texture, etc), maybe even inside the hud definition?Įxtended features of the HUD+formspec element once the core work of moving the minimap out of the engine is done. Also non-negotiable to me is the 'V' (default) keybinding to operate the minimap has to stay. If the minimap just disappears, you're going to get a lot of angry comments. and also available on ContentDB, and it has to be compatible with any game. The best way to transition is probably to make a mod that has a minimap in the old style, and provide it both inside Minetest Game etc. Remove/Deprecate the builtin minimap players can toggle ![]() Therefore you could also include it in formspecs.Īllow customizing the minimap appearance (size, mode, overlayed tint, etc WITHOUT allowing player to change it)Īnd also while allowing the player to change it in a formspec like the inventory if the game/mod author wants to allow it Manage minimap as a HUD element, allowing to add multiple onesĪgree that it should be a reusable component, one with help from the engine side like the 3d model element for formspecs. ![]()
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