Lua_api.txt: Improve and complete drawtype documentation
Move documentation of mesh and plantlike_rooted drawtypes into main section.master
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@ -971,33 +971,92 @@ There are a bunch of different looking node types.
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Look for examples in `games/minimal` or `games/minetest_game`.
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Look for examples in `games/minimal` or `games/minetest_game`.
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* `normal`
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* `normal`
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* A node-sized cube.
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* `airlike`
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* `airlike`
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* Invisible, uses no texture.
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* `liquid`
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* `liquid`
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* The cubic source node for a liquid.
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* `flowingliquid`
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* `flowingliquid`
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* The flowing version of a liquid, appears with various heights and slopes.
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* `glasslike`
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* `glasslike`
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* Often used for partially-transparent nodes.
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* Only external sides of textures are visible.
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* `glasslike_framed`
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* `glasslike_framed`
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* All face-connected nodes are drawn as one volume within a surrounding
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frame.
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* The frame appearence is generated from the edges of the first texture
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specified in `tiles`. The width of the edges used are 1/16th of texture
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size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
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* The glass 'shine' (or other desired detail) on each node face is supplied
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by the second texture specified in `tiles`.
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* `glasslike_framed_optional`
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* `glasslike_framed_optional`
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* This switches between the above 2 drawtypes according to the menu setting
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'Connected Glass'.
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* `allfaces`
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* `allfaces`
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* Often used for partially-transparent nodes.
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* External and internal sides of textures are visible.
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* `allfaces_optional`
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* `allfaces_optional`
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* Often used for leaves nodes.
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* This switches between `normal`, `glasslike` and `allfaces` according to
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the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
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* With 'Simple Leaves' selected, the texture specified in `special_tiles`
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is used instead, if present. This allows a visually thicker texture to be
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used to compensate for how `glasslike` reduces visual thickness.
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* `torchlike`
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* `torchlike`
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* A single vertical texture.
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* If placed on top of a node, uses the first texture specified in `tiles`.
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* If placed against the underside of a node, uses the second texture
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specified in `tiles`.
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* If placed on the side of a node, uses the third texture specified in
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`tiles` and is perpendicular to that node.
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* `signlike`
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* `signlike`
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* A single texture parallel to, and mounted against, the top, underside or
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side of a node.
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* `plantlike`
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* `plantlike`
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* Two vertical and diagonal textures at right-angles to each other.
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* See `paramtype2 == "meshoptions"` above for other options.
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* `firelike`
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* `firelike`
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* When above a flat surface, appears as 6 textures, the central 2 as
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`plantlike` plus 4 more surrounding those.
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* If not above a surface the central 2 do not appear, but the texture
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appears against the faces of surrounding nodes if they are present.
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* `fencelike`
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* `fencelike`
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* A 3D model suitable for a wooden fence.
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* One placed node appears as a single vertical post.
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* Adjacently-placed nodes cause horizontal bars to appear between them.
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* `raillike`
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* `raillike`
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* `nodebox` -- See below
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* Often used for tracks for mining carts.
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* `mesh` -- Use models for nodes, see below
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* Requires 4 textures to be specified in `tiles`, in order: Straight,
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* `plantlike_rooted` -- See below
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curved, t-junction, crossing.
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* Each placed node automatically switches to a suitable rotated texture
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determined by the adjacent `raillike` nodes, in order to create a
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continuous track network.
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* Becomes a sloping node if placed against stepped nodes.
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* `nodebox`
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* Often used for stairs and slabs.
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* Allows defining nodes consisting of an arbitrary number of boxes.
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* See 'Node boxes' below for more information.
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* `mesh`
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* Uses models for nodes.
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* Tiles should hold model materials textures.
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* Only static meshes are implemented.
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* For supported model formats see Irrlicht engine documentation.
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* `plantlike_rooted`
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* Enables underwater `plantlike` without air bubbles around the nodes.
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* Consists of a base cube at the co-ordinates of the node plus a
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`plantlike` extension above with a height of `param2 / 16` nodes.
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* The `plantlike` extension visually passes through any nodes above the
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base cube without affecting them.
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* The base cube texture tiles are defined as normal, the `plantlike`
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extension uses the defined special tile, for example:
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`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
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`*_optional` drawtypes need less rendering time if deactivated
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`*_optional` drawtypes need less rendering time if deactivated
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(always client side).
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(always client-side).
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Node boxes
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Node boxes
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----------
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----------
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Node selection boxes are defined using "node boxes"
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Node selection boxes are defined using "node boxes".
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The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
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number of boxes. It allows defining stuff like stairs and slabs.
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A nodebox is defined as any of:
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A nodebox is defined as any of:
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@ -1059,25 +1118,6 @@ A box of a regular node would look like:
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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Meshes
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------
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If drawtype `mesh` is used, tiles should hold model materials textures.
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Only static meshes are implemented.
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For supported model formats see Irrlicht engine documentation.
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Rooted plantlike drawtype
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-------------------------
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The `plantlike_rooted` drawtype was developed to enable underwater plants
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without air bubbles around the plants.
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It consists of a base cube at the co-ordinates of the node (the seabed /
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lakebed / riverbed node) plus a 'plantlike' extension above with a height
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defined by param2 (maximum height 16 nodes). This extension visually passes
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through any nodes above the base cube without affecting them.
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The node is dug by digging the base cube.
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The base cube texture tiles are defined as normal, the plantlike extension
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uses the defined 'special tile', for example:
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`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
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Noise Parameters
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Noise Parameters
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----------------
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----------------
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Noise Parameters, or commonly called "`NoiseParams`", define the properties of
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Noise Parameters, or commonly called "`NoiseParams`", define the properties of
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