2014-12-29 11:19:46 -08:00
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---
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title: Node Drawtypes
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layout: default
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2018-07-15 11:36:35 -07:00
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root: ../..
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2018-07-15 07:28:10 -07:00
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idx: 2.3
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description: Guide to all drawtypes, including node boxes/nodeboxes and mesh nodes.
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2018-07-15 11:13:16 -07:00
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redirect_from: /en/chapters/node_drawtypes.html
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2014-12-29 11:19:46 -08:00
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---
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2015-02-22 02:28:37 -08:00
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## Introduction
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2014-12-29 11:19:46 -08:00
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2019-03-25 19:52:05 -07:00
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The method by which a node is drawn is called a *drawtype*. There are many
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available drawtypes. The behaviour of a drawtype can be controlled
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by providing properties in the node type definition. These properties
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are fixed for all instances of this node. It is possible to control some properties
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per-node using something called `param2`.
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In the previous chapter, the concept of nodes and items was introduced, but a
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full definition of a node wasn't given. The Minetest world is a 3D grid of
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positions. Each position is called a node, and consists of the node type
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(name) and two parameters (param1 and param2). The function
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`minetest.register_node` is a bit misleading in that it doesn't actually
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register a node - it registers a new *type* of node.
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The node params are used to control how a node is individually rendered.
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`param1` is used to store the lighting of a node, and the meaning of
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`param2` depends on the `paramtype2` property of the node type definition.
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* [Cubic Nodes: Normal and Allfaces](#cubic-nodes-normal-and-allfaces)
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* [Glasslike Nodes](#glasslike-nodes)
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* [Glasslike_Framed](#glasslike_framed)
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* [Airlike Nodes](#airlike-nodes)
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* [Lighting and Sunlight Propagation](#lighting-and-sunlight-propagation)
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* [Liquid Nodes](#liquid-nodes)
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* [Node Boxes](#node-boxes)
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* [Wallmounted Node Boxes](#wallmounted-node-boxes)
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* [Mesh Nodes](#mesh-nodes)
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* [Signlike Nodes](#signlike-nodes)
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* [Plantlike Nodes](#plantlike-Nodes)
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* [Firelike Nodes](#firelike-nodes)
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* [More Drawtypes](#more-drawtypes)
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## Cubic Nodes: Normal and Allfaces
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2014-12-29 11:19:46 -08:00
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<figure class="right_image">
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<img src="{{ page.root }}//static/drawtype_normal.png" alt="Normal Drawtype">
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2017-08-26 11:01:51 -07:00
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<figcaption>
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Normal Drawtype
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</figcaption>
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2014-12-29 11:19:46 -08:00
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</figure>
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2019-03-25 19:52:05 -07:00
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The normal drawtype is typically used to render a cubic node.
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If the side of a normal node is against a solid side, then that side won't be rendered,
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resulting in a large performance gain.
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In contrast, the allfaces drawtype will still render the inner side when up against
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a solid node. This is good for nodes with partially transparent sides, such as
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leaf nodes. You can use the allfaces_optional drawtype to allow users to opt-out
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of the slower drawing, in which case it'll act like a normal node.
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2014-12-29 11:19:46 -08:00
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2018-09-19 04:04:51 -07:00
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```lua
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minetest.register_node("mymod:diamond", {
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description = "Alien Diamond",
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tiles = {"mymod_diamond.png"},
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groups = {cracky = 3},
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})
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minetest.register_node("default:leaves", {
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description = "Leaves",
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drawtype = "allfaces_optional",
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tiles = {"default_leaves.png"}
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})
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2018-09-19 04:04:51 -07:00
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```
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2014-12-29 11:19:46 -08:00
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2019-03-25 19:52:05 -07:00
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Note: the normal drawtype is the default drawtype, so you don't need to explicitly
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specify it.
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## Glasslike Nodes
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2014-12-29 11:19:46 -08:00
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2019-03-25 19:52:05 -07:00
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The difference between glasslike and normal nodes is that placing a glasslike node
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next to a normal node won't cause the side of the normal node to be hidden.
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This is useful because glasslike nodes tend to be transparent, and so using a normal
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drawtype would result in the ability to see through the world.
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2019-03-25 19:52:05 -07:00
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<figure>
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<img src="{{ page.root }}//static/drawtype_glasslike_edges.png" alt="Glasslike's Edges">
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<figcaption>
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Glasslike's Edges
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</figcaption>
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</figure>
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```lua
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minetest.register_node("default:obsidian_glass", {
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description = "Obsidian Glass",
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drawtype = "glasslike",
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tiles = {"default_obsidian_glass.png"},
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paramtype = "light",
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is_ground_content = false,
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sunlight_propagates = true,
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sounds = default.node_sound_glass_defaults(),
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groups = {cracky=3,oddly_breakable_by_hand=3},
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})
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```
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### Glasslike_Framed
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This makes the node's edge go around the whole thing with a 3D effect, rather
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than individual nodes, like the following:
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<figure>
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<img src="{{ page.root }}//static/drawtype_glasslike_framed.png" alt="Glasslike_framed's Edges">
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<figcaption>
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Glasslike_Framed's Edges
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</figcaption>
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</figure>
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You can use the glasslike_framed_optional drawtype to allow the user to *opt-in*
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to the framed appearance.
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```lua
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minetest.register_node("default:glass", {
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description = "Glass",
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drawtype = "glasslike_framed",
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tiles = {"default_glass.png", "default_glass_detail.png"},
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inventory_image = minetest.inventorycube("default_glass.png"),
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paramtype = "light",
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {cracky = 3, oddly_breakable_by_hand = 3},
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sounds = default.node_sound_glass_defaults()
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})
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```
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## Airlike Nodes
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These nodes are not rendered, and thus have no textures.
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2018-09-19 04:04:51 -07:00
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```lua
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2015-01-27 01:59:46 -08:00
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minetest.register_node("myair:air", {
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description = "MyAir (you hacker you!)",
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drawtype = "airlike",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false, -- Would make the player collide with the air node
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pointable = false, -- You can't select the node
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diggable = false, -- You can't dig the node
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buildable_to = true, -- Nodes can be replace this node.
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-- (you can place a node and remove the air node
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-- that used to be there)
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air_equivalent = true,
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drop = "",
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groups = {not_in_creative_inventory=1}
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})
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```
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2015-01-27 01:59:46 -08:00
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2019-03-25 19:52:05 -07:00
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## Lighting and Sunlight Propagation
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The lighting of a node is stored in param1. In order to work out how to shade
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a node's side, the light value of the neighbouring node is used.
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Because of this, solid nodes don't have light values because they block light.
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By default, a node type won't allow light to be stored in any node instances.
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It's usually desirable for some nodes such as glass and air to be able to
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let light through. To do this, there are two properties which need to be defined:
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```lua
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paramtype = "light",
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sunlight_propagates = true,
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```
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The first line means that param1 does, in fact, store the light level.
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The second line means that sunlight should go through this node without decreasing in value.
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## Liquid Nodes
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<figure class="right_image">
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<img src="{{ page.root }}//static/drawtype_liquid.png" alt="Liquid Drawtype">
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<figcaption>
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Liquid Drawtype
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</figcaption>
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</figure>
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2019-03-25 19:52:05 -07:00
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Each type of liquid requires two node definitions - one for the liquid source, and
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another for flowing liquid.
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2018-09-19 04:04:51 -07:00
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```lua
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-- Some properties have been removed as they are beyond
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-- the scope of this chapter.
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minetest.register_node("default:water_source", {
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drawtype = "liquid",
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paramtype = "light",
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inventory_image = minetest.inventorycube("default_water.png"),
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-- ^ this is required to stop the inventory image from being animated
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tiles = {
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{
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name = "default_water_source_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0
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}
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}
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},
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special_tiles = {
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-- New-style water source material (mostly unused)
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{
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name = "default_water_source_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16,
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aspect_h = 16, length = 2.0},
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backface_culling = false,
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}
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},
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--
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-- Behavior
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--
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walkable = false, -- The player falls through
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pointable = false, -- The player can't highlight it
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diggable = false, -- The player can't dig it
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buildable_to = true, -- Nodes can be replace this node
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alpha = 160,
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--
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-- Liquid Properties
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--
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drowning = 1,
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liquidtype = "source",
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liquid_alternative_flowing = "default:water_flowing",
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-- ^ when the liquid is flowing
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liquid_alternative_source = "default:water_source",
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-- ^ when the liquid is a source
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liquid_viscosity = WATER_VISC,
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-- ^ how fast
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liquid_range = 8,
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-- ^ how far
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post_effect_color = {a=64, r=100, g=100, b=200},
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-- ^ colour of screen when the player is submerged
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})
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```
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2014-12-29 11:19:46 -08:00
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2019-03-25 19:52:05 -07:00
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Flowing nodes have a similar definition, but with a different name and animation.
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See default:water_flowing in the default mod in minetest_game for a full example.
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2019-03-25 19:52:05 -07:00
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## Node Boxes
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2014-12-29 11:19:46 -08:00
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<figure class="right_image">
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2018-07-15 11:36:35 -07:00
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<img src="{{ page.root }}//static/drawtype_nodebox.gif" alt="Nodebox drawtype">
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2017-08-26 11:01:51 -07:00
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<figcaption>
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Nodebox drawtype
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</figcaption>
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2014-12-29 11:19:46 -08:00
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</figure>
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2019-03-25 19:52:05 -07:00
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Node boxes allow you to create a node which is not cubic, but is instead made out
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of as many cuboids as you like.
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2018-09-19 04:04:51 -07:00
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```lua
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minetest.register_node("stairs:stair_stone", {
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drawtype = "nodebox",
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paramtype = "light",
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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{-0.5, 0, 0, 0.5, 0.5, 0.5},
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},
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}
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})
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2018-09-19 04:04:51 -07:00
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```
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2014-12-29 11:19:46 -08:00
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The most important part is the nodebox table:
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2018-09-19 04:04:51 -07:00
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```lua
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{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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{-0.5, 0, 0, 0.5, 0.5, 0.5}
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```
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2018-07-15 15:04:55 -07:00
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Each row is a cuboid which are joined to make a single node.
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The first three numbers are the co-ordinates, from -0.5 to 0.5 inclusive, of
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the bottom front left most corner, the last three numbers are the opposite corner.
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They are in the form X, Y, Z, where Y is up.
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You can use the [NodeBoxEditor](https://forum.minetest.net/viewtopic.php?f=14&t=2840) to
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create node boxes by dragging the edges, it is more visual than doing it by hand.
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2019-03-25 19:52:05 -07:00
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### Wallmounted Node Boxes
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2015-11-08 07:57:40 -08:00
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Sometimes you want different nodeboxes for when it is placed on the floor, wall, or ceiling like with torches.
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2014-12-29 11:19:46 -08:00
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2018-09-19 04:04:51 -07:00
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```lua
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minetest.register_node("default:sign_wall", {
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drawtype = "nodebox",
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node_box = {
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type = "wallmounted",
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-- Ceiling
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wall_top = {
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{-0.4375, 0.4375, -0.3125, 0.4375, 0.5, 0.3125}
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},
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-- Floor
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wall_bottom = {
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{-0.4375, -0.5, -0.3125, 0.4375, -0.4375, 0.3125}
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},
|
|
|
|
|
|
|
|
-- Wall
|
|
|
|
wall_side = {
|
|
|
|
{-0.5, -0.3125, -0.4375, -0.4375, 0.3125, 0.4375}
|
|
|
|
}
|
|
|
|
},
|
2014-12-29 11:19:46 -08:00
|
|
|
})
|
2018-09-19 04:04:51 -07:00
|
|
|
```
|
2017-08-29 15:47:02 -07:00
|
|
|
|
2019-03-25 19:52:05 -07:00
|
|
|
## Mesh Nodes
|
2017-08-29 15:47:02 -07:00
|
|
|
|
|
|
|
Whilst node boxes are generally easier to make, they are limited in that
|
|
|
|
they can only consist of cuboids. Node boxes are also unoptimised;
|
|
|
|
Inner faces will still be rendered even when they're completely hidden.
|
|
|
|
|
|
|
|
A face is a flat surface on a mesh. An inner face occurs when the faces of two
|
|
|
|
different node boxes overlap, causing parts of the node box model to be
|
|
|
|
invisible but still rendered.
|
|
|
|
|
|
|
|
You can register a mesh node as so:
|
|
|
|
|
2018-09-19 04:04:51 -07:00
|
|
|
```lua
|
2017-08-29 15:47:02 -07:00
|
|
|
minetest.register_node("mymod:meshy", {
|
|
|
|
drawtype = "mesh",
|
|
|
|
|
|
|
|
-- Holds the texture for each "material"
|
|
|
|
tiles = {
|
|
|
|
"mymod_meshy.png"
|
|
|
|
},
|
|
|
|
|
|
|
|
-- Path to the mesh
|
|
|
|
mesh = "mymod_meshy.b3d",
|
|
|
|
})
|
2018-09-19 04:04:51 -07:00
|
|
|
```
|
2017-08-29 15:47:02 -07:00
|
|
|
|
2018-02-28 12:21:20 -08:00
|
|
|
Make sure that the mesh is available in a `models` directory.
|
2017-08-29 15:47:02 -07:00
|
|
|
Most of the time the mesh should be in your mod's folder, however it's okay to
|
|
|
|
share a mesh provided by another mod you depend on. For example, a mod that
|
|
|
|
adds more types of furniture may want to share the model provided by a basic
|
|
|
|
furniture mod.
|
2017-08-29 16:22:07 -07:00
|
|
|
|
2019-03-25 19:52:05 -07:00
|
|
|
|
|
|
|
## Signlike Nodes
|
2017-08-29 16:22:07 -07:00
|
|
|
|
|
|
|
Signlike nodes are flat nodes with can be mounted on the sides of other nodes.
|
|
|
|
|
|
|
|
Despite the name of this drawtype, signs don't actually tend to use signlike but
|
|
|
|
instead use the `nodebox` drawtype to provide a 3D effect. The `signlike` drawtype
|
|
|
|
is, however, commonly used by ladders.
|
|
|
|
|
2018-09-19 04:04:51 -07:00
|
|
|
```lua
|
2017-08-29 16:22:07 -07:00
|
|
|
minetest.register_node("default:ladder_wood", {
|
|
|
|
drawtype = "signlike",
|
|
|
|
|
|
|
|
tiles = {"default_ladder_wood.png"},
|
2017-08-29 16:41:29 -07:00
|
|
|
|
2017-08-29 16:22:07 -07:00
|
|
|
-- Required: store the rotation in param2
|
|
|
|
paramtype2 = "wallmounted",
|
|
|
|
|
|
|
|
selection_box = {
|
|
|
|
type = "wallmounted",
|
|
|
|
},
|
|
|
|
})
|
2018-09-19 04:04:51 -07:00
|
|
|
```
|
2017-08-29 16:41:29 -07:00
|
|
|
|
2019-03-25 19:52:05 -07:00
|
|
|
|
|
|
|
## Plantlike Nodes
|
2017-08-29 16:41:29 -07:00
|
|
|
|
|
|
|
<figure class="right_image">
|
2018-07-15 11:36:35 -07:00
|
|
|
<img src="{{ page.root }}//static/drawtype_plantlike.png" alt="Plantlike Drawtype">
|
2017-08-29 16:41:29 -07:00
|
|
|
<figcaption>
|
|
|
|
Plantlike Drawtype
|
|
|
|
</figcaption>
|
|
|
|
</figure>
|
|
|
|
|
|
|
|
Plantlike nodes draw their tiles in an X like pattern.
|
|
|
|
|
2018-09-19 04:04:51 -07:00
|
|
|
```lua
|
2017-08-29 16:41:29 -07:00
|
|
|
minetest.register_node("default:papyrus", {
|
|
|
|
drawtype = "plantlike",
|
|
|
|
|
2017-09-21 17:42:54 -07:00
|
|
|
-- Only one texture used
|
2017-08-29 16:41:29 -07:00
|
|
|
tiles = {"default_papyrus.png"},
|
|
|
|
|
|
|
|
selection_box = {
|
|
|
|
type = "fixed",
|
|
|
|
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 0.5, 6 / 16},
|
|
|
|
},
|
2017-08-30 12:28:29 -07:00
|
|
|
})
|
2018-09-19 04:04:51 -07:00
|
|
|
```
|
2017-08-29 16:41:29 -07:00
|
|
|
|
2019-03-25 19:52:05 -07:00
|
|
|
## Firelike Nodes
|
2017-08-29 16:41:29 -07:00
|
|
|
|
2017-08-30 12:28:29 -07:00
|
|
|
Firelike is similar to plantlike, except that it is designed to "cling" to walls
|
|
|
|
and ceilings.
|
|
|
|
|
|
|
|
<figure>
|
2018-07-15 11:36:35 -07:00
|
|
|
<img src="{{ page.root }}//static/drawtype_firelike.png" alt="Firelike nodes">
|
2017-08-30 12:28:29 -07:00
|
|
|
<figcaption>
|
|
|
|
Firelike nodes
|
|
|
|
</figcaption>
|
|
|
|
</figure>
|
|
|
|
|
2018-09-19 04:04:51 -07:00
|
|
|
```lua
|
2017-09-21 17:42:54 -07:00
|
|
|
minetest.register_node("mymod:clingere", {
|
|
|
|
drawtype = "firelike",
|
|
|
|
|
|
|
|
-- Only one texture used
|
|
|
|
tiles = { "mymod:clinger" },
|
2017-08-29 16:41:29 -07:00
|
|
|
})
|
2018-09-19 04:04:51 -07:00
|
|
|
```
|
2019-03-25 19:52:05 -07:00
|
|
|
|
|
|
|
## More Drawtypes
|
|
|
|
|
|
|
|
This is not a comprehensive list, there's more types including:
|
|
|
|
|
|
|
|
* Fencelike
|
|
|
|
* Plantlike rooted - for underwater plants
|
|
|
|
* Raillike - for cart tracks
|
|
|
|
* Torchlike - for 2D wall/floor/ceiling nodes.
|
|
|
|
The torches in Minetest Game actually use two different node definitions of
|
|
|
|
mesh nodes (default:torch and default:torch_wall).
|
|
|
|
|
|
|
|
As always, read the [Lua API documentation](../../lua_api.html#node-drawtypes)
|
|
|
|
for the complete list.
|