13 KiB
title | layout | root | idx | description | redirect_from |
---|---|---|---|---|---|
Node Drawtypes | default | ../.. | 2.3 | Guide to all drawtypes, including node boxes/nodeboxes and mesh nodes. | /en/chapters/node_drawtypes.html |
Introduction
In this chapter we explain all the different types of node drawtypes there are.
First of all, what is a drawtype? A drawtype defines how the node is to be drawn. A torch looks different to water, water looks different to stone.
The string you use to determine the drawtype in the node definition is the same as the title of the sections, except in lower case.
- Normal
- Airlike
- Liquid
- Glasslike
- Glasslike_Framed
- Allfaces
- Torchlike
- Nodebox
- Mesh
- Signlike
- Plantlike
- Firelike
This article is not complete yet. The following drawtypes are missing:
- Fencelike
- Plantlike rooted
- Raillike
Normal
This is, well, the normal drawtypes. Nodes that use this will be cubes with textures for each side, simple-as.\ Here is the example from the Nodes, Items and Crafting chapter. Notice how you don't need to declare the drawtype.
minetest.register_node("mymod:diamond", {
description = "Alien Diamond",
tiles = {
"mymod_diamond_up.png",
"mymod_diamond_down.png",
"mymod_diamond_right.png",
"mymod_diamond_left.png",
"mymod_diamond_back.png",
"mymod_diamond_front.png"
},
is_ground_content = true,
groups = {cracky = 3},
drop = "mymod:diamond_fragments"
})
Airlike
These nodes are see through and thus have no textures.
minetest.register_node("myair:air", {
description = "MyAir (you hacker you!)",
drawtype = "airlike",
paramtype = "light",
-- ^ Allows light to propagate through the node with the
-- light value falling by 1 per node.
sunlight_propagates = true, -- Sunlight shines through
walkable = false, -- Would make the player collide with the air node
pointable = false, -- You can't select the node
diggable = false, -- You can't dig the node
buildable_to = true, -- Nodes can be replace this node.
-- (you can place a node and remove the air node
-- that used to be there)
air_equivalent = true,
drop = "",
groups = {not_in_creative_inventory=1}
})
Liquid
These nodes are complete liquid nodes, the liquid flows outwards from position using the flowing liquid drawtype. For each liquid node you should also have a flowing liquid node.
-- Some properties have been removed as they are beyond
-- the scope of this chapter.
minetest.register_node("default:water_source", {
drawtype = "liquid",
paramtype = "light",
inventory_image = minetest.inventorycube("default_water.png"),
-- ^ this is required to stop the inventory image from being animated
tiles = {
{
name = "default_water_source_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0
}
}
},
special_tiles = {
-- New-style water source material (mostly unused)
{
name = "default_water_source_animated.png",
animation = {type = "vertical_frames", aspect_w = 16,
aspect_h = 16, length = 2.0},
backface_culling = false,
}
},
--
-- Behavior
--
walkable = false, -- The player falls through
pointable = false, -- The player can't highlight it
diggable = false, -- The player can't dig it
buildable_to = true, -- Nodes can be replace this node
alpha = 160,
--
-- Liquid Properties
--
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "default:water_flowing",
-- ^ when the liquid is flowing
liquid_alternative_source = "default:water_source",
-- ^ when the liquid is a source
liquid_viscosity = WATER_VISC,
-- ^ how fast
liquid_range = 8,
-- ^ how far
post_effect_color = {a=64, r=100, g=100, b=200},
-- ^ colour of screen when the player is submerged
})
FlowingLiquid
See default:water_flowing in the default mod in minetest_game, it is mostly the same as the above example.
Glasslike
When you place multiple glasslike nodes together, you'll notice that the internal edges are hidden, like this:
minetest.register_node("default:obsidian_glass", {
description = "Obsidian Glass",
drawtype = "glasslike",
tiles = {"default_obsidian_glass.png"},
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
sounds = default.node_sound_glass_defaults(),
groups = {cracky=3,oddly_breakable_by_hand=3},
})
Glasslike_Framed
This makes the node's edge go around the whole thing with a 3D effect, rather than individual nodes, like the following:
minetest.register_node("default:glass", {
description = "Glass",
drawtype = "glasslike_framed",
tiles = {"default_glass.png", "default_glass_detail.png"},
inventory_image = minetest.inventorycube("default_glass.png"),
paramtype = "light",
sunlight_propagates = true, -- Sunlight can shine through block
is_ground_content = false, -- Stops caves from being generated over this node.
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults()
})
Glasslike_Framed_Optional
"optional" drawtypes need less rendering time if deactivated on the client's side.
Allfaces
Allfaces are nodes which show all of their faces, even if they're against another node. This is mainly used by leaves as you don't want a gaping space when looking through the transparent holes, but instead a nice leaves effect.
minetest.register_node("default:leaves", {
description = "Leaves",
drawtype = "allfaces_optional",
tiles = {"default_leaves.png"}
})
Allfaces_Optional
Allows clients to disable it using new_style_leaves = 0
, requiring less rendering time.
TorchLike
TorchLike nodes are 2D nodes which allow you to have different textures depending on whether they are placed against a wall, on the floor, or on the ceiling.
TorchLike nodes are not restricted to torches, you could use them for switches or other items which need to have different textures depending on where they are placed.
minetest.register_node("foobar:torch", {
description = "Foobar Torch",
drawtype = "torchlike",
tiles = {
{"foobar_torch_floor.png"},
{"foobar_torch_ceiling.png"},
{"foobar_torch_wall.png"}
},
inventory_image = "foobar_torch_floor.png",
wield_image = "default_torch_floor.png",
light_source = LIGHT_MAX-1,
-- Determines how the torch is selected, ie: the wire box around it.
-- each value is { x1, y1, z1, x2, y2, z2 }
-- (x1, y1, y1) is the bottom front left corner
-- (x2, y2, y2) is the opposite - top back right.
-- Similar to the nodebox format.
selection_box = {
type = "wallmounted",
wall_top = {-0.1, 0.5-0.6, -0.1, 0.1, 0.5, 0.1},
wall_bottom = {-0.1, -0.5, -0.1, 0.1, -0.5+0.6, 0.1},
wall_side = {-0.5, -0.3, -0.1, -0.5+0.3, 0.3, 0.1},
}
})
Nodebox
Nodeboxes allow you to create a node which is not cubic, but is instead made out of as many cuboids as you like.
minetest.register_node("stairs:stair_stone", {
drawtype = "nodebox",
paramtype = "light",
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
}
})
The most important part is the nodebox table:
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5}
Each row is a cuboid which are joined to make a single node. The first three numbers are the co-ordinates, from -0.5 to 0.5 inclusive, of the bottom front left most corner, the last three numbers are the opposite corner. They are in the form X, Y, Z, where Y is up.
paramtype = "light"
allows light to propagate from or through the node
with light value.
You can use the NodeBoxEditor to create node boxes by dragging the edges, it is more visual than doing it by hand.
Wallmounted Nodebox
Sometimes you want different nodeboxes for when it is placed on the floor, wall, or ceiling like with torches.
minetest.register_node("default:sign_wall", {
drawtype = "nodebox",
node_box = {
type = "wallmounted",
-- Ceiling
wall_top = {
{-0.4375, 0.4375, -0.3125, 0.4375, 0.5, 0.3125}
},
-- Floor
wall_bottom = {
{-0.4375, -0.5, -0.3125, 0.4375, -0.4375, 0.3125}
},
-- Wall
wall_side = {
{-0.5, -0.3125, -0.4375, -0.4375, 0.3125, 0.4375}
}
},
})
Mesh
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:
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",
})
Make sure that the mesh is available in a models
directory.
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.
Signlike
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.
minetest.register_node("default:ladder_wood", {
drawtype = "signlike",
tiles = {"default_ladder_wood.png"},
-- Required: store the rotation in param2
paramtype2 = "wallmounted",
selection_box = {
type = "wallmounted",
},
})
Plantlike
Plantlike nodes draw their tiles in an X like pattern.
minetest.register_node("default:papyrus", {
drawtype = "plantlike",
-- Only one texture used
tiles = {"default_papyrus.png"},
selection_box = {
type = "fixed",
fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 0.5, 6 / 16},
},
})
Firelike
Firelike is similar to plantlike, except that it is designed to "cling" to walls and ceilings.
minetest.register_node("mymod:clingere", {
drawtype = "firelike",
-- Only one texture used
tiles = { "mymod:clinger" },
})