rename etc to src, improve docs formatting

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poikilos 2019-07-02 16:12:09 -04:00
parent 9d50885937
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# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a
Changelog](https://keepachangelog.com/en/1.0.0/).
'!' (near bottom) is for bugs in 2012 version that are fixed (as opposed
to features that were changed/added) in this fork.
## [git] - 2019-07-02
### Changed
* Rename etc to src to denote that the files are unnecessary for use.
* Move log to CHANGELOG.md (and format as per keepachangelog.com)
* Rename expertmm to poikilos to reflect my GitHub username change.
* Improve use of markdown in README.md and CHANGELOG.md.
## [git] - 2017-05-14
### Added
- ruby item, mineral, & (realistic mode) block textures
## [git] - 2017-03-23
### Added
- peridot (realistic mode) block texture
## [git] - 2017-03-21
### Changed
- improved peridot item & mineral textures
## [git] - 2017-03-20
### Added
- Add improved opal item texture (All except optional realistic mode
opal block are finished)
### Changed
- Change garnet from Spessartine to pomegranate seed colored Rhodolite
to reflect the original meaning of the word garnet (comes from the
word pomegranate) -- see
<https://www.americangemsociety.org/en/garnet-history>.
## [git] - 2017-03-18
### Added
- new textures for garnet: gem (item), mineral, block (realistic style)
### Changed
- Change tint of garnet block (classic style) to look like Spessartine
garnet.
## [git] - 2017-03-13
### Changed
- Use settings from server's minetest.conf:
birthstones_texture_style (can be realistic or classic)
- Change default block style to classic
- Improve opal mineral overlay, alexandrite classic block texture.
## [git] - 2017-03-11
### Changed
- Redo emerald mineral and item textures.
- Redo classic textures for gems where realistic block is not
finished yet.
## [git] - 2017-03-10
### Changed
- Redo textures for "white diamond" mineral and item [blend file:
octagon beveled all but top and bottom by .12 offset] and for topaz
mineral.
- Change sun square emission from 10 to 100.
## [git] - 2017-02-16
### Added
- Rerender Alexandrite block & item; new textures for minerals:
Alexandrite, Amethyst (collect HD versions in src/hd).
### Changed
- Completely rework gem shader (blend version 2).
- Redo textures for aquamarine: mineral, block, item.
## [git] - 2017-02-15
### Changed
- In blend file, connect ID Mask to Image output (in Compositor nodes)
for alpha in rendered image.
## [git] - 2017-02-13
### Added
- Make Blender project for gem rendering (see Developer Notes in
README.md for usage)
- Make multi-sided Topaz Block (WIP) made in Blender.
- Finish gem and block textures for Topaz, Alexandrite, Amethyst (in
Blender by Poikilos)
## [git] - 2017-02-12
### Added
- (2017-02-12) Add gem hoes (using farming api).
## [git] - 2017-02-11
### Added
- (!) Make opal possible to get: added missing register_on_generated for
changing some stone to opal (see oregen.lua).
- swords & shovels
- Add crafting recipe to convert block back into 9 gems.
- Add recipe to create `default:diamond` from `dye:blue` +
`birthstones:diamond` for playability (for when other mods like
technic need diamonds for things)
### Changed
- (!) Preliminary step in fixing one-chop axes: Change register_tool
`time2` and `time3` from:
`[1]=time1-2.0, [2]=2.0-time2, [3]=2.0-time3}`
to
`times={[1]=time1/2.0, [2]=time2/2.0, [3]=time3/2.0}`
- Change `* Ore` to `Stone with *` (because why copy other people when
you can make sense instead).
- (!) Ore needs better pick to be mined: changed groups.cracky of all
from 3 to 1
- (!) Block needs better pick to be mined: Changed groups:
```lua
-- groups = {cracky = 3}
groups = {cracky = 1, level = 3}
```
- (!) Change drop of ores (to match modern style from default in
minetest_game from minetest 0.4.15-git 2017-01), where * below is
name:
```lua
-- drop = 'craft "birthstones:*" 1',
drop = "birthstones:*",
```
- (!) Change drop for stone_with_topaz from stone_with_topaz to topaz
(apparently this didn't cause an issue since craft method had been
used).
- Componentize into separate lua files for each category of operations.
## [git] - 2017-02-10
### Changed
- Poikilos fork starts today.
- Match minetest texture & variable naming scheme:
```
(see changes below, where ^* is capitalized mineral name and * is
uncapitalized)
(aliases added only for backward compatibility--see aliases.lua
--doing aliases can be commented in init.lua)
Files:
^* TO birthstones_* (ITEM)
^*_overlay TO birthstones_mineral_* (ORE OVERLAY)
^*_block TO birthstones_*_block
*_axe to birthstones_tool_*axe
*_pick to birthstones_tool_*pick
^*_block to birthstones_*_block
Variables:
birthstones:*ore TO birthstones:stone_with_*
"birthstones:".. name .. "_pick" TO "birthstones:pick_"..name
"birthstones:".. name .. "_axe" TO "birthstones:axe_"..name
```
- (!) Capitalize stone name when used within tool display name.
- (!) Fix issue where topaz ore was registered twice (didn't seem to
cause problems)
- (!) Remove month from display names to avoid breaking immersion (draws
too much attention to the items having a "label") if re-added, months
would have to be corrected anyway as follows (in the original mod,
alphabetical order instead of actual birthstone month determined
month): see src/birthstones list.csv

251
README.md
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@ -3,92 +3,29 @@
see LICENSE for full credits) see LICENSE for full credits)
## Primary differences from original ## Primary differences from original
### Main reasons for fork: (see also CHANGELOG.md)
* add more tools
* make changes to code to make use of modern Minetest (such as ore drop string)
* make 3D prerendered textures of gem (item) and mineral (and optional block textures)
### Notable issues found in original (see items marked with '!' in "Changes" section for others): ### Main reasons for fork
(hopefully these changes get corrected there) * Add more tools.
* birthstones were wrong month (see "birthstones list.csv" in etc folder for corrections, though month names are removed in fork) * Make changes to code to make use of modern Minetest (such as ore drop
* now stone_with_opal is generated now (was impossible to get by mining before, apparently) string).
* crafting block back to 9 gemstones is now possible * Make 3D prerendered textures of gem (item) and mineral (and optional
* found some code bugs (see exclamation points under "Changes" below) block textures)
### Other major differences from original ### Notable Issues Found in Original
Some major changes were done to make the mod easier to maintain: (see also exclamation points in **CHANGELOG.md**)
* changed to minetest_game's naming scheme for filenames and node/tool names (aliases added for backward compatibility) * I removed incorrect birth stone months (see "birthstones list.csv" in
* componentized into separate lua files for each category of operations src. folder for corrections, though month names are removed in this
fork).
* Now stone_with_opal is generated (it was impossible to get by mining
before, apparently).
* Crafting a block back into 9 gemstones is now possible.
### Other Major Differences from Original
## Changes: I made some major changes to make the mod easier to maintain:
'!' (near bottom) is for bugs in 2012 version that are fixed (as opposed to features that were changed/added) in this fork * I changed to minetest_game's naming scheme for filenames and node/tool
* (2017-05-14) Added improved ruby item, mineral, & (realistic mode) block textures names (adding aliases for backward compatibility).
* (2017-03-23) Added improved peridot (realistic mode) block texture * Componentize into separate Lua files by operation.
* (2017-03-21) Added improved peridot item&mineral textures
* (2017-03-20) Added improved opal item texture (finished all except optional realistic mode opal block)
* (2017-03-20) Change garnet from Spessartine to pomegranate seed colored Rhodolite to reflect the original meaning of the word garnet (comes from the word pomegranate) -- see and https://www.americangemsociety.org/en/garnet-history
* (2017-03-18) new textures for garnet: gem (item), mineral, block (realistic style)
* (2017-03-18) tint of garnet block (classic style) changed to be that of Spessartine garnet
* (2017-03-13) textures improved: opal mineral overlay, alexandrite classic block
* (2017-03-13) default block style changed to classic
* (2017-03-13) now uses settings from server's minetest.conf: birthstones_texture_style (can be realistic or classic)
* (2017-03-11) added better classic textures for gems where realistic block is not finished yet
* (2017-03-11) added new texture for emerald: mineral, item
* (2017-03-10) changed sun square emission from 10 to 100
* (2017-03-10) new textures for "white diamond": mineral, item [blend file: octagon beveled all but top and bottom by .12 offset]; for topaz: mineral
* (2017-02-19) new textures for aquamarine: mineral, block, item
* (2017-02-16) Rerendered Alexandrite block&item; new textures for minerals: Alexandrite, Amethyst; collecting hd versions in etc/hd
* (2017-02-16) blend file: completely reworked gem shader (blend version 2)
* (2017-02-15) blend file: connected ID Mask to Image output (in Compositor nodes) for alpha in rendered image
* (2017-02-13) Finished working gem and block textures for Topaz, Alexandrite, Amethyst, made in Blender by expertmm
* (2017-02-13) Made multi-sided Topaz Block (WIP) made in Blender
* (2017-02-13) Made Blender project for gem rendering (see Developer Notes below for usage)
* (2017-02-12) Add farming hoes
* (2017-02-11) Add recipe to create default:diamond from dye:blue + birthstones:diamond for playability (for when other mods like technic need diamonds for things)
* (2017-02-11) Add crafting recipe to convert block back into 9 gems
* (2017-02-11) Add Swords & Shovels
* (2017-02-11) Componentize into separate lua files for each category of operations
* !(2017-02-11) Make opal possible to get: added missing register_on_generated for changing some stone to opal (see oregen.lua)
* !(2017-02-11) Change drop for stone_with_topaz from stone_with_topaz to topaz (apparently this didn't cause an issue since craft method had been used)
* !(2017-02-11) Change drop of ores (to match modern style from default in minetest_game from minetest 0.4.15-git 2017-01), where * below is name:
```lua
-- drop = 'craft "birthstones:*" 1',
drop = "birthstones:*",
```
* !(2017-02-11) Block needs better pick to be mined: Changed groups:
```lua
-- groups = {cracky = 3}
groups = {cracky = 1, level = 3}
```
* !(2017-02-11) Ore needs better pick to be mined: changed groups.cracky of all from 3 to 1
* (2017-02-11) Changed "* Ore" to "Stone with *" (because why copy other people when you can make sense instead)
* !(2017-02-11) Preliminary step in fixing one-chop axes: changed register_tool time2 and time3 from:
[1]=time1-2.0, [2]=2.0-time2, [3]=2.0-time3}
to
times={[1]=time1/2.0, [2]=time2/2.0, [3]=time3/2.0}
* !(2017-02-10) Removed month from display names to avoid breaking immersion (draws too much attention to the items having a "label")
if re-added, months would have to be corrected anyway as follows (in the original mod, alphabetical order instead of actual birthstone month determined month):
see etc/birthstones list.csv
* !(2017-02-10) Fixed issue where topaz ore was registered twice (didn't seem to cause problems)
* !(2017-02-10) Capitalized stone name when used within tool display name
* (2017-02-10) Naming changed to match minetest texture&variable naming scheme
```
(see changes below, where ^* is capitalized mineral name and * is uncapitalized)
(aliases added only for backward compatibility--see aliases.lua--doing aliases can be commented in init.lua)
Files:
^* TO birthstones_* (ITEM)
^*_overlay TO birthstones_mineral_* (ORE OVERLAY)
^*_block TO birthstones_*_block
*_axe to birthstones_tool_*axe
*_pick to birthstones_tool_*pick
^*_block to birthstones_*_block
Variables:
birthstones:*ore TO birthstones:stone_with_*
"birthstones:".. name .. "_pick" TO "birthstones:pick_"..name
"birthstones:".. name .. "_axe" TO "birthstones:axe_"..name
```
* (2017-02-10) expertmm fork starting today
## Known Issues ## Known Issues
* Improve remaining block textures * Improve remaining block textures
@ -102,7 +39,7 @@ Some major changes were done to make the mod easier to maintain:
(to use Speedcrunch to get values not listed, enter the number without any equation, then paste the formulas above exactly to use that "answer" as a variable--see spreadsheet's "Hardness - Extrapolated" sheet for spreadsheet version of formulas) (to use Speedcrunch to get values not listed, enter the number without any equation, then paste the formulas above exactly to use that "answer" as a variable--see spreadsheet's "Hardness - Extrapolated" sheet for spreadsheet version of formulas)
### Things that will be kept the same: ### Things that will be kept the same:
* You must manually delete the etc folder (source material) from your mods/birthtones folder to reduce download times of the mod when using a server * You must manually delete the src folder (source material) from your mods/birthtones folder to reduce download times of the mod when using a server
* birthstones:diamond will still be present for now (as opposed to becoming an alias for default:diamond), since the birthstones diamond texture looks cool. The display names for all of the items will say "White Diamond". (planned: recipe to make it into regular diamond) * birthstones:diamond will still be present for now (as opposed to becoming an alias for default:diamond), since the birthstones diamond texture looks cool. The display names for all of the items will say "White Diamond". (planned: recipe to make it into regular diamond)
* No shields & armor (planned as separate mod: birthstones_3d_armor) * No shields & armor (planned as separate mod: birthstones_3d_armor)
* No arrows (planned as separate mod: birthstones_throwing) * No arrows (planned as separate mod: birthstones_throwing)
@ -112,21 +49,21 @@ Some major changes were done to make the mod easier to maintain:
* Look into changes in "birthstones fixed" at https://forum.minetest.net/viewtopic.php?f=9&t=11497&hilit=birthstones * Look into changes in "birthstones fixed" at https://forum.minetest.net/viewtopic.php?f=9&t=11497&hilit=birthstones
* Look into overlap in stone list found in Glooptest * Look into overlap in stone list found in Glooptest
* Make compatible with glooptest * Make compatible with glooptest
```lua ```Lua
local glooptest = minetest.get_modpath("glooptest") local glooptest = minetest.get_modpath("glooptest")
if glooptest then if glooptest then
register_alias("birthstones:amethyst","glooptest:amethyst_gem") register_alias("birthstones:amethyst","glooptest:amethyst_gem")
register_alias("birthstones:emerald","glooptest:emerald_gem") register_alias("birthstones:emerald","glooptest:emerald_gem")
register_alias("birthstones:ruby","glooptest:ruby_gem") register_alias("birthstones:ruby","glooptest:ruby_gem")
register_alias("birthstones:sapphire","glooptest:sapphire_gem") register_alias("birthstones:sapphire","glooptest:sapphire_gem")
register_alias("birthstones:topaz","glooptest:topaz_gem") register_alias("birthstones:topaz","glooptest:topaz_gem")
-- (and glooptest:*_block for all of those) -- (and glooptest:*_block for all of those)
else else
-- create those ores -- create those ores
-- register those ore nodes -- register those ore nodes
-- register those block nodes -- register those block nodes
end end
-- If neeeded, can also do things like drop = glooptest and "glooptest:topaz_gem" or "birthstones:topaz" -- If neeeded, can also do things like drop = glooptest and "glooptest:topaz_gem" or "birthstones:topaz"
``` ```
@ -147,12 +84,13 @@ Do the following steps to re-render a block:
* Open the included Blend file in Blender and set the input nodes as follows (if there are two, set one as the input for absorption and turn that up--or experiment; ~ means wasn't plugged into any nodes): * Open the included Blend file in Blender and set the input nodes as follows (if there are two, set one as the input for absorption and turn that up--or experiment; ~ means wasn't plugged into any nodes):
(v1L you can also tweak whether fresnel, facing, or IsTransmissionRay is Factor for "Glow Mix" node (you can also flip the inputs) (v1L you can also tweak whether fresnel, facing, or IsTransmissionRay is Factor for "Glow Mix" node (you can also flip the inputs)
(v2 you can also tweak whether Tangent, which Light Path output [and whether passes through Reduction node], or nothing [0.00] is used for Glare Mix's Factor; warped block shards can be fitted together then scaled by 1.01 on the x&z [s, shift z, 1.01]) (v2 you can also tweak whether Tangent, which Light Path output [and whether passes through Reduction node], or nothing [0.00] is used for Glare Mix's Factor; warped block shards can be fitted together then scaled by 1.01 on the x&z [s, shift z, 1.01])
```
Name, GemColor, IOR**, Frost, Gloss, Clarity,Absorption, AbspSat, Glare Mix, GlareSat (Glare Saturation) Name, GemColor, IOR**, Frost, Gloss, Clarity,Absorption, AbspSat, Glare Mix, GlareSat (Glare Saturation)
***Alexandrite,567274 to 63152c,1.75, ~, ~, .95, 1, 1.0, Gem:Tangent ; Block: Tangent*Reduction; Block east: 0.00, ~ ***Alexandrite,567274 to 63152c,1.75, ~, ~, .95, 1, 1.0, Gem:Tangent ; Block: Tangent*Reduction; Block east: 0.00, ~
***Amethyst, ad87a6, 1.55, .5, 0, 0, 1, .5, ~, ~ ***Amethyst, ad87a6, 1.55, .5, 0, 0, 1, .5, ~, ~
***Aquamarine, 8bdcdf, 1.564-1.596, ~, ~, .95, 1, 0, Gem:PatchyNoise;, .5 ***Aquamarine, 8bdcdf, 1.564-1.596, ~, ~, .95, 1, 0, Gem:PatchyNoise;, .5
Aquamarine, (!8bdcdf)04A752,1.564-1.596, .1, 0, .5, 0, 0, ~, ~ Aquamarine, (!8bdcdf)04A752,1.564-1.596, .1, 0, .5, 0, 0, ~, ~
Diamond, ced7da, 2.418, 0{.1}[.01], 0[.1], 1, 0, , Diamond, ced7da, 2.418, 0{.1}[.01], 0[.1], 1, 0, ,
Emerald, (!02552a)04A752,1.5775-1.5835, 0, .1, .99, .5, 0, , Emerald, (!02552a)04A752,1.5775-1.5835, 0, .1, .99, .5, 0, ,
[Spessartine]Garnet,b5622c,1.73-1.75, 0, 0, .9, 0, , , [Spessartine]Garnet,b5622c,1.73-1.75, 0, 0, .9, 0, , ,
[pom-colored]Garnet,910516,1.73-1.75, 0, 0.05, 1.0, 0, , , [pom-colored]Garnet,910516,1.73-1.75, 0, 0.05, 1.0, 0, , ,
@ -161,87 +99,88 @@ Peridot, 85b116, 1.658-1.695, 0.001, 0.05, 0.99, 0, 0, ,
Ruby, 832935, 1.766-1.774, , , , , , , Ruby, 832935, 1.766-1.774, , , , , , ,
Sapphire, 163f7d, , , , , , , , Sapphire, 163f7d, , , , , , , ,
***Topaz, E5A55F, 1.62, .5, .5, 1.0, 0.0, 0.0, , ***Topaz, E5A55F, 1.62, .5, .5, 1.0, 0.0, 0.0, ,
Zircon, 255f75, , , , , , Zircon, 255f75, , , , , ,
****LampSky changed from ~1 to 3, LampSunSquareYellow changed from .3 to 30, clouds from 1 to 4, starting from only item version of this to all future renders ****LampSky changed from ~1 to 3, LampSunSquareYellow changed from .3 to 30, clouds from 1 to 4, starting from only item version of this to all future renders
[] if in brackets, value is for block version ```
! means not that value: though that value is apparent from a reference photo, it is apparently not the true albedo Symbols:
{} if in bracurly braces, value is for mineral (ore) version - `[]` if in brackets, value is for block version
** Complete IOR Lists (values averaged or used from) - `!` means not that value: though that value is apparent from a reference photo, it is apparently not the true albedo
- `{}` if in bracurly braces, value is for mineral (ore) version
- `**` Complete IOR Lists (values averaged or used from)
http://forums.cgsociety.org/archive/index.php?t-513458.html http://forums.cgsociety.org/archive/index.php?t-513458.html
http://www.gemselect.com/gem-info/refractive-index.php (use this one--has double refraction info) http://www.gemselect.com/gem-info/refractive-index.php (use this one--has double refraction info)
*** old shader (usually Gem2, or sometimes Gem) was used as opposed to Gem3 (Frost was called Scatter, but it wasn't actually volumetric scatter in Gem shaders 1-2) - `***` old shader (usually Gem2, or sometimes Gem) was used as opposed to Gem3 (Frost was called Scatter, but it wasn't actually volumetric scatter in Gem shaders 1-2)
- where '-' appears in IOR column, double refraction is used [different values in each IOR value input node]) - where '-' appears in IOR column, double refraction is used [different values in each IOR value input node])
Starting with emerald, block is rotated by 90 on z - Starting with **Emerald**, block is rotated by 90 on z
pom-colored means pomegranate-seed-colored - pom-colored means pomegranate-seed-colored
Take note that this list is in alphabetical order (like birthstones-mod git 2012) for convenience, not in actual birthstone month order. Take note that this list is in alphabetical order (like birthstones-mod git 2012) for convenience, not in actual birthstone month order.
* Keep default resolution of 32x32 (must be full bleed then cropped to 16x16 manually to avoid edge issues with cycles) * Keep default resolution of 32x32 (must be full bleed then cropped to 16x16 manually to avoid edge issues with cycles)
* Render the following cameras (or experiment): North, East, Top * Render the following cameras (or experiment): North, East, Top
* In your favorite image editor, finish making them usable in-game: * In your favorite image editor, finish making them usable in-game:
* Crop all textures to 16x16 * Crop all textures to 16x16
* Make the textures seemless such as by using these steps: * Make the textures seemless such as by using these steps:
* Copy the bottom row of pixels of top, then Paste onto top row of pixels of north * Copy the bottom row of pixels of top, then Paste onto top row of pixels of north
* Rotate top to the right temporarilty (don't save top after this) * Rotate top to the right temporarilty (don't save top after this)
* Copy the new bottom row of pixels of top, then Paste onto top row of pixels of east * Copy the new bottom row of pixels of top, then Paste onto top row of pixels of east
To make a Gem: To make a Gem:
* If you are making a new gem, I recommend making surface imperfect as follows (avoid Edge Split since it breaks edges into two lines, leading to problems with further modifiers and possibly with refraction or other light paths): * If you are making a new gem, I recommend making surface imperfect as follows (avoid Edge Split since it breaks edges into two lines, leading to problems with further modifiers and possibly with refraction or other light paths):
* Make a gem * Make a gem
* Tools, Smooth * Tools, Smooth
* Add Modifier, Subdivision Surface, simple, View: 3 (that will be applied), Apply * Add Modifier, Subdivision Surface, simple, View: 3 (that will be applied), Apply
* Go to edit mode, and select any edges that should be sharp, and click Mesh, Edges, Mark Sharp * Go to edit mode, and select any edges that should be sharp, and click Mesh, Edges, Mark Sharp
* Object Data, check Autosmooth * Object Data, check Autosmooth
* Change angle (can be all the way up, such as 90, if you did mark sharp on all edges above) * Change angle (can be all the way up, such as 90, if you did mark sharp on all edges above)
* Add Modifier, Displace, Add New, click "Show texture in texture tab" button to the right of it, change it from "Image or Movie" to Musgrave Multifractal, Intensity around .3, Size 2.0 or a little more than the size of the gem, then go back to Displace modifier and change Strength as needed (may have to be negative especially for some Musgrave patterns). * Add Modifier, Displace, Add New, click "Show texture in texture tab" button to the right of it, change it from "Image or Movie" to Musgrave Multifractal, Intensity around .3, Size 2.0 or a little more than the size of the gem, then go back to Displace modifier and change Strength as needed (may have to be negative especially for some Musgrave patterns).
* To make 8-bit version, convert to 8-bit before scaling down from 128x128 to 16x16. * To make 8-bit version, convert to 8-bit before scaling down from 128x128 to 16x16.
* To use existing Block Shards, keep in mind that for Block Shard Hex Pointed, Object data, mesh name can be changed between "BlockShardHexFlatSide" and "BlockShardHexPointed" * To use existing Block Shards, keep in mind that for Block Shard Hex Pointed, Object data, mesh name can be changed between "BlockShardHexFlatSide" and "BlockShardHexPointed"
### Special Thanks ### Special Thanks
- [How to Create a Rock in Blender Using Built-In
Textures](https://www.youtube.com/watch?v=5v8pzsYImc8)
by Blender Smoothie
How to Create a Rock in Blender Using Built-In Textures - [Blender - shiny glass sculpture - Cycles render -
https://www.youtube.com/watch?v=5v8pzsYImc8 Zeitfreund](https://www.youtube.com/watch?v=jDHYQUj3N90)
by Blender Smoothie by Zeitfreund
Blender - shiny glass sculpture - Cycles render - Zeitfreund - [Cycles' Volume
https://www.youtube.com/watch?v=jDHYQUj3N90 Materials](https://www.youtube.com/watch?v=CU_igW_1ZXs)
by Zeitfreund by EnigmaToots
Cycles' Volume Materials
https://www.youtube.com/watch?v=CU_igW_1ZXs
by EnigmaToots
### Possibly helpful other tutorials ### Possibly helpful other tutorials
(basis for Gem1 material) - (basis for Gem1 material)
Blender gem tutorial [Blender gem tutorial](https://www.youtube.com/watch?v=3EN6mAFDqaI)
https://www.youtube.com/watch?v=3EN6mAFDqaI by Marijus Jacevičius
by Marijus Jacevičius
(additional influence on Gem2 material): - (additional influence on Gem2 material):
Creating advanced shaders in Blender / cycles - Flat [Creating advanced shaders in Blender / cycles -
https://www.youtube.com/watch?v=nnpvFbvRSyM&t=1344s Flat](https://www.youtube.com/watch?v=nnpvFbvRSyM&t=1344s)
by Thornton Strolia by Thornton Strolia
(unused, but can be used for color diffraction) - (unused, but can be used for color diffraction)
Blender Quick Tip #4 | Diamonds in Blender [Blender Quick Tip #4 | Diamonds in
https://www.youtube.com/watch?v=4sk6RFcORd0 Blender](https://www.youtube.com/watch?v=4sk6RFcORd0)
The Digital M by The Digital M
Gemstone (Tutorial) - [Gemstone
https://www.youtube.com/watch?v=I4PmptWMA08&t=8s (Tutorial)](https://www.youtube.com/watch?v=I4PmptWMA08&t=8s)
by toki FX by toki FX
## Minetest 2017 API notes ## Minetest 2017 API notes
(see http://wiki.minetest.net/Groups and https://github.com/minetest/minetest/blob/142e2d3b74ad886eed83b0fc9d6cfea100dae10a/doc/lua_api.txt#L736 ) (see <http://wiki.minetest.net/Groups> and
<https://github.com/minetest/minetest/blob/142e2d3b74ad886eed83b0fc9d6cfea100dae10a/doc/lua_api.txt#L736>)
### groupcaps (in tool_capabilities dict in register_tool 2nd param dict): a dictionary of groupcap dictionaries such as: ### groupcaps (in tool_capabilities dict in register_tool 2nd param dict): a dictionary of groupcap dictionaries such as:
* choppy: chops wood - choppy: chops wood
* snappy: leaves and other thin materials -- possible with sword, but wears sword out quickly - snappy: leaves and other thin materials -- possible with sword, but wears sword out quickly
* fleshy: damage mobs/players - fleshy: damage mobs/players
* crumbly: shovels etc - crumbly: shovels etc.
* cracky: picks etc - cracky: picks etc.
(and more unrelated to this mod) - (and more unrelated to this mod)
### register_node: ### register_node:
http://dev.minetest.net/minetest.register_node <http://dev.minetest.net/minetest.register_node>
http://dev.minetest.net/Groups <http://dev.minetest.net/Groups>
* groups.cracky: like other dig types, the value is normally 1 to 3, and 1 requires the best pick to mine. - groups.cracky: like other dig types, the value is normally 1 to 3, and 1 requires the best pick to mine.
* groups.level: prevents being mined by lower level stuff - groups.level: prevents being mined by lower level stuff

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