Reduce model detail. Redo UVs, adjust texture.
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*.blend1
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CHANGELOG.md
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# Changelog
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [git] - 2020-02-10
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### Added
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- Low-poly version: "prestibags_bag.blend"
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- for high-poly version for rendering images, see below.
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### Changed
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- The original license said I could do whatever I want, and I wanted to
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change the license (See README.md and LICENSE).
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- Append all objects from old blend file into a new Blender 2.8 (2.81)
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file (Move objects into new collections based on old layout (layers)).
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- Layer 4 and 11 were visible (if using Blender 2.79).
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- Overwrite "prestibags-hipoly.blend" with the new file
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- Simplify the model (there was an exact copy of the bag with inverted
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normals inside the bag, but only polygons near the top are necessary).
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- Decimate to about 2%, then manually edit to make the rope and bag
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manifold (individually).
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- Delete all vertices of inside that weren't showing.
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- Redo UVs and texture (based on old texture).
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## [1.0] - 2013-03-07
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### Added
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- First working version.
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README.md
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README.md
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Prestibags Minetest Mod
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=======================
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# Prestibags Minetest Mod
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by prestidigitator and Poikilos <https://github.com/poikilos/prestibags>
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(original Git Repo:
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<https://github.com/prestidigitator/minetest-mod-prestibags>)
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Prestibags are simple bags that act like chests you can pick up. They do not
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modify the player's normal inventory formspec, so they will not interfere with
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any mods that do. Here are some of their features:
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Prestibags are simple bags that act like chests you can pick up. They
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do not modify the player's normal inventory formspec, so they will not
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interfere with any mods that do.
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* Retain their inventory when picked up or unloaded/reloaded by the server.
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* Can be stored in other bags, nested as deeply as you like.
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* Are NOT owned, so any player can open them and pick them up.
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* Are flammable, so don't put them near lava or fire!
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* Fit in spaces with non-solid nodes (e.g. water, torches), but don't build
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solid stuff on top of them!
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## Differences in Poikilos' Fork
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- The model is much lighter, without sacrificing significant details.
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- The license is viable (see "License" below).
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Note that bags are "active entities", although they are non-physical and act in
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many ways like nodes. This means that the "/clearobjects" command will destroy
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them, and they can potentially take damage from sources other than fire. They
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will show wear like a tool when taken into inventory if they have taken any
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damage.
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## Main Features
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- Retain their inventory when picked up or unloaded/reloaded by the
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server.
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- Can be stored in other bags, nested as deeply as you like.
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- Are NOT owned, so any player can open them and pick them up.
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- Are flammable, so don't put them near lava or fire!
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- Fit in spaces with non-solid nodes (e.g. water, torches), but don't
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build solid stuff on top of them!
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Note that bags are "active entities", although they are non-physical
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and act in many ways like nodes. This means that the "/clearobjects"
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command will destroy them, and they can potentially take damage from
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sources other than fire. They will show wear like a tool when taken
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into inventory if they have taken any damage.
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Required Minetest Version: >=0.4.5
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Dependencies: (none)
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Soft Dependencies: default, wool (for crafting), fire
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Optional Dependencies: default, wool (for crafting), fire
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Craft Recipies (W = "group:wool"):
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```
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— W —
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W — W
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W W W
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Git Repo: https://github.com/prestidigitator/minetest-mod-prestibags
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Change History
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--------------
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Version 1.0
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* Released 2013-03-07.
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* First working version.
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```
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Future Direction
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----------------
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In the future I may enhance bags so they can be opened directly from inventory
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by wielding and "using" them, but I'm struggling with this because I kind of
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like the drawback that you have to risk placing them to interact with their
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inventories.
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## Future Plans
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> In the future I may enhance bags so they can be opened directly from
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> inventory by wielding and "using" them, but I'm struggling with this
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> because I kind of like the drawback that you have to risk placing them
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> to interact with their inventories.
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-prestidigitator
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Copyright and Licensing
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-----------------------
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All content, including source code, textures, models, and sounds, are 100%
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original content by the mod author (prestidigitator).
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Author: prestidigitator (as registered on forum.minetest.net)
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License: WTFPL (all content)
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## License
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- Authors: prestidigitator, poikilos (edited by)
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- prestidigitator created the original versions of all media from
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scratch.
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- Code License: MIT (see LICENSE)
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- Media License: CC0
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- The original license said I could do whatever I want, and I wanted to
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change the license.
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4
init.lua
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init.lua
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collisionbox = { -0.44, -0.5, -0.425, 0.44, 0.35, 0.425 },
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visual = "mesh",
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visual_size = { x = 1, y = 1 },
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mesh = "prestibags_bag.obj",
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textures = { "prestibags_bag.png" }
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mesh = "prestibags_bag.b3d",
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textures = { "prestibags_bag.jpg" }
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},
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on_activate = function(self, staticData, dt)
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models/prestibags_bag.b3d
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models/prestibags_bag.b3d
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src/prestibags_bag.blend
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src/prestibags_bag.blend
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src/prestibags_bag.xcf
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src/prestibags_bag.xcf
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src/unused/prestibags_bag-wip-copies.blend
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src/unused/prestibags_bag-wip-copies.blend
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src/unused/prestibags_bag.blend
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src/unused/prestibags_bag.blend
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Before Width: | Height: | Size: 65 KiB After Width: | Height: | Size: 65 KiB |
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textures/prestibags_bag.jpg
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textures/prestibags_bag.jpg
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After Width: | Height: | Size: 26 KiB |
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