Reduce model detail. Redo UVs, adjust texture.

master
poikilos 2020-02-10 20:28:43 -05:00
parent 45b3479478
commit 9730fe5b69
13 changed files with 74 additions and 43 deletions

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*.blend1

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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/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [git] - 2020-02-10
### Added
- Low-poly version: "prestibags_bag.blend"
- for high-poly version for rendering images, see below.
### Changed
- The original license said I could do whatever I want, and I wanted to
change the license (See README.md and LICENSE).
- Append all objects from old blend file into a new Blender 2.8 (2.81)
file (Move objects into new collections based on old layout (layers)).
- Layer 4 and 11 were visible (if using Blender 2.79).
- Overwrite "prestibags-hipoly.blend" with the new file
- Simplify the model (there was an exact copy of the bag with inverted
normals inside the bag, but only polygons near the top are necessary).
- Decimate to about 2%, then manually edit to make the rope and bag
manifold (individually).
- Delete all vertices of inside that weren't showing.
- Redo UVs and texture (based on old texture).
## [1.0] - 2013-03-07
### Added
- First working version.

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Prestibags Minetest Mod
=======================
# Prestibags Minetest Mod
by prestidigitator and Poikilos <https://github.com/poikilos/prestibags>
(original Git Repo:
<https://github.com/prestidigitator/minetest-mod-prestibags>)
Prestibags are simple bags that act like chests you can pick up. They do not
modify the player's normal inventory formspec, so they will not interfere with
any mods that do. Here are some of their features:
Prestibags are simple bags that act like chests you can pick up. They
do not modify the player's normal inventory formspec, so they will not
interfere with any mods that do.
* Retain their inventory when picked up or unloaded/reloaded by the server.
* Can be stored in other bags, nested as deeply as you like.
* Are NOT owned, so any player can open them and pick them up.
* Are flammable, so don't put them near lava or fire!
* Fit in spaces with non-solid nodes (e.g. water, torches), but don't build
solid stuff on top of them!
## Differences in Poikilos' Fork
- The model is much lighter, without sacrificing significant details.
- The license is viable (see "License" below).
Note that bags are "active entities", although they are non-physical and act in
many ways like nodes. This means that the "/clearobjects" command will destroy
them, and they can potentially take damage from sources other than fire. They
will show wear like a tool when taken into inventory if they have taken any
damage.
## Main Features
- Retain their inventory when picked up or unloaded/reloaded by the
server.
- Can be stored in other bags, nested as deeply as you like.
- Are NOT owned, so any player can open them and pick them up.
- Are flammable, so don't put them near lava or fire!
- Fit in spaces with non-solid nodes (e.g. water, torches), but don't
build solid stuff on top of them!
Note that bags are "active entities", although they are non-physical
and act in many ways like nodes. This means that the "/clearobjects"
command will destroy them, and they can potentially take damage from
sources other than fire. They will show wear like a tool when taken
into inventory if they have taken any damage.
Required Minetest Version: >=0.4.5
Dependencies: (none)
Soft Dependencies: default, wool (for crafting), fire
Optional Dependencies: default, wool (for crafting), fire
Craft Recipies (W = "group:wool"):
```
— W —
W — W
W W W
Git Repo: https://github.com/prestidigitator/minetest-mod-prestibags
Change History
--------------
Version 1.0
* Released 2013-03-07.
* First working version.
```
Future Direction
----------------
In the future I may enhance bags so they can be opened directly from inventory
by wielding and "using" them, but I'm struggling with this because I kind of
like the drawback that you have to risk placing them to interact with their
inventories.
## Future Plans
> In the future I may enhance bags so they can be opened directly from
> inventory by wielding and "using" them, but I'm struggling with this
> because I kind of like the drawback that you have to risk placing them
> to interact with their inventories.
-prestidigitator
Copyright and Licensing
-----------------------
All content, including source code, textures, models, and sounds, are 100%
original content by the mod author (prestidigitator).
Author: prestidigitator (as registered on forum.minetest.net)
License: WTFPL (all content)
## License
- Authors: prestidigitator, poikilos (edited by)
- prestidigitator created the original versions of all media from
scratch.
- Code License: MIT (see LICENSE)
- Media License: CC0
- The original license said I could do whatever I want, and I wanted to
change the license.

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collisionbox = { -0.44, -0.5, -0.425, 0.44, 0.35, 0.425 },
visual = "mesh",
visual_size = { x = 1, y = 1 },
mesh = "prestibags_bag.obj",
textures = { "prestibags_bag.png" }
mesh = "prestibags_bag.b3d",
textures = { "prestibags_bag.jpg" }
},
on_activate = function(self, staticData, dt)

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