Add some textures and license file
26
LICENSE.txt
Normal file
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License of textures
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All textures are by kaeza, licensed under the CC-BY-SA license
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------------------------------
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License of code
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Copyright (C) 2014-2015 Nathanaël Courant (a.k.a. Nore/Novatux) (nore@mesecons.net)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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|
8
README.txt
Normal file
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This is "turtle" mod for Minetest; it provides programmable robots called
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"turtles", which can move and make other automated actions such as digging
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or placing nodes.
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--------------------
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Depends on:
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pipeworks
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digilines (optional)
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129
models/turtle.x
@ -1,129 +0,0 @@
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xof 0303txt 0032
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template XSkinMeshHeader {
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<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
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WORD nMaxSkinWeightsPerVertex;
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WORD nMaxSkinWeightsPerFace;
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WORD nBones;
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}
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template SkinWeights {
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<6f0d123b-bad2-4167-a0d0-80224f25fabb>
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STRING transformNodeName;
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DWORD nWeights;
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array DWORD vertexIndices[nWeights];
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array float weights[nWeights];
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Matrix4x4 matrixOffset;
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}
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Frame Root {
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FrameTransformMatrix {
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1.000000, 0.000000, 0.000000, 0.000000,
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0.000000, 0.000000, 1.000000, 0.000000,
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0.000000, 1.000000,-0.000000, 0.000000,
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0.000000, 0.000000, 0.000000, 1.000000;;
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}
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Frame Armature {
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FrameTransformMatrix {
|
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1.000000, 0.000000, 0.000000, 0.000000,
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0.000000, 0.000000,-1.000000, 0.000000,
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-0.000000, 1.000000, 0.000000, 0.000000,
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0.000000, 0.000000, 0.000000, 1.000000;;
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}
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Frame Armature_Bone {
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FrameTransformMatrix {
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1.000000, 0.000000, 0.000000, 0.000000,
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0.000000, 0.000000, 1.000000, 0.000000,
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0.000000,-1.000000, 0.000000, 0.000000,
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0.000000, 0.000000, 0.000000, 1.000000;;
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}
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} //End of Armature_Bone
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} //End of Armature
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Frame Cube {
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FrameTransformMatrix {
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5.000000, 0.000000, 0.000000, 0.000000,
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0.000000, 5.000000, 0.000000, 0.000000,
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0.000000, 0.000000, 5.000000, 0.000000,
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0.000000, 0.000000, 0.000000, 1.000000;;
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}
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Mesh { //Cube_001 Mesh
|
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24;
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-1.000000;-1.000000;-1.000000;,
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-1.000000; 1.000000;-1.000000;,
|
||||
-1.000000; 1.000000; 1.000000;,
|
||||
-1.000000;-1.000000; 1.000000;,
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||||
-1.000000; 1.000000;-1.000000;,
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||||
1.000000; 1.000000;-1.000000;,
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1.000000; 1.000000; 1.000000;,
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-1.000000; 1.000000; 1.000000;,
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1.000000; 1.000000;-1.000000;,
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1.000000;-1.000000;-1.000000;,
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1.000000;-1.000000; 1.000000;,
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1.000000; 1.000000; 1.000000;,
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1.000000;-1.000000;-1.000000;,
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||||
-1.000000;-1.000000;-1.000000;,
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-1.000000;-1.000000; 1.000000;,
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1.000000;-1.000000; 1.000000;,
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1.000000;-1.000000;-1.000000;,
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1.000000; 1.000000;-1.000000;,
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-1.000000; 1.000000;-1.000000;,
|
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-1.000000;-1.000000;-1.000000;,
|
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-1.000000;-1.000000; 1.000000;,
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-1.000000; 1.000000; 1.000000;,
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1.000000; 1.000000; 1.000000;,
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1.000000;-1.000000; 1.000000;;
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6;
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4;0;1;2;3;,
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4;4;5;6;7;,
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4;8;9;10;11;,
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4;12;13;14;15;,
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4;16;17;18;19;,
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4;20;21;22;23;;
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MeshNormals { //Cube_001 Normals
|
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24;
|
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-1.000000; 0.000000; 0.000000;,
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-1.000000; 0.000000; 0.000000;,
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||||
-1.000000; 0.000000; 0.000000;,
|
||||
-1.000000; 0.000000; 0.000000;,
|
||||
0.000000; 1.000000;-0.000000;,
|
||||
0.000000; 1.000000;-0.000000;,
|
||||
0.000000; 1.000000;-0.000000;,
|
||||
0.000000; 1.000000;-0.000000;,
|
||||
1.000000; 0.000000;-0.000000;,
|
||||
1.000000; 0.000000;-0.000000;,
|
||||
1.000000; 0.000000;-0.000000;,
|
||||
1.000000; 0.000000;-0.000000;,
|
||||
0.000000;-1.000000; 0.000000;,
|
||||
0.000000;-1.000000; 0.000000;,
|
||||
0.000000;-1.000000; 0.000000;,
|
||||
0.000000;-1.000000; 0.000000;,
|
||||
-0.000000; 0.000000;-1.000000;,
|
||||
-0.000000; 0.000000;-1.000000;,
|
||||
-0.000000; 0.000000;-1.000000;,
|
||||
-0.000000; 0.000000;-1.000000;,
|
||||
-0.000000; 0.000000; 1.000000;,
|
||||
-0.000000; 0.000000; 1.000000;,
|
||||
-0.000000; 0.000000; 1.000000;,
|
||||
-0.000000; 0.000000; 1.000000;;
|
||||
6;
|
||||
4;0;1;2;3;,
|
||||
4;4;5;6;7;,
|
||||
4;8;9;10;11;,
|
||||
4;12;13;14;15;,
|
||||
4;16;17;18;19;,
|
||||
4;20;21;22;23;;
|
||||
} //End of Cube_001 Normals
|
||||
MeshMaterialList { //Cube_001 Material List
|
||||
1;
|
||||
1;
|
||||
0;;
|
||||
Material Default_Material {
|
||||
0.800000; 0.800000; 0.800000; 0.800000;;
|
||||
96.078431;
|
||||
0.500000; 0.500000; 0.500000;;
|
||||
0.000000; 0.000000; 0.000000;;
|
||||
}
|
||||
} //End of Cube_001 Material List
|
||||
} //End of Cube_001 Mesh
|
||||
} //End of Cube
|
||||
} //End of Root Frame
|
BIN
textures/floppy.png
Normal file
After Width: | Height: | Size: 189 B |
BIN
textures/floppy_programmator_back.png
Normal file
After Width: | Height: | Size: 141 B |
BIN
textures/floppy_programmator_bottom.png
Normal file
After Width: | Height: | Size: 110 B |
BIN
textures/floppy_programmator_front.png
Normal file
After Width: | Height: | Size: 244 B |
BIN
textures/floppy_programmator_left.png
Normal file
After Width: | Height: | Size: 139 B |
BIN
textures/floppy_programmator_right.png
Normal file
After Width: | Height: | Size: 120 B |
BIN
textures/floppy_programmator_top.png
Normal file
After Width: | Height: | Size: 107 B |