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New horse texturing (thanks to 22i)

objects
Wuzzy 2018-05-30 19:51:40 +02:00
parent 293caa511f
commit eefd065726
14 changed files with 35 additions and 27 deletions

View File

@ -7,8 +7,6 @@
local MP = minetest.get_modpath(minetest.get_current_modname()) local MP = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(MP.."/intllib.lua") local S, NS = dofile(MP.."/intllib.lua")
--dofile(minetest.get_modpath("mobs").."/api.lua")
--################### --###################
--################### HORSE --################### HORSE
--################### --###################
@ -19,18 +17,23 @@ local horse_extra_texture = function(horse)
local saddle = horse._saddle local saddle = horse._saddle
local chest = horse._chest local chest = horse._chest
local armor = horse._horse_armor local armor = horse._horse_armor
if armor then local textures = {}
if minetest.get_item_group(armor, "horse_armor") > 0 then if armor and minetest.get_item_group(armor, "horse_armor") > 0 then
base = base .. "^" .. minetest.registered_items[armor]._horse_overlay_image textures[2] = base .. "^" .. minetest.registered_items[armor]._horse_overlay_image
end else
textures[2] = base
end end
if saddle then if saddle then
base = base .. "^mobs_mc_horse_saddle.png" textures[3] = base
else
textures[3] = "blank.png"
end end
if chest then if chest then
base = base .. "^mobs_mc_horse_chest.png" textures[1] = base
else
textures[1] = "blank.png"
end end
return base return textures
end end
-- Helper functions to determine equipment rules -- Helper functions to determine equipment rules
@ -46,7 +49,7 @@ end
--[[ Generate all possible horse textures. --[[ Generate all possible horse textures.
Horse textures are a combination of a base texture and an optional marking overlay. ]] Horse textures are a combination of a base texture and an optional marking overlay. ]]
-- The base horse textures -- The base horse textures (fur) (fur)
local horse_base = { local horse_base = {
"mobs_mc_horse_brown.png", "mobs_mc_horse_brown.png",
"mobs_mc_horse_darkbrown.png", "mobs_mc_horse_darkbrown.png",
@ -67,7 +70,11 @@ local horse_markings = {
local horse_textures = {} local horse_textures = {}
for b=1, #horse_base do for b=1, #horse_base do
for m=1, #horse_markings do for m=1, #horse_markings do
table.insert(horse_textures, { horse_base[b] .. horse_markings[m] }) table.insert(horse_textures, {
"blank.png", -- chest
horse_base[b] .. horse_markings[m], -- base texture + markings and optional armor
"blank.png", -- saddle
})
end end
end end
@ -79,10 +86,15 @@ local horse = {
visual_size = {x=3.0, y=3.0}, visual_size = {x=3.0, y=3.0},
collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825}, collisionbox = {-0.69825, -0.01, -0.69825, 0.69825, 1.59, 0.69825},
animation = { animation = {
stand_speed = 25, walk_speed = 25, run_speed = 50, stand_speed = 25,
stand_start = 0, stand_end = 0, stand_start = 0,
walk_start = 0, walk_end = 40, stand_end = 0,
run_start = 0, run_end = 40, walk_speed = 25,
walk_start = 0,
walk_end = 40,
run_speed = 50,
run_start = 0,
run_end = 40,
}, },
textures = horse_textures, textures = horse_textures,
fear_height = 4, fear_height = 4,
@ -198,10 +210,10 @@ local horse = {
-- Update texture -- Update texture
if not self._naked_texture then if not self._naked_texture then
-- Base horse texture without chest or saddle -- Base horse texture without chest or saddle
self._naked_texture = self.base_texture[1] self._naked_texture = self.base_texture[2]
end end
local tex = horse_extra_texture(self) local tex = horse_extra_texture(self)
self.base_texture = { tex } self.base_texture = tex
self.object:set_properties({textures = self.base_texture}) self.object:set_properties({textures = self.base_texture})
-- Put on horse armor if tamed -- Put on horse armor if tamed
@ -219,10 +231,6 @@ local horse = {
end end
-- Set horse armor strength -- Set horse armor strength
--[[ WARNING: This goes deep into the entity data structure and depends on
how Mobs Redo works internally. This code assumes that Mobs Redo uses
the fleshy group for armor. ]]
-- TODO: Change this code as soon Mobs Redo officially allows to change armor afterwards
self.armor = armor self.armor = armor
local agroups = self.object:get_armor_groups() local agroups = self.object:get_armor_groups()
agroups.fleshy = self.armor agroups.fleshy = self.armor
@ -231,10 +239,10 @@ local horse = {
-- Update texture -- Update texture
if not self._naked_texture then if not self._naked_texture then
-- Base horse texture without chest or saddle -- Base horse texture without chest or saddle
self._naked_texture = self.base_texture[1] self._naked_texture = self.base_texture[2]
end end
local tex = horse_extra_texture(self) local tex = horse_extra_texture(self)
self.base_texture = { tex } self.base_texture = tex
self.object:set_properties({textures = self.base_texture}) self.object:set_properties({textures = self.base_texture})
@ -263,7 +271,7 @@ mobs:register_mob("mobs_mc:horse", horse)
-- Skeleton horse -- Skeleton horse
local skeleton_horse = table.copy(horse) local skeleton_horse = table.copy(horse)
skeleton_horse.textures = {{"mobs_mc_horse_skeleton.png"}} skeleton_horse.textures = {{"blank.png", "mobs_mc_horse_skeleton.png", "blank.png"}}
skeleton_horse.drops = { skeleton_horse.drops = {
{name = mobs_mc.items.bone, {name = mobs_mc.items.bone,
chance = 1, chance = 1,
@ -281,7 +289,7 @@ mobs:register_mob("mobs_mc:skeleton_horse", skeleton_horse)
-- Zombie horse -- Zombie horse
local zombie_horse = table.copy(horse) local zombie_horse = table.copy(horse)
zombie_horse.textures = {{"mobs_mc_horse_zombie.png"}} zombie_horse.textures = {{"blank.png", "mobs_mc_horse_zombie.png", "blank.png"}}
zombie_horse.drops = { zombie_horse.drops = {
{name = mobs_mc.items.rotten_flesh, {name = mobs_mc.items.rotten_flesh,
chance = 1, chance = 1,
@ -300,7 +308,7 @@ mobs:register_mob("mobs_mc:zombie_horse", zombie_horse)
-- Donkey -- Donkey
local d = 0.86 -- donkey scale local d = 0.86 -- donkey scale
local donkey = table.copy(horse) local donkey = table.copy(horse)
donkey.textures = {{"mobs_mc_donkey.png"}} donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}}
donkey.animation = { donkey.animation = {
speed_normal = 25, speed_normal = 25,
stand_start = 0, stand_end = 0, stand_start = 0, stand_end = 0,
@ -323,7 +331,7 @@ mobs:register_mob("mobs_mc:donkey", donkey)
-- Mule -- Mule
local m = 0.94 local m = 0.94
local mule = table.copy(donkey) local mule = table.copy(donkey)
mule.textures = {{"mobs_mc_mule.png"}} mule.textures = {{"blank.png", "mobs_mc_mule.png", "blank.png"}}
mule.visual_size = { x=horse.visual_size.x*m, y=horse.visual_size.y*m } mule.visual_size = { x=horse.visual_size.x*m, y=horse.visual_size.y*m }
mule.collisionbox = { mule.collisionbox = {
horse.collisionbox[1] * m, horse.collisionbox[1] * m,

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