Time Nick Message 04:48 InterVi Ð´Ñ€Ð°Ñ‚ÑƒÑ‚Ð¸ 04:48 InterVi hi all 11:54 MinetestBot 02[git] 04vlapsley -> 03minetest/minetest: Mapgen: Add Carpathian mapgen (#6015) 13a80ecbe https://git.io/vQwtO (152017-07-06T11:53:56Z) 18:36 Lugal Hello 18:36 Lugal can you tell me pls, where are the animations of the models saved? 18:37 Lugal I mean, are they usually saved in the model file? or in the game's binary? or is there a separate file for animations? 18:38 Raven262 They are in the model file i think 18:39 calcul0n i think model files define bones which can be controlled by a lua script 18:39 calcul0n that's what i understood from what i read, but don't know much about that 18:40 calcul0n they can also be animated textures for simple things, ie multiple frames packed in one texture 18:42 Raven262 I thought that there are already defined animation saved in the model file. 18:42 Raven262 Namely: Walk, dig, walk and dig 18:42 Lugal hm 18:42 Raven262 But i have no experience with this so i might be wrong. 18:42 Lugal how can I access the animation? 18:42 Raven262 Use blender 18:43 Lugal for example from bledner?? 18:43 Raven262 Just open it in blender 18:43 Raven262 There should be some animations tab or something, I don't really know how to use blender 18:44 Lugal ok, I'll try 18:57 KaadmY Minetest carpathian mapgen stable release wen 18:58 KaadmY It's gorgrous 18:58 KaadmY gorgeous* 18:58 KaadmY https://cdn.discordapp.com/attachments/305843485687414796/332587726824275988/screenshot_20170706_112106.png 18:58 KaadmY https://cdn.discordapp.com/attachments/312390672105734144/332587848463286273/screenshot_20170706_112139.png 19:08 Raven262 The best mapgen around imo 19:13 KaadmY +1 19:13 Lugal why is the b3d format used, if its not openable by blender? and why is it not openable? 19:14 KaadmY Probably because it's the default model format for animated models in Irrlicht 19:14 KaadmY You can use .obj for static meshes, but they can't be animated 19:16 calcul0n b3d is not supported by default in blender, but maybe there are plugins for that 19:17 calcul0n it's a common export format used by many games 19:17 calcul0n the best would be to find the original .blend file, but you'll have to ask the author if it's not included in the mod sources 19:17 KaadmY I have a nondefault b3d exporter 19:18 KaadmY The default one doesn't work and has glitches in Minetest 19:19 calcul0n if you're just looking for an example the goblins mod includes the .blend 21:35 KaadmY Lugal: if you're curious, Minetest supports .x, .b3d, .md2, and .obj 21:35 KaadmY Looking through the code right now 22:45 Lugal hmm 22:46 bigfoot547 hmmm 22:46 Lugal I tried to replay the b3d file with another x file, and it didnt word either :'( 22:46 Lugal I replace the zombie b3d with some model from opengameart website, but the zombies invisible now :( 22:50 KaadmY Replace the texture for it with a fully opaque one 22:50 KaadmY Scale might also be huge or tiny 22:51 Lugal i took the texture from the model from internet and change it from jpg to png 22:57 sofar models not made for MT usually need re-uv mapping 22:57 sofar they may have embedded textures in them too that MT does not see