implement skinned 1st person view hand

This commit is contained in:
Alexander Weber 2022-02-15 18:57:14 +01:00 committed by bell07
parent da820d06cb
commit 2e39651821
7 changed files with 53 additions and 1 deletions

9
API.md
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@ -55,6 +55,15 @@ Get the skin texture for any reason. Note to apply them the skin:set_skin() shou
Could be redefined for dynamic texture generation
## skin:set_hand(hand_node)
Set the hand node to be used with this skin
## skin:set_hand_from_texture()
Register and set hand node based on skin texture
##skin:get_hand()
Get hand node
## skin:set_preview(texture)
Set the skin preview - usually at the init time only

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@ -15,6 +15,7 @@ This Minetest mod offers changeable player skins with a graphical interface for
- Support for different skins lists: public and a per-player list are currently implemented
- Full [3d_armor](https://forum.minetest.net/viewtopic.php?t=4654) support
- Compatible to 1.0 and 1.8 Minecraft skins format
- Skinned hand in 1st person view (1.0 skins only)
## Installing skins
@ -53,6 +54,7 @@ The Script will download all the skins from the database for you.
## License:
- GPLv3
- skin texture licenses: See "meta" folder
- hand model: CC0
### Credits
@ -62,3 +64,4 @@ The Script will download all the skins from the database for you.
- Krock (source code)
- bell07 (source code)
- stujones11 (player models)
- jordan4ibanez (1st person view hand)

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@ -91,4 +91,5 @@ if not default_skin_obj then
default_skin_obj:set_meta("format", '1.0')
default_skin_obj:set_meta("_sort_id", 0)
default_skin_obj:set_meta("name", "Sam")
default_skin_obj:set_hand_from_texture()
end

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models/skinsdb_hand.b3d Normal file

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models/skinsdb_hand.blend Normal file

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@ -51,6 +51,33 @@ function skin_class:get_texture()
return self._texture
end
function skin_class:set_hand(hand)
self._hand = hand
end
function skin_class:set_hand_from_texture()
local hand = core.get_current_modname()..':'..self._texture:gsub('[%p%c%s]', '')
minetest.register_node(hand, {
tiles = {self:get_texture()},
inventory_image = "wieldhand.png",
visual_scale = 1,
wield_scale = {x=1,y=1,z=1},
paramtype = "light",
drawtype = "mesh",
mesh = "skinsdb_hand.b3d",
use_texture_alpha = "clip",
node_placement_prediction = "",
groups = { not_in_creative_inventory = 1 }
})
self:set_hand(hand)
end
function skin_class:get_hand()
return self._hand
end
function skin_class:set_preview(value)
self._preview = value
end
@ -174,6 +201,14 @@ function skin_class:apply_skin_to_player(player)
y = self:get_meta("visual_size_y") or 1
}
})
local hand = self:get_hand()
if hand then
player:get_inventory():set_size("hand", 1)
player:get_inventory():set_stack("hand", 1, hand)
else
player:get_inventory():set_stack("hand", 1, "")
end
end
function skin_class:set_skin(player)

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@ -48,8 +48,12 @@ for _, fn in pairs(skins_dir_list) do
skin_obj:set_meta("playername", playername)
end
local file = io.open(skins.modpath.."/textures/"..fn, "r")
skin_obj:set_meta("format", skins.get_skin_format(file))
local skin_format = skins.get_skin_format(file)
skin_obj:set_meta("format", skin_format)
file:close()
if skin_format == "1.0" then
skin_obj:set_hand_from_texture()
end
file = io.open(skins.modpath.."/meta/"..name..".txt", "r")
if file then
local data = string.split(file:read("*all"), "\n", 3)