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https://github.com/minetest-mods/skinsdb.git
synced 2024-12-22 23:40:18 +01:00
implement skinned 1st person view hand
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9
API.md
9
API.md
@ -55,6 +55,15 @@ Get the skin texture for any reason. Note to apply them the skin:set_skin() shou
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Could be redefined for dynamic texture generation
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## skin:set_hand(hand_node)
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Set the hand node to be used with this skin
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## skin:set_hand_from_texture()
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Register and set hand node based on skin texture
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##skin:get_hand()
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Get hand node
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## skin:set_preview(texture)
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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
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- Support for different skins lists: public and a per-player list are currently implemented
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- Full [3d_armor](https://forum.minetest.net/viewtopic.php?t=4654) support
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- Compatible to 1.0 and 1.8 Minecraft skins format
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- Skinned hand in 1st person view (1.0 skins only)
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## Installing skins
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@ -53,6 +54,7 @@ The Script will download all the skins from the database for you.
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## License:
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- GPLv3
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- skin texture licenses: See "meta" folder
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- hand model: CC0
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### Credits
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@ -62,3 +64,4 @@ The Script will download all the skins from the database for you.
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- Krock (source code)
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- bell07 (source code)
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- stujones11 (player models)
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- jordan4ibanez (1st person view hand)
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1
init.lua
1
init.lua
@ -91,4 +91,5 @@ if not default_skin_obj then
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default_skin_obj:set_meta("format", '1.0')
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default_skin_obj:set_meta("_sort_id", 0)
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default_skin_obj:set_meta("name", "Sam")
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default_skin_obj:set_hand_from_texture()
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end
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BIN
models/skinsdb_hand.b3d
Normal file
BIN
models/skinsdb_hand.b3d
Normal file
Binary file not shown.
BIN
models/skinsdb_hand.blend
Normal file
BIN
models/skinsdb_hand.blend
Normal file
Binary file not shown.
@ -51,6 +51,33 @@ function skin_class:get_texture()
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return self._texture
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end
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function skin_class:set_hand(hand)
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self._hand = hand
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end
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function skin_class:set_hand_from_texture()
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local hand = core.get_current_modname()..':'..self._texture:gsub('[%p%c%s]', '')
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minetest.register_node(hand, {
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tiles = {self:get_texture()},
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inventory_image = "wieldhand.png",
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visual_scale = 1,
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wield_scale = {x=1,y=1,z=1},
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paramtype = "light",
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drawtype = "mesh",
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mesh = "skinsdb_hand.b3d",
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use_texture_alpha = "clip",
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node_placement_prediction = "",
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groups = { not_in_creative_inventory = 1 }
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})
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self:set_hand(hand)
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end
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function skin_class:get_hand()
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return self._hand
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end
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function skin_class:set_preview(value)
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self._preview = value
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end
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@ -174,6 +201,14 @@ function skin_class:apply_skin_to_player(player)
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y = self:get_meta("visual_size_y") or 1
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}
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})
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local hand = self:get_hand()
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if hand then
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player:get_inventory():set_size("hand", 1)
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player:get_inventory():set_stack("hand", 1, hand)
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else
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player:get_inventory():set_stack("hand", 1, "")
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end
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end
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function skin_class:set_skin(player)
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@ -48,8 +48,12 @@ for _, fn in pairs(skins_dir_list) do
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skin_obj:set_meta("playername", playername)
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end
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local file = io.open(skins.modpath.."/textures/"..fn, "r")
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skin_obj:set_meta("format", skins.get_skin_format(file))
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local skin_format = skins.get_skin_format(file)
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skin_obj:set_meta("format", skin_format)
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file:close()
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if skin_format == "1.0" then
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skin_obj:set_hand_from_texture()
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end
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file = io.open(skins.modpath.."/meta/"..name..".txt", "r")
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if file then
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local data = string.split(file:read("*all"), "\n", 3)
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