Remove segmentation of limbs, because I don't like how the arms appeared to shrink during some deformations. This makes the player mesh exactly like the one in MineCraft, and gives people more reasons to complain that we're copying it :P

Rename player to character, to avoid conflicting with the default player sprite

New skin by Jordach

Add licenses to readme for the model and skin

Fix bad mirroring of left arm for player model
This commit is contained in:
MirceaKitsune 2012-11-15 16:09:39 +02:00 committed by Perttu Ahola
parent 609646b9b5
commit abaf4c5121
6 changed files with 5493 additions and 10706 deletions

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@ -82,3 +82,9 @@ Calinou's improved default textures (CC BY-SA):
default_clay_brick.png default_clay_brick.png
default_papyrus.png default_papyrus.png
default_tool_steelsword.png default_tool_steelsword.png
MirceaKitsune (WTFPL):
character.x
Jordach (CC BY-SA 3.0 given specific permission):
character.png

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@ -26,16 +26,15 @@ animation_mine_END = 179
-- Set mesh for all players -- Set mesh for all players
function switch_player_visual() function switch_player_visual()
prop = { prop = {
mesh = "player.x", mesh = "character.x",
textures = {"player.png", }, textures = {"character.png", },
colors = {{255, 255, 255, 255}, },
visual = "mesh", visual = "mesh",
visual_size = {x=1, y=1}, visual_size = {x=1, y=1},
} }
for _, obj in pairs(minetest.get_connected_players()) do for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop) obj:set_properties(prop)
obj:set_animation({x=animation_stand_START, y=animation_walk_forward_END}, animation_speed, animation_blend) obj:set_animation({x=animation_stand_START, y=animation_stand_END}, animation_speed, animation_blend)
end end
minetest.after(10.0, switch_player_visual) minetest.after(10.0, switch_player_visual)