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NODE NAMES: The base name of a node can be whatever you want. The basic wall sign will keep the node name you give, while its hanging, on-pole, and yard variants will, where applicable, use the same name, with "_onpole", "_hanging", or "_yard" appended. One exception: If your node has "_wall" in its name, that bit will be stripped-out when generating the above node variations. For example: "default:sign_wall_wood" ...will become... "default:sign_wood_onpole" "default:sign_wood_hanging" "default:sign_wood_yard" MODELS: The base sign model and entity files must now be named: sign: mymod_foosign_wall.obj mymod_foosign_facedir_wall.obj entity: mymod_foosign_entity_wall.obj their other variants, where applicable, must be: mymod_foosign_onpole.obj mymod_foosign_hanging.obj mymod_foosign_yard.obj mymod_foosign_entity_onpole.obj mymod_foosign_entity_hanging.obj mymod_foosign_entity_yard.obj For `facedir` signs, the "_facedir" in the base sign model filename is automatically stripped from the name when generating the entity model filename, as entities don't have a concept of wallmounted/facedir/etc. For example: "mymod_foosign_facedir_wall.obj" ...will become... "mymod_foosign_entity_wall.obj" * allow passing custom onpole, hanging, and yard sign models, for situations where the filename(s) thereof can't be derived from the base sign model filename. * allow passing a custom pole mount, hanging, and yard sign stick textures as the third, fourth, and fifth tiles{} entries, respectively (independent of the above model file option) * fine-tuned the pole mount on the standard sign models to eliminate overlapping faces (so it looks better with basic_signs' glass sign. * Move basic_signs wooden yard sign back to signs_lib.
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1.1 MiB