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.
Also, tweaked the object names in the standard sign Blender
project file, renamed it, renamed the small/slim pole mount
project file as well, and added a copy of the standard pole
mount project file.
(both wooden and steel signs)
only streets mod's "bigpole" supported for now.
Model changes:
To make a sign support horizontal mounting, make a single "_onpole"
model, with two copies of the pole mount, one rotated by 90°. Make sure
the second copy appears has its own material entry, and that it is last
in the materials list in the exported .obj (`grep "g " file.obj` to
check).
When registered, signs_lib will set the "_onpole" and "_onpole_horiz"
tiles{} to reveal one mount or the other: entry 3 will expose the
vertical mount, entry 4 is the horizontal copy, with the opposite entry
being set to the "blank" image.
(see api.lua and standard_signs.lua for examples)
make selectionbox call now ignores the old onpole flag (it's automatic now)
removed debug print()'s
moved the signs-on-fences lbm settings to here, from basic_signs.
some misc cleanups
added reference models for standard wooden sign ("wallmounted" on wall,
"facedir" on wall, and pole-mount variants, using standard-size pole
mount), and a separate .blend with street_signs' OM3 sign on slim pole
mount.
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.