mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
Lua_api.txt: Improve and complete drawtype documentation
Move documentation of mesh and plantlike_rooted drawtypes into main section.
This commit is contained in:
parent
1d385caa06
commit
d57024b7c9
@ -971,33 +971,92 @@ There are a bunch of different looking node types.
|
||||
Look for examples in `games/minimal` or `games/minetest_game`.
|
||||
|
||||
* `normal`
|
||||
* A node-sized cube.
|
||||
* `airlike`
|
||||
* Invisible, uses no texture.
|
||||
* `liquid`
|
||||
* The cubic source node for a liquid.
|
||||
* `flowingliquid`
|
||||
* The flowing version of a liquid, appears with various heights and slopes.
|
||||
* `glasslike`
|
||||
* Often used for partially-transparent nodes.
|
||||
* Only external sides of textures are visible.
|
||||
* `glasslike_framed`
|
||||
* All face-connected nodes are drawn as one volume within a surrounding
|
||||
frame.
|
||||
* The frame appearence is generated from the edges of the first texture
|
||||
specified in `tiles`. The width of the edges used are 1/16th of texture
|
||||
size: 1 pixel for 16x16, 2 pixels for 32x32 etc.
|
||||
* The glass 'shine' (or other desired detail) on each node face is supplied
|
||||
by the second texture specified in `tiles`.
|
||||
* `glasslike_framed_optional`
|
||||
* This switches between the above 2 drawtypes according to the menu setting
|
||||
'Connected Glass'.
|
||||
* `allfaces`
|
||||
* Often used for partially-transparent nodes.
|
||||
* External and internal sides of textures are visible.
|
||||
* `allfaces_optional`
|
||||
* Often used for leaves nodes.
|
||||
* This switches between `normal`, `glasslike` and `allfaces` according to
|
||||
the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.
|
||||
* With 'Simple Leaves' selected, the texture specified in `special_tiles`
|
||||
is used instead, if present. This allows a visually thicker texture to be
|
||||
used to compensate for how `glasslike` reduces visual thickness.
|
||||
* `torchlike`
|
||||
* A single vertical texture.
|
||||
* If placed on top of a node, uses the first texture specified in `tiles`.
|
||||
* If placed against the underside of a node, uses the second texture
|
||||
specified in `tiles`.
|
||||
* If placed on the side of a node, uses the third texture specified in
|
||||
`tiles` and is perpendicular to that node.
|
||||
* `signlike`
|
||||
* A single texture parallel to, and mounted against, the top, underside or
|
||||
side of a node.
|
||||
* `plantlike`
|
||||
* Two vertical and diagonal textures at right-angles to each other.
|
||||
* See `paramtype2 == "meshoptions"` above for other options.
|
||||
* `firelike`
|
||||
* When above a flat surface, appears as 6 textures, the central 2 as
|
||||
`plantlike` plus 4 more surrounding those.
|
||||
* If not above a surface the central 2 do not appear, but the texture
|
||||
appears against the faces of surrounding nodes if they are present.
|
||||
* `fencelike`
|
||||
* A 3D model suitable for a wooden fence.
|
||||
* One placed node appears as a single vertical post.
|
||||
* Adjacently-placed nodes cause horizontal bars to appear between them.
|
||||
* `raillike`
|
||||
* `nodebox` -- See below
|
||||
* `mesh` -- Use models for nodes, see below
|
||||
* `plantlike_rooted` -- See below
|
||||
* Often used for tracks for mining carts.
|
||||
* Requires 4 textures to be specified in `tiles`, in order: Straight,
|
||||
curved, t-junction, crossing.
|
||||
* Each placed node automatically switches to a suitable rotated texture
|
||||
determined by the adjacent `raillike` nodes, in order to create a
|
||||
continuous track network.
|
||||
* Becomes a sloping node if placed against stepped nodes.
|
||||
* `nodebox`
|
||||
* Often used for stairs and slabs.
|
||||
* Allows defining nodes consisting of an arbitrary number of boxes.
|
||||
* See 'Node boxes' below for more information.
|
||||
* `mesh`
|
||||
* Uses models for nodes.
|
||||
* Tiles should hold model materials textures.
|
||||
* Only static meshes are implemented.
|
||||
* For supported model formats see Irrlicht engine documentation.
|
||||
* `plantlike_rooted`
|
||||
* Enables underwater `plantlike` without air bubbles around the nodes.
|
||||
* Consists of a base cube at the co-ordinates of the node plus a
|
||||
`plantlike` extension above with a height of `param2 / 16` nodes.
|
||||
* The `plantlike` extension visually passes through any nodes above the
|
||||
base cube without affecting them.
|
||||
* The base cube texture tiles are defined as normal, the `plantlike`
|
||||
extension uses the defined special tile, for example:
|
||||
`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
|
||||
|
||||
`*_optional` drawtypes need less rendering time if deactivated
|
||||
(always client side).
|
||||
(always client-side).
|
||||
|
||||
Node boxes
|
||||
----------
|
||||
Node selection boxes are defined using "node boxes"
|
||||
|
||||
The `nodebox` node drawtype allows defining nodes consisting of an arbitrary
|
||||
number of boxes. It allows defining stuff like stairs and slabs.
|
||||
Node selection boxes are defined using "node boxes".
|
||||
|
||||
A nodebox is defined as any of:
|
||||
|
||||
@ -1059,25 +1118,6 @@ A box of a regular node would look like:
|
||||
|
||||
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
|
||||
|
||||
Meshes
|
||||
------
|
||||
If drawtype `mesh` is used, tiles should hold model materials textures.
|
||||
Only static meshes are implemented.
|
||||
For supported model formats see Irrlicht engine documentation.
|
||||
|
||||
Rooted plantlike drawtype
|
||||
-------------------------
|
||||
The `plantlike_rooted` drawtype was developed to enable underwater plants
|
||||
without air bubbles around the plants.
|
||||
It consists of a base cube at the co-ordinates of the node (the seabed /
|
||||
lakebed / riverbed node) plus a 'plantlike' extension above with a height
|
||||
defined by param2 (maximum height 16 nodes). This extension visually passes
|
||||
through any nodes above the base cube without affecting them.
|
||||
The node is dug by digging the base cube.
|
||||
The base cube texture tiles are defined as normal, the plantlike extension
|
||||
uses the defined 'special tile', for example:
|
||||
`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
|
||||
|
||||
Noise Parameters
|
||||
----------------
|
||||
Noise Parameters, or commonly called "`NoiseParams`", define the properties of
|
||||
|
Loading…
Reference in New Issue
Block a user