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:
parent
609646b9b5
commit
abaf4c5121
@ -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
|
||||||
|
Binary file not shown.
BIN
mods/default/models/character.png
Normal file
BIN
mods/default/models/character.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.0 KiB |
5483
mods/default/models/character.x
Normal file
5483
mods/default/models/character.x
Normal file
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -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)
|
||||||
|
Loading…
Reference in New Issue
Block a user