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You can make yourself a reference scene like this and re-use it. It's a good idea to set up your scene background to resemble a portion of the game world.
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This will make your mod download much faster when hosted on a server or downloaded from the ContentDB.Ī reference environment can help you maintain a sense of scale when making your models. x may be optimized by removing unnecessary characters and truncating decimal digits. Optimizing your model for network transfer Use only one UV coordinate set for your models. You can assign different textures to each material slot in the lua API, both on nodes and on entities. Multiple materials are allowed on all mesh formats that we support. Keyframes are always interpolated linearly in the game. Do not attempt to export separate actions, instead use the Nonlinear Animation (NLA) editor to arrange your actions into a single strip for export. x file!Īnimation is currently only supported in the form of playing ranges on a single timeline. b3dĪvoid using the binary X format! It's actually just a tokenized version of the ASCII representation,Īnd may actually be less efficient than a sufficiently optimized text. Probably still bigger than an equivalent.Blender exporter is kinda buggy and inefficient.Can be optimized by quantizing some data.Easy to debug issues (you can just read it).Difficult to postprocess after exporting.You have two skinned mesh formats to choose from, and both have their advantages and disadvantages. x files for static meshes at the moment, Minetest currently spawns animated mesh scene nodes for these, which may result in reduced performance. When in doubt, stick to PNG textures and the model formats listed above.ĭo not use. Microsoft DirectX (.x) (binary & text, compression is not supported)Īny formats not mentioned above but known to work in the past are considered deprecated and may not work in future versions.Minetest currently supports the following media formats for 3D content: Minetest currently uses the following vertex attributes: Otherwise, model your entities in a scale where 10 units equals one node. If you prefer making your models in a metric scale, you will have to set visual_size of entities to 10x. Minetest currently requires a 10x scale applied to entity models. Otherwise you'll have to rotate it.īe sure to select Lefthanded Y-up in the exporter if it supports that, to avoid surprises. When in doubt, hit G, Y, 1 - if the model has moved forward, that means it's facing the right axis. Make sure that your models are facing that direction. In a space like this:īlender uses a Righthanded Z-up coordinate space, where forward is instead the positive Y axis. Minetest uses a Lefthanded Y-up coordinate space. 10 Create or copy the inventory textureīefore you begin making artwork for use with Minetest, there are a few things you should know.2.2.1 Setting up the 3D view to look correctly.1.8 Optimizing your model for network transfer.
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