Linuxdirk - thank you for taking the time to test! I figured the answer would be much shorter, but I'm happy that it seems to be a solvable problem!
The package I am using is directly from CDB from Calinou. That version contains a node with the namespace moreblocks:stair_ ... _half as well as _right_half. I have disabled mesh options like moreblocks:slope_ entirely.
I did check your readme and noted the issue with meshes. As far as I can see, this version uses nodeboxes with fixed coordinates for panel and stair variants. I assume that those should have working world-aligned textures, based on the results of your testing.
My specific case is a custom game without a /default/ mod, so I've had to break and comment some functions to get compatibility outside of MTG. That is almost certainly the cause of my broken alignment. Since it is such a custom environment, I think that I will have to find the breakage myself, BUT it was very helpful for you to confirm that it should be working.
Thank you for the fast response! And thank you again for providing and maintaining this package. This covers a huge gap in engine functionality.
Incredible to see this at play. Feels like something that Zachtronics would be happy to see. I haven't spent nearly enough time digging into this, but I still wanted to recommend that belt-carried items should respect the "Item Entity TTL" config, or at least their own setting that does something similar. Feels like having belt-carried items carry on into perpetuity is potentially abusable? Apologies if I am missing some existing function that does this.
I'm glad someone else appreciates squished visuals. One issue, though. It seems like the collision height is wrong - if you set it to 0, the player can crouch to phase through any wall.
collisionbox = { -0.3, 0, -0.3, 0.3, 0, 0.3 } -- Colisión más baja al agacharse
Try instead:
collisionbox = { -0.3, 0, -0.3, 0.3, 0.95, 0.3 } -- Colisión más baja al agacharse
Linuxdirk - thank you for taking the time to test! I figured the answer would be much shorter, but I'm happy that it seems to be a solvable problem!
The package I am using is directly from CDB from Calinou. That version contains a node with the namespace
moreblocks:stair_..._halfas well as_right_half. I have disabled mesh options likemoreblocks:slope_entirely.I did check your readme and noted the issue with meshes. As far as I can see, this version uses nodeboxes with fixed coordinates for panel and stair variants. I assume that those should have working world-aligned textures, based on the results of your testing.
My specific case is a custom game without a
/default/mod, so I've had to break and comment some functions to get compatibility outside of MTG. That is almost certainly the cause of my broken alignment. Since it is such a custom environment, I think that I will have to find the breakage myself, BUT it was very helpful for you to confirm that it should be working.Thank you for the fast response! And thank you again for providing and maintaining this package. This covers a huge gap in engine functionality.
Big fan! This was one of the mods that sold me on migrating my server to Luanti. :)
I'm having some issues with World Aligned Textures. moreblocks:stair_nodename works correctly, with world-aligned textures.
However, other types still have node-aligned textures. Examples include:
Is this known and intended? I would love to change it..
edit: .. disregard the title. My question is about the World Aligned Textures function, NOT Proper Rotation. Sorry!
Incredible to see this at play. Feels like something that Zachtronics would be happy to see. I haven't spent nearly enough time digging into this, but I still wanted to recommend that belt-carried items should respect the "Item Entity TTL" config, or at least their own setting that does something similar. Feels like having belt-carried items carry on into perpetuity is potentially abusable? Apologies if I am missing some existing function that does this.
Hope this mod sees further development!
I'm glad someone else appreciates squished visuals. One issue, though. It seems like the collision height is wrong - if you set it to 0, the player can crouch to phase through any wall.
Try instead: