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Author SHA1 Message Date
6a309febe0
(wip) setup armor visibility rules 2024-11-28 18:14:44 -05:00
799942abe6
update TODO (make sure this todo is gone before merge also REWORD THIS) 2024-11-28 03:39:57 -05:00
8384398305
(wip) script, bbmodel REBASE THIS LATER
- Imported textures into bbmodel
- script something idk
2024-11-28 03:14:44 -05:00
4 changed files with 198 additions and 772 deletions

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@ -1,5 +1,11 @@
# TODO # TODO
## THIS BRANCH
- [ ] Split armor trim overhang into two objects with different UVs; you can
get the 4 pixel wide armor trim hang by combining the left and right
corners of the existing trim (kinda hacky and may break with modded
textures.
## General ## General
- [ ] use matrix thing for UVManager (linear algebra is hard) - [ ] use matrix thing for UVManager (linear algebra is hard)
- [ ] Add action wheel icons - [ ] Add action wheel icons

File diff suppressed because it is too large Load Diff

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@ -28,7 +28,6 @@ UVManager=require("nulllib.UVManager")
sharedstate=require("nulllib.sharedstate") sharedstate=require("nulllib.sharedstate")
sharedconfig=require("nulllib.sharedconfig") sharedconfig=require("nulllib.sharedconfig")
statemonitor=require("nulllib.statemonitor") statemonitor=require("nulllib.statemonitor")
KattArmorTail=require("kattarmor.KattArmor")()
KattArmor=require("kattarmor.KattArmor")() KattArmor=require("kattarmor.KattArmor")()
---Set optimal settings for random player sounds ---Set optimal settings for random player sounds
@ -149,32 +148,22 @@ MAIN_GROUPS={model.Head, model.RightArm, model.LeftArm, model.RightLeg, model.Le
TAIL_LEGGINGS={ TAIL_LEGGINGS={
model.Body.LeggingsTop, model.Body.LeggingsTop,
model.Body.LeggingsTopTrim, model.Body.LeggingsTopTrimF,
model.Body.LeggingsTopTrimB,
model.Body.MTail1.Leggings, model.Body.MTail1.Leggings,
model.Body.MTail1.LeggingsTrim, model.Body.MTail1.LeggingsTrim,
model.Body.MTail1.MTail2.LeggingsBottom model.Body.MTail1.MTail2.LeggingsBottom
} }
TAIL_LEGGINGS_COLOR={ TAIL_LEGGINGS_COLOR={
model.Body.LeggingsTopTrim, model.Body.LeggingsTopTrimF,
model.Body.LeggingsTopTrimB,
model.Body.MTail1.Leggings, model.Body.MTail1.Leggings,
model.Body.MTail1.LeggingsTrim, model.Body.MTail1.LeggingsTrim,
model.Body.MTail1.MTail2.LeggingsBottom model.Body.MTail1.MTail2.LeggingsBottom
} }
TAIL_LEGGINGS_TRIM={
-- god help me
model.Body.LeggingsTopArmorTrim, -- the trim of the normal part
model.Body.LeggingsTopTrimArmorTrim, -- the trim of the trim
model.Body.MTail1.LeggingsArmorTrim,
model.Body.MTail1.LeggingsTrimArmorTrim,
model.Body.MTail1.MTail2.LegginsBottomArmorTrim
}
TAIL_BOOTS={ TAIL_BOOTS={
model.Body.MTail1.MTail2.MTail3.Boot, model.Body.MTail1.MTail2.MTail3.Boot,
--model.Body.MTail1.MTail2.MTail3.LeatherBoot model.Body.MTail1.MTail2.MTail3.LeatherBoot
}
TAIL_BOOTS_TRIM={
model.Body.MTail1.MTail2.MTail3.BootArmorTrim,
} }
TAIL_BONES={ TAIL_BONES={
model.Body.MTail1, model.Body.MTail1,
@ -273,15 +262,11 @@ do
PM.addPartListFunction(tail_parts, tail_visible_rule) PM.addPartListFunction(tail_parts, tail_visible_rule)
PM.addPartListFunction(TAIL_LEGGINGS, tail_visible_rule) PM.addPartListFunction(TAIL_LEGGINGS, tail_visible_rule)
PM.addPartListFunction(TAIL_LEGGINGS_TRIM, tail_visible_rule)
PM.addPartListFunction(TAIL_BOOTS, tail_visible_rule) PM.addPartListFunction(TAIL_BOOTS, tail_visible_rule)
PM.addPartListFunction(TAIL_BOOTS_TRIM, tail_visible_rule)
--- Armor state --- Armor state
local all_armor=util.reduce(util.mergeTable, {VANILLA_GROUPS.ARMOR, TAIL_LEGGINGS, TAIL_BOOTS}) local all_armor=util.reduce(util.mergeTable, {VANILLA_GROUPS.ARMOR, TAIL_LEGGINGS, TAIL_BOOTS})
PM.addPartListFunction(all_armor, function(last) return last and sharedconfig.load("armor_enabled") end) PM.addPartListFunction(all_armor, function(last) return last and sharedconfig.load("armor_enabled") end)
-- Disable vanilla chestplate (KattArmor is better because animation)
PM.addPartFunction(vanilla_model.CHESTPLATE, function(_) return false end)
-- Only show armor if equipped -- Only show armor if equipped
-- PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.Boot, function(last) return last and armor_state.boots end) -- PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.Boot, function(last) return last and armor_state.boots end)
-- PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.LeatherBoot, function(last) return last and armor_state.leather_boots end) -- PM.addPartFunction(model.Body.MTail1.MTail2.MTail3.LeatherBoot, function(last) return last and armor_state.leather_boots end)
@ -296,15 +281,9 @@ SNORES={"snore-1", "snore-2", "snore-3"}
-- }}} -- }}}
-- KattArmor Config -- {{{ -- KattArmor Config -- {{{
KattArmor.Armor.Leggings:addParts(table.unpack(TAIL_LEGGINGS))
KattArmorTail.Armor.Leggings:addParts(table.unpack(TAIL_LEGGINGS)) KattArmor.Armor.Boots:addParts(table.unpack(TAIL_BOOTS))
KattArmorTail.Armor.Leggings:addTrimParts(table.unpack(TAIL_LEGGINGS_TRIM)) -- KattArmor.
KattArmorTail.Armor.Leggings:setLayer(1)
KattArmorTail.Armor.Boots:addParts(table.unpack(TAIL_BOOTS))
KattArmorTail.Armor.Boots:addTrimParts(table.unpack(TAIL_BOOTS_TRIM))
KattArmor.Armor.Chestplate:addParts(model.Body.Chestplate, model.LeftArm.Chestplate, model.RightArm.Chestplate)
KattArmor.Armor.Chestplate:addTrimParts(model.Body.ChestplateTrim, model.LeftArm.ChestplateTrim, model.RightArm.ChestplateTrim)
-- }}} -- }}}
-- Expression change -- {{{ -- Expression change -- {{{
@ -703,9 +682,10 @@ function animateMTail(val, delta)
amplitude_multiplier=0.3 amplitude_multiplier=0.3
end end
resetAngles(model.Body) resetAngles(model.Body)
model.Body:setRot(vec( wave(val, period, 2*amplitude_multiplier), 0, 0 )) model.Body:setRot(vec( wave(val, period, 3*amplitude_multiplier), 0, 0 ))
-- model.Body.LeggingsTopTrim:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 )) model.Body.LeggingsTopTrimF:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 ))
TAIL_BONES[1]:setRot(vec( wave(val-1, period, 4*amplitude_multiplier) + curve, 0, 0 )) model.Body.LeggingsTopTrimB:setRot(vec( wave(val-1, period, 4*amplitude_multiplier), 0, 0 ))
TAIL_BONES[1]:setRot(vec( wave(val-1, period, 7*amplitude_multiplier) + curve, 0, 0 ))
end end
TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8*amplitude_multiplier) + curve, 0, 0 )) TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8*amplitude_multiplier) + curve, 0, 0 ))

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