Began translating node_drawtypes.md
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root: ../..
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idx: 2.2
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description: Eine Einführung in die Erstellung von Texturen mit dem Editor Ihrer Wahl und eine Anleitung zu GIMP.
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redirect_from: /en/chapters/creating_textures.html
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redirect_from: /de/chapters/creating_textures.html
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---
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## Einleitung <!-- omit in toc -->
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_de/items/node_drawtypes.md
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---
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title: Block Zeichnungstypen
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layout: default
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root: ../..
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idx: 2.3
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description: Ratgeber für alle Zeichnungstypen, einschließlich node boxes/nodeboxes und mesh nodes.
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redirect_from: /de/chapters/node_drawtypes.html
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---
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## Einleitung <!-- omit in toc -->
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Die Methode, mit der ein Block gezeichnet wird, wird als *Zeichnungstyp* bezeichnet. Es gibt viele
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verfügbare Zeichnungstypen. Das Verhalten eines Zeichnungstyp kann gesteuert werden
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durch Angabe von Eigenschaften in der Blocktypdefinition gesteuert werden. Diese Eigenschaften
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sind für alle Instanzen dieses Knotens festgelegt. Es ist möglich, einige Eigenschaften
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pro Knoten zu steuern, indem man etwas namens `param2` verwendet.
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Im vorigen Kapitel wurde das Konzept der Blöcke und Items eingeführt, aber eine
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vollständige Definition eines Blockes wurde nicht gegeben. Die Minetest-Welt ist ein 3D-Gitter aus
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Positionen. Jede Position wird als Block bezeichnet und besteht aus dem Blocktyp
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(Name) und zwei Parametern (param1 und param2). Die Funktion
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`minetest.register_node` (übersetzt `minetest.registriere_Block`)ist ein wenig irreführend, da sie nicht wirklich
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einen Knoten registriert - sie registriert einen neuen *Typ* von Block.
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Die Blockparameter werden verwendet, um zu steuern, wie ein Block individuell gerendert wird.
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`param1` wird verwendet, um die Beleuchtung eines Blockes zu speichern, und die Bedeutung von
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`param2` hängt von der Eigenschaft `paramtype2` der Blocktypdefinition ab.
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- [Würfelförmiger Block: Normale und Allflächen](#würfelförmiger-block-normale-und-allflächen)
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- [Glasslike Nodes](#glasslike-nodes)
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- [Glasslike_Framed](#glasslike_framed)
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- [Airlike Nodes](#airlike-nodes)
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- [Lighting and Sunlight Propagation](#lighting-and-sunlight-propagation)
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- [Liquid Nodes](#liquid-nodes)
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- [Node Boxes](#node-boxes)
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- [Wallmounted Node Boxes](#wallmounted-node-boxes)
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- [Mesh Nodes](#mesh-nodes)
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- [Signlike Nodes](#signlike-nodes)
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- [Plantlike Nodes](#plantlike-nodes)
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- [Firelike Nodes](#firelike-nodes)
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- [More Drawtypes](#more-drawtypes)
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## Würfelförmiger Block: Normale und Allflächen
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<figure class="right_image">
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<img src="{{ page.root }}//static/drawtype_normal.png" alt="Normaler Zeichnungstyp">
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<figcaption>
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Normaler Zeichnungstyp
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</figcaption>
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</figure>
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Der Zeichnungstyp normal wird normalerweise zum Rendern eines Würfelförmigen Blockes verwendet.
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Wenn die Seite eines normalen Blockes an einer festen Seite anliegt, wird diese Seite nicht gerendert,
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was zu einem großen Leistungsgewinn führt.
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Im Gegensatz dazu wird der Zeichnungstyp allfaces immer noch die Innenseite darstellen, wenn er auf einen
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soliden Block ist. Dies ist gut für Blöcke mit teilweise transparenten Seiten, wie z.B. den
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Blatt-Block. Sie können den allfaces_optional drawtype verwenden, um den Benutzern die Möglichkeit zu geben, die
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langsamere Zeichnen auszuschalten, in diesem Fall verhält er sich wie ein normaler Block.
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```lua
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minetest.register_node("meinemod:diamant", {
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description = "Alien Diamant",
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tiles = {"meinemod_diamant.png"},
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groups = {cracky = 3},
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})
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minetest.register_node("default:leaves", {
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description = "Blätter",
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drawtype = "allfaces_optional",
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tiles = {"default_leaves.png"}
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})
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```
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Hinweis: Der normale Zeichentyp ist der Standard-Zeichentyp, Sie müssen ihn also nicht explizit
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angeben.
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## Glasslike Nodes
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The difference between glasslike and normal nodes is that placing a glasslike node
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next to a normal node won't cause the side of the normal node to be hidden.
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This is useful because glasslike nodes tend to be transparent, and so using a normal
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drawtype would result in the ability to see through the world.
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<figure>
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<img src="{{ page.root }}//static/drawtype_glasslike_edges.png" alt="Glasslike's Edges">
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<figcaption>
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Glasslike's Edges
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</figcaption>
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</figure>
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```lua
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minetest.register_node("default:obsidian_glass", {
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description = "Obsidian Glass",
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drawtype = "glasslike",
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tiles = {"default_obsidian_glass.png"},
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paramtype = "light",
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is_ground_content = false,
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sunlight_propagates = true,
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sounds = default.node_sound_glass_defaults(),
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groups = {cracky=3,oddly_breakable_by_hand=3},
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})
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```
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### Glasslike_Framed
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This makes the node's edge go around the whole thing with a 3D effect, rather
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than individual nodes, like the following:
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<figure>
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<img src="{{ page.root }}//static/drawtype_glasslike_framed.png" alt="Glasslike_framed's Edges">
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<figcaption>
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Glasslike_Framed's Edges
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</figcaption>
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</figure>
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You can use the glasslike_framed_optional drawtype to allow the user to *opt-in*
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to the framed appearance.
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```lua
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minetest.register_node("default:glass", {
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description = "Glass",
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drawtype = "glasslike_framed",
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tiles = {"default_glass.png", "default_glass_detail.png"},
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inventory_image = minetest.inventorycube("default_glass.png"),
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paramtype = "light",
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sunlight_propagates = true, -- Sunlight can shine through block
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groups = {cracky = 3, oddly_breakable_by_hand = 3},
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sounds = default.node_sound_glass_defaults()
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})
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```
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## Airlike Nodes
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These nodes are not rendered and thus have no textures.
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```lua
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minetest.register_node("myair:air", {
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description = "MyAir (you hacker you!)",
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drawtype = "airlike",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false, -- Would make the player collide with the air node
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pointable = false, -- You can't select the node
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diggable = false, -- You can't dig the node
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buildable_to = true, -- Nodes can be replace this node.
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-- (you can place a node and remove the air node
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-- that used to be there)
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air_equivalent = true,
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drop = "",
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groups = {not_in_creative_inventory=1}
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})
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```
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## Lighting and Sunlight Propagation
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The lighting of a node is stored in param1. In order to work out how to shade
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a node's side, the light value of the neighbouring node is used.
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Because of this, solid nodes don't have light values because they block light.
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By default, a node type won't allow light to be stored in any node instances.
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It's usually desirable for some nodes such as glass and air to be able to
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let light through. To do this, there are two properties which need to be defined:
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```lua
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paramtype = "light",
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sunlight_propagates = true,
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```
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The first line means that param1 does, in fact, store the light level.
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The second line means that sunlight should go through this node without decreasing in value.
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## Liquid Nodes
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<figure class="right_image">
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<img src="{{ page.root }}//static/drawtype_liquid.png" alt="Liquid Drawtype">
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<figcaption>
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Liquid Drawtype
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</figcaption>
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</figure>
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Each type of liquid requires two node definitions - one for the liquid source, and
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another for flowing liquid.
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```lua
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-- Some properties have been removed as they are beyond
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-- the scope of this chapter.
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minetest.register_node("default:water_source", {
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drawtype = "liquid",
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paramtype = "light",
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inventory_image = minetest.inventorycube("default_water.png"),
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-- ^ this is required to stop the inventory image from being animated
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tiles = {
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{
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name = "default_water_source_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 2.0
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}
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}
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},
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special_tiles = {
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-- New-style water source material (mostly unused)
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{
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name = "default_water_source_animated.png",
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animation = {type = "vertical_frames", aspect_w = 16,
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aspect_h = 16, length = 2.0},
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backface_culling = false,
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}
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},
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--
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-- Behavior
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--
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walkable = false, -- The player falls through
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pointable = false, -- The player can't highlight it
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diggable = false, -- The player can't dig it
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buildable_to = true, -- Nodes can be replace this node
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alpha = 160,
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--
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-- Liquid Properties
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--
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drowning = 1,
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liquidtype = "source",
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liquid_alternative_flowing = "default:water_flowing",
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-- ^ when the liquid is flowing
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liquid_alternative_source = "default:water_source",
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-- ^ when the liquid is a source
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liquid_viscosity = WATER_VISC,
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-- ^ how fast
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liquid_range = 8,
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-- ^ how far
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post_effect_color = {a=64, r=100, g=100, b=200},
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-- ^ colour of screen when the player is submerged
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})
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```
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Flowing nodes have a similar definition, but with a different name and animation.
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See default:water_flowing in the default mod in minetest_game for a full example.
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## Node Boxes
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<figure class="right_image">
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<img src="{{ page.root }}//static/drawtype_nodebox.gif" alt="Nodebox drawtype">
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<figcaption>
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Nodebox drawtype
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</figcaption>
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</figure>
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Node boxes allow you to create a node which is not cubic, but is instead made out
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of as many cuboids as you like.
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```lua
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minetest.register_node("stairs:stair_stone", {
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drawtype = "nodebox",
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paramtype = "light",
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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{-0.5, 0, 0, 0.5, 0.5, 0.5},
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},
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}
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})
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```
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The most important part is the node box table:
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```lua
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{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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{-0.5, 0, 0, 0.5, 0.5, 0.5}
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```
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Each row is a cuboid which are joined to make a single node.
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The first three numbers are the co-ordinates, from -0.5 to 0.5 inclusive, of
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the bottom front left most corner, the last three numbers are the opposite corner.
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They are in the form X, Y, Z, where Y is up.
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You can use the [NodeBoxEditor](https://forum.minetest.net/viewtopic.php?f=14&t=2840) to
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create node boxes by dragging the edges, it is more visual than doing it by hand.
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### Wallmounted Node Boxes
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Sometimes you want different nodeboxes for when it is placed on the floor, wall, or ceiling like with torches.
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```lua
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minetest.register_node("default:sign_wall", {
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drawtype = "nodebox",
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node_box = {
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type = "wallmounted",
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-- Ceiling
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wall_top = {
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{-0.4375, 0.4375, -0.3125, 0.4375, 0.5, 0.3125}
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},
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-- Floor
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wall_bottom = {
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{-0.4375, -0.5, -0.3125, 0.4375, -0.4375, 0.3125}
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},
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-- Wall
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wall_side = {
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{-0.5, -0.3125, -0.4375, -0.4375, 0.3125, 0.4375}
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}
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},
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})
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```
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## Mesh Nodes
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Whilst node boxes are generally easier to make, they are limited in that
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they can only consist of cuboids. Node boxes are also unoptimised;
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Inner faces will still be rendered even when they're completely hidden.
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A face is a flat surface on a mesh. An inner face occurs when the faces of two
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different node boxes overlap, causing parts of the node box model to be
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invisible but still rendered.
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You can register a mesh node as so:
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```lua
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minetest.register_node("mymod:meshy", {
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drawtype = "mesh",
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-- Holds the texture for each "material"
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tiles = {
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"mymod_meshy.png"
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},
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-- Path to the mesh
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mesh = "mymod_meshy.b3d",
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})
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```
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Make sure that the mesh is available in a `models` directory.
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Most of the time the mesh should be in your mod's folder, however, it's okay to
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share a mesh provided by another mod you depend on. For example, a mod that
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adds more types of furniture may want to share the model provided by a basic
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furniture mod.
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## Signlike Nodes
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Signlike nodes are flat nodes with can be mounted on the sides of other nodes.
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Despite the name of this drawtype, signs don't actually tend to use signlike but
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instead use the `nodebox` drawtype to provide a 3D effect. The `signlike` drawtype
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is, however, commonly used by ladders.
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```lua
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minetest.register_node("default:ladder_wood", {
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drawtype = "signlike",
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tiles = {"default_ladder_wood.png"},
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-- Required: store the rotation in param2
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paramtype2 = "wallmounted",
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selection_box = {
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type = "wallmounted",
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},
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})
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```
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## Plantlike Nodes
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<figure class="right_image">
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<img src="{{ page.root }}//static/drawtype_plantlike.png" alt="Plantlike Drawtype">
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<figcaption>
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Plantlike Drawtype
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</figcaption>
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</figure>
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Plantlike nodes draw their tiles in an X like pattern.
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```lua
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minetest.register_node("default:papyrus", {
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drawtype = "plantlike",
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-- Only one texture used
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tiles = {"default_papyrus.png"},
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selection_box = {
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type = "fixed",
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fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 0.5, 6 / 16},
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},
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})
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```
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## Firelike Nodes
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Firelike is similar to plantlike, except that it is designed to "cling" to walls
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and ceilings.
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<figure>
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<img src="{{ page.root }}//static/drawtype_firelike.png" alt="Firelike nodes">
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<figcaption>
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Firelike nodes
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</figcaption>
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</figure>
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```lua
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minetest.register_node("mymod:clingere", {
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drawtype = "firelike",
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-- Only one texture used
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tiles = { "mymod:clinger" },
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})
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```
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## More Drawtypes
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This is not a comprehensive list, there are more types including:
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* Fencelike
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* Plantlike rooted - for underwater plants
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* Raillike - for cart tracks
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* Torchlike - for 2D wall/floor/ceiling nodes.
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The torches in Minetest Game actually use two different node definitions of
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mesh nodes (default:torch and default:torch_wall).
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As always, read the [Lua API documentation](https://minetest.gitlab.io/minetest/nodes/#node-drawtypes)
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for the complete list.
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