84 lines
1.8 KiB
Lua
84 lines
1.8 KiB
Lua
-- Tile definitions for cut nodes of glass nodes:
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-- * Woodframed Glass (this mod)
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-- * Glass (Minetest Game)
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-- * Obsidian Glass (Minetest Game)
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-- This is done so the glass nodes still look nice
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-- when cut.
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-- If we would only use the base glass tile, most
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-- cut nodes look horrible because there are no
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-- clear contours.
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local template_suffixes = {
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stair = {
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"_split.png",
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".png",
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"_stairside.png^[transformFX",
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"_stairside.png",
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".png",
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"_split.png",
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},
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stair_inner = {
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"_stairside.png^[transformR270",
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".png",
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"_stairside.png^[transformFX",
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".png",
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".png",
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"_stairside.png",
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},
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stair_outer = {
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"_stairside.png^[transformR90",
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".png",
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"_outer_stairside.png",
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"_stairside.png",
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"_stairside.png^[transformR90",
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"_outer_stairside.png",
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},
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halfstair = {
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"_cube.png",
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".png",
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"_stairside.png^[transformFX",
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"_stairside.png",
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"_split.png^[transformR90",
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"_cube.png",
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},
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slab = {
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".png",
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".png",
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"_split.png",
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},
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cube = { "_cube.png" },
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thinstair = { "_split.png" },
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micropanel = { "_split.png" },
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panel = {
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"_split.png",
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"_split.png",
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"_cube.png",
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"_cube.png",
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"_split.png",
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},
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}
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local generate_tilenames = function(prefix, default_texture)
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if not default_texture then
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default_texture = prefix
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end
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local cuts = {}
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for t, tiles in pairs(template_suffixes) do
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cuts[t] = {}
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for i=1, #tiles do
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if tiles[i] == ".png" then
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cuts[t][i] = default_texture .. tiles[i]
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else
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cuts[t][i] = prefix .. tiles[i]
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end
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end
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end
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return cuts
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end
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xdecor.glasscuts = {
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["xdecor:woodframed_glass"] = generate_tilenames("xdecor_woodframed_glass"),
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["default:glass"] = generate_tilenames("stairs_glass", "default_glass"),
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["default:obsidian_glass"] = generate_tilenames("stairs_obsidian_glass", "default_obsidian_glass"),
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}
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