Improve textures of cut [obsidian] glass
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							| @ -0,0 +1,83 @@ | ||||
| -- Tile definitions for cut nodes of glass nodes: | ||||
| -- * Woodframed Glass (this mod) | ||||
| -- * Glass (Minetest Game) | ||||
| -- * Obsidian Glass (Minetest Game) | ||||
| -- This is done so the glass nodes still look nice | ||||
| -- when cut. | ||||
| -- If we would only use the base glass tile, most | ||||
| -- cut nodes look horrible because there are no | ||||
| -- clear contours. | ||||
| 
 | ||||
| local template_suffixes = {	 | ||||
| 	stair = { | ||||
| 		"_split.png", | ||||
| 		".png", | ||||
| 		"_stairside.png^[transformFX", | ||||
| 		"_stairside.png", | ||||
| 		".png", | ||||
| 		"_split.png", | ||||
| 	}, | ||||
| 	stair_inner = { | ||||
| 		"_stairside.png^[transformR270", | ||||
| 		".png", | ||||
| 		"_stairside.png^[transformFX", | ||||
| 		".png", | ||||
| 		".png", | ||||
| 		"_stairside.png", | ||||
| 	}, | ||||
| 	stair_outer = { | ||||
| 		"_stairside.png^[transformR90", | ||||
| 		".png", | ||||
| 		"_outer_stairside.png", | ||||
| 		"_stairside.png^[transformFX", | ||||
| 		"_stairside.png^[transformR90", | ||||
| 		"_outer_stairside.png", | ||||
| 	}, | ||||
| 	halfstair = { | ||||
| 		"_cube.png", | ||||
| 		".png", | ||||
| 		"_stairside.png^[transformFX", | ||||
| 		"_stairside.png", | ||||
| 		"_split.png^[transformR90", | ||||
| 		"_cube.png", | ||||
| 	}, | ||||
| 	slab = { | ||||
| 		".png", | ||||
| 		".png", | ||||
| 		"_split.png", | ||||
| 	}, | ||||
| 	cube = { "_cube.png" }, | ||||
| 	thinstair = { "_split.png" }, | ||||
| 	micropanel = { "_split.png" }, | ||||
| 	panel = { | ||||
| 		"_split.png", | ||||
| 		"_split.png", | ||||
| 		"_cube.png", | ||||
| 		"_cube.png", | ||||
| 		"_split.png", | ||||
| 	}, | ||||
| } | ||||
| 
 | ||||
| local generate_tilenames = function(prefix, default_texture) | ||||
| 	if not default_texture then | ||||
| 		default_texture = prefix | ||||
| 	end | ||||
| 	local cuts = {} | ||||
| 	for t, tiles in pairs(template_suffixes) do | ||||
| 		cuts[t] = {} | ||||
| 		for i=1, #tiles do | ||||
| 			if tiles[i] == ".png" then | ||||
| 				cuts[t][i] = default_texture .. tiles[i] | ||||
| 			else | ||||
| 				cuts[t][i] = prefix .. tiles[i] | ||||
| 			end | ||||
| 		end | ||||
| 	end | ||||
| 	return cuts | ||||
| end | ||||
| 
 | ||||
| xdecor.glasscuts = { | ||||
| 	["xdecor:woodframed_glass"] = generate_tilenames("xdecor_woodframed_glass"), | ||||
| 	["default:glass"] = generate_tilenames("stairs_glass", "default_glass"), | ||||
| 	["default:obsidian_glass"] = generate_tilenames("stairs_obsidian_glass", "default_obsidian_glass"), | ||||
| } | ||||
| @ -1,3 +1,5 @@ | ||||
| dofile(minetest.get_modpath("xdecor") .. "/src/glasscut.lua") | ||||
| 
 | ||||
| local workbench = {} | ||||
| local nodes = {} | ||||
| 
 | ||||
| @ -303,7 +305,7 @@ for i = 1, #nodes do | ||||
| 			end | ||||
| 		end | ||||
| 
 | ||||
| 		local custom_tiles = def._xdecor_custom_noncube_tiles | ||||
| 		local custom_tiles = xdecor.glasscuts[node] | ||||
| 		if custom_tiles then | ||||
| 			if not custom_tiles.nanoslab then | ||||
| 				custom_tiles.nanoslab = custom_tiles.cube | ||||
|  | ||||
							
								
								
									
										
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