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8 changes: 3 additions & 5 deletions content/content-dev/creating-texture-packs.md
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# Creating texture packs


[Texture packs](https://wiki.luanti.org/Texture_Packs "Texture Packs") are a simple folder containing image files named after the default ones. Luanti has very few requirements for using a texture pack and texture packs are normally used by [games](https://wiki.luanti.org/Games "Games") for example Minetest Game.
[Texture packs](/texture-packs "Texture Packs") are a simple folder containing image files named after the default ones. Luanti has very few requirements for using a texture pack and texture packs are normally used by games for example Minetest Game.

Image Structure
---------------
Expand All @@ -21,7 +21,7 @@ The Luanti engine has very few base textures; these can be found under `~/your/p

### Game Specific Textures

Each [game](https://wiki.luanti.org/Games "Games") that you install to Luanti will have different texture requirements due to the mods that games creator will have used to create the game. For example, Minetest Game includes 31 mods as of ver 5.1, some of these mods will have texture requirements and some will not.
Each game that you install to Luanti will have different texture requirements due to the mods that games creator will have used to create the game. For example, Minetest Game includes 31 mods as of ver 5.1, some of these mods will have texture requirements and some will not.
For example
~/your/path/to/luanti/games/minetest\_game/mods/default/textures has an extensive array of textures to support this mod, were as ~/your/path/to/luanti/games/minetest\_game/mods/spawn has no textures to support the mod.

Expand Down Expand Up @@ -70,8 +70,6 @@ The Luanti engine supports sub-folders under the custom texture pack folder. Alt

### Create Texture Pack Folder

[![Tutorial texture pack location .PNG](https://wiki.luanti.org/images/thumb/d/d3/Tutorial_texture_pack_location_.PNG/200px-Tutorial_texture_pack_location_.PNG)](https://wiki.luanti.org/File:Tutorial_texture_pack_location_.PNG)

Under ~/your/path/to/luanti/textures create a new folder that matches the name for your new texture pack for example: _**"Your\_Texture\_Pack\_Name"**_

You will know if your in the correct folder as there is a small txt file named "texture\_packs\_here.txt" in the correct location.
Expand Down Expand Up @@ -250,7 +248,7 @@ The biggest factor in completing a texture pack is that you set yourself a reaso

##### Create an Alternate Texture Pack

To get your feet wet and see if you even enjoy creating textures, it's often easiest to create an alternate texture pack for one of the smaller mods. Maybe a new graphic for an existing mod that you feel fits in better with the basic Luanti texture pack. There are examples of Alt texture packs [here](https://wiki.luanti.org/index.php?title=Other_texture_packs&action=edit&redlink=1 "Other texture packs (page does not exist)"). This can give you an idea or of what's needed and how long creating a texture pack will take. You can also wrap up the pack fairly quickly and get it out there for people to use.
To get your feet wet and see if you even enjoy creating textures, it's often easiest to create an alternate texture pack for one of the smaller mods. Maybe a new graphic for an existing mod that you feel fits in better with the basic Luanti texture pack. This can give you an idea or of what's needed and how long creating a texture pack will take. You can also wrap up the pack fairly quickly and get it out there for people to use.

##### Focus on default

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4 changes: 2 additions & 2 deletions content/content-dev/development-tools.md
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Expand Up @@ -11,7 +11,7 @@ This page contains a list of tools that are useful for developing games and mods
In addition to this list, you can also see the [Development Tools](https://content.luanti.org/packages/?tag=developer_tools) tag on ContentDB for mods useful for development and the [modtools](https://github.com/luanti-org/modtools) repository for officially maintained modding tools.

## Engine development
- [Development Test](https://wiki.luanti.org/Games/Development_Test): A testing game for testing various engine features
- Development Test: A testing game for testing various engine features
- [/minetest/util](https://github.com/luanti-org/luanti/tree/master/util): Various maintenance utilities

## General Lua Tools
Expand Down Expand Up @@ -42,7 +42,7 @@ In addition to this list, you can also see the [Development Tools](https://conte
- [Perlin noise tuner](https://codepen.io/treer/pen/gOPZyov?editors=0010): Visualizes 2D Perlin noise that Luanti will generate with different noiseparams.(Emulation of Luanti Perlin noise can be wrong in extremes/edge-cases due to precision of JavaScript number type)

## 3D models
- [Blender](https://www.blender.org/): Essential for making animated models in Luanti, see [Using Blender](https://wiki.luanti.org/Using_Blender).
- [Blender](https://www.blender.org/): Essential for making animated models in Luanti, see [Using Blender](/models/using-blender/).
- [Blockbench](https://www.blockbench.net/): Useful for making static voxel models for Luanti, see [Using Blockbench](/using-blockbench/).

## Formspecs
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2 changes: 1 addition & 1 deletion content/content-dev/licensing.md
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# Licensing


Recently a considerable number of Luanti-based games have been appearing in the Android playstore, and Google Play. See the [list of Luanti forks](https://wiki.luanti.org/Overview_of_Luanti_forks "Overview of Luanti forks") for examples of these.
Recently a considerable number of Luanti-based games have been appearing in the Android playstore, and Google Play. See the [list of Luanti forks](/overview-of-luanti-forks "Overview of Luanti forks") for examples of these.

_Please look at: [FlightGear](http://www.flightgear.org/flightprosim.html) as they have the same issue as Luanti has._

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Expand Up @@ -12,7 +12,7 @@ It is actually possible to approximately emulate Mapgen v6 in Mapgen v7 using cu
How to emulate mapgen v6
------------------------

First, copy and paste the lines below into your [`minetest.conf`](https://wiki.luanti.org/Minetest.conf "Minetest.conf") file before starting a new Mapgen v7 world:
First, copy and paste the lines below into your [`minetest.conf`](/minetest-conf "Minetest.conf") file before starting a new Mapgen v7 world:

```
mgv7_spflags = nomountains, noridges, nofloatlands, nocaverns
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24 changes: 12 additions & 12 deletions content/mapgen/evolution.md
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Expand Up @@ -37,7 +37,7 @@ The terrain was no longer flat and the pyramids are gone. The terrain generation
*First water generation*
[![](/images/mapgen/First_water_mapgen.png)](/images/mapgen/First_water_mapgen.png)

[Water](https://wiki.luanti.org/Water "Water") has been added and forms oceans at a fixed sea level.
Water has been added and forms oceans at a fixed sea level.

#### minetest-c55-101101170627 (and later)

Expand All @@ -50,7 +50,7 @@ The terrain was no longer flat and the pyramids are gone. The terrain generation
*Even more trees*
[![](/images/mapgen/Grumbuduts_ymparisto.png)](/images/mapgen/Grumbuduts_ymparisto.png)

[Trees](https://wiki.luanti.org/Tree "Tree") with [leaves](https://wiki.luanti.org/Leaves "Leaves") were added in, but they were very basic. Bushes (a single leaves block on the ground) were added as well. These primitive bushes have been removed in a later version.
Trees with leaves were added in, but they were very basic. Bushes (a single leaves block on the ground) were added as well. These primitive bushes have been removed in a later version.

### Version 1

Expand All @@ -59,12 +59,12 @@ The terrain was no longer flat and the pyramids are gone. The terrain generation

The first official mapgen was introduced in Minetest-c55 0.0.1. Features:

* Simple, **random** terrain with [stone](https://wiki.luanti.org/Stone "Stone") and [dirt with grass](https://wiki.luanti.org/Dirt_with_Grass "Dirt with Grass")
* [Dirt](https://wiki.luanti.org/Dirt "Dirt") generates below water and at some beaches
* Trees (consisting of [Tree](https://wiki.luanti.org/Tree "Tree") and [Leaves](https://wiki.luanti.org/Leaves "Leaves"))
* Simple, **random** terrain with stone and dirt with grass
* Dirt generates below water and at some beaches
* Trees (consisting of Tree and Leaves)
* Simple lakes and oceans at a fixed sea level
* Simple caves and ravines (vertical caves)
* First [ores](https://wiki.luanti.org/Ores "Ores"): [Mese blocks](https://wiki.luanti.org/Mese_Block "Mese Block") and [coal ores](https://wiki.luanti.org/Coal_Ore "Coal Ore") are generated underground
* First ores: Mese blocks and coal ores are generated underground

### Version 2 dev3

Expand All @@ -85,7 +85,7 @@ Things were tuned a little better.
*Mapgen 2*
[![](/images/mapgen/Scenery2.jpeg)](/images/mapgen/Scenery2.jpeg)

[Sand](https://wiki.luanti.org/Sand "Sand") has been added and formed sand beaches. A simple mud flow algorithm smoothens out dirt / dirt with grass hills. The cave generation has seen notable improvements and [iron ore](https://wiki.luanti.org/Iron_Ore "Iron Ore") has been added as well.
Sand has been added and formed sand beaches. A simple mud flow algorithm smoothens out dirt / dirt with grass hills. The cave generation has seen notable improvements and iron ore has been added as well.

### Version 3 "3d noise"

Expand All @@ -108,7 +108,7 @@ More tweaking.

Official map generation for version 0.3.1. It still uses 3D Perlin noise like the previous versions and is iconic for its extreme and often “blobby” terrain. In the 0.3 versions, this map generator hat predefined biomes like the current v6 map generator. In Minetest-c55 0.4, it was removed, but has been revived later (see [v5](#v5)).

This version of the map generator is also used in [Voxelands](https://wiki.luanti.org/Overview_of_Minetest_forks#Voxelands "Overview of Minetest forks"), a fork of Minetest-c55.
This version of the map generator is also used in Voxelands, a fork of Minetest-c55.

### Version 6

Expand Down Expand Up @@ -146,13 +146,13 @@ The mapgen “v6” (also known as “mgv6”) is the direct continuation of [ve
*singlenode mapgen in Minetest 0.4.13*
[![](/images/mapgen/Mapgen_singlenode.jpg)](/images/mapgen/Mapgen_singlenode.jpg)

This mapgen was introduced in Minetest 0.4.6 by [celeron55](https://wiki.luanti.org/Celeron55 "Celeron55"). It creates a world with only [Air](/nodes/#air) (can be changed with configuration) and is intended to be used by games and mods for making custom map generators, so they can start completely from scratch. The name “singlenode” means that it generates a _single_ type of _node_ everywhere, [Air](/nodes/#air) by default.
This mapgen was introduced in Minetest 0.4.6 by [celeron55](/celeron55 "Celeron55"). It creates a world with only Air (can be changed with configuration) and is intended to be used by games and mods for making custom map generators, so they can start completely from scratch. The name “singlenode” means that it generates a _single_ type of _node_ everywhere, [Air](/nodes/#air) by default.

This map generator has been hidden from the map generator selection screen for a couple of versions up to 0.4.16, in which it has been re-enabled again.

### indev

This mapgen was introduced in Minetest 0.4.6 by proller and contained many experimental features. It is based on v6. Major new features included floating islands at Y=500 and above, rare huge caves, and a more extreme terrain near the [world boundaries](https://wiki.luanti.org/World_boundaries "World boundaries") in form of larger biomes, higher mountains and deeper oceans. It has been removed in version 0.4.10 because it was considered to be of low quality.
This mapgen was introduced in Minetest 0.4.6 by proller and contained many experimental features. It is based on v6. Major new features included floating islands at Y=500 and above, rare huge caves, and a more extreme terrain near the world boundaries in form of larger biomes, higher mountains and deeper oceans. It has been removed in version 0.4.10 because it was considered to be of low quality.

* *Most of the surface in the indev mapgen is almost indentical to v6 (Minetest 0.4.9)*
[![](/images/mapgen/Mapgen_indev_spawn.jpg)](/images/mapgen/Mapgen_indev_spawn.jpg)
Expand Down Expand Up @@ -201,7 +201,7 @@ The mapgen “math” was introduced in Minetest 0.4.8 by proller. This was real

This map generator has been removed in Minetest 0.4.10 when proller left the project because it was considered to be of very low quality and had many obvious lighting problems (see [forum topic](https://forum.luanti.org/viewtopic.php?f=3&t=7256#p148920)).

The math mapgen is being continued in [Freeminer](https://wiki.luanti.org/Overview_of_Minetest_forks#Freeminer "Overview of Minetest forks"), a fork of Minetest.
The math mapgen is being continued in Freeminer, a fork of Minetest.

### v5

Expand Down Expand Up @@ -235,7 +235,7 @@ Technically, Minetest was able to generate flat maps since 0.4.5 by using a mapg

Introduced in Minetest 0.4.14 by Duane Robertson. It is notable for its “valley”-like shapes and its flowing rivers. These rivers are very different than in v7: They flow downhill rather than being flat at ocean level.

In Minetest Game, these rivers are made out of [River Water](https://wiki.luanti.org/River_Water "River Water"), a liquid which has been introduced in the same version for the rivers. It has been introduced because a liquid with a reduced flowing range was needed, as normal [Water](https://wiki.luanti.org/Water "Water") would easily flow over.
In Minetest Game, these rivers are made out of River Water, a liquid which has been introduced in the same version for the rivers. It has been introduced because a liquid with a reduced flowing range was needed, as normal Water would easily flow over.

### carpathian

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2 changes: 1 addition & 1 deletion content/models/_index.md
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Expand Up @@ -34,4 +34,4 @@ See https://api.luanti.org/nodes/#node-boxes.
## Editors

* [BlockBench](/models/blockbench)
* [Blender](https://wiki.luanti.org/Using_Blender)
* [Blender](/models/using-blender)
2 changes: 1 addition & 1 deletion content/models/blockbench.md
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Expand Up @@ -55,4 +55,4 @@ Blockbench supports rigging models if you select the Animate tab in the top righ

*(Insert more detailed instructions on doing animated models with Blockbench here)*

Older versions of Luanti only supported the .b3d and .x model formats for animated models. These are both very ancient model formats that Blockbench cannot export natively, so you would need to go via Blender to make animated models for Luanti as it is the only modern 3D modeling software with a functioning B3D exporter. See [Using Blender](https://wiki.luanti.org/Using_Blender) on the Luanti Wiki for more information.
Older versions of Luanti only supported the .b3d and .x model formats for animated models. These are both very ancient model formats that Blockbench cannot export natively, so you would need to go via Blender to make animated models for Luanti as it is the only modern 3D modeling software with a functioning B3D exporter. See [Using Blender](/models/using-blender) on the Luanti Wiki for more information.
6 changes: 3 additions & 3 deletions content/pointing.md
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---

# Pointing
**Pointing** means to look at something with the crosshair (which is in the center of your screen) on it while being close enough to it. When something is pointed, it is highlighted, either by a wireframe or by some sort of “halo”. Pointing things is neccessary for tasks like [mining](https://wiki.luanti.org/Mining "Mining"), [building](https://wiki.luanti.org/Building "Building"), [using](https://wiki.luanti.org/Using "Using")
**Pointing** means to look at something with the crosshair (which is in the center of your screen) on it while being close enough to it. When something is pointed, it is highlighted, either by a wireframe or by some sort of “halo”. Pointing things is neccessary for tasks like mining, [building](/building "Building"), using …

The default distance for pointing is less than 4 blocks away. In [Minetest Game](https://wiki.luanti.org/Games/Minetest_Game "Games/Minetest Game"), this distance increases to 10 when using [creative mode](https://wiki.luanti.org/Creative_mode "Creative mode"). It is possible for items and held nodes to have their own pointing range.
The default distance for pointing is less than 4 blocks away. In Minetest Game, this distance increases to 10 when using creative mode. It is possible for items and held nodes to have their own pointing range.

Most [blocks](https://wiki.luanti.org/Blocks "Blocks") can be pointed at, but not all. [Liquids](https://wiki.luanti.org/Liquid "Liquid") are usually not be pointed at, but there are [special items](https://wiki.luanti.org/Category:Liquid_pointers "Category:Liquid pointers") which are capable of pointing to liquids. Examples are [buckets](https://wiki.luanti.org/Bucket "Bucket") and [boats](https://wiki.luanti.org/Boat "Boat"). A few blocks like [Air](https://wiki.luanti.org/Air "Air") can never be pointed. Also, [items](https://wiki.luanti.org/Items "Items") on the ground can be pointed (in order to collect them).
Most blocks can be pointed at, but not all. Liquids are usually not be pointed at, but there are special items which are capable of pointing to liquids. Examples are buckets and boats. A few blocks like Air can never be pointed. Also, items on the ground can be pointed (in order to collect them).

It is only possible to point at one thing at a time.

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