So apparently degrotate supports meshes for plantlike objects... and found a post where you mentioned making a tool which asked for param2 value....
was wondering what it would take to make directional signs be rotated via a dialog...? so you place the sign and look in the direction you want it to point... F5... get the degree and then type that into the sign to reorient it
The only thing is the sign would have to be plantlike
So apparently degrotate supports meshes for plantlike objects... and found a post where you mentioned making a tool which asked for param2 value....
was wondering what it would take to make directional signs be rotated via a dialog...? so you place the sign and look in the direction you want it to point... F5... get the degree and then type that into the sign to reorient it
The only thing is the sign would have to be plantlike
local param = math.floor(yaw * 90 / math.pi + 0.5)
local n = minetest.get_node(pos)
n.param2 = param
minetest.set_node(pos, n)
end,
But this only works when mesh is changed to plantlike....
however there is a train mod which uses mesh & degrotate together...
So i tried it...
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string('owner',placer:get_player_name())
local yaw = placer:get_look_horizontal()
local param = math.floor(yaw * 90 / math.pi + 0.5)
local n = minetest.get_node(pos)
n.param2 = param
minetest.set_node(pos, n)
end,
But this only works when mesh is changed to plantlike....
however there is a train mod which uses mesh & degrotate together...
* Only valid for "plantlike" drawtype. The rotation of the node is stored in
`param2`.
* Values range 0 - 179. The value stored in `param2` is multiplied by two to
get the actual rotation in degrees of the node.```
The code you linked doesn't work, it runs just fine, but the node doesn't get rotated. The Param2 value is set correctly, but the mesh doesn't get rotated.
```* `paramtype2 = "degrotate"`
* Only valid for "plantlike" drawtype. The rotation of the node is stored in
`param2`.
* Values range 0 - 179. The value stored in `param2` is multiplied by two to
get the actual rotation in degrees of the node.```
The code you linked doesn't work, it runs just fine, but the node doesn't get rotated. The Param2 value is set correctly, but the mesh doesn't get rotated.
So apparently degrotate supports meshes for plantlike objects... and found a post where you mentioned making a tool which asked for param2 value....
was wondering what it would take to make directional signs be rotated via a dialog...? so you place the sign and look in the direction you want it to point... F5... get the degree and then type that into the sign to reorient it
The only thing is the sign would have to be plantlike
So i tried it...
after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string('owner',placer:get_player_name())
local yaw = placer:get_look_horizontal()
local param = math.floor(yaw * 90 / math.pi + 0.5)
local n = minetest.get_node(pos)
n.param2 = param
minetest.set_node(pos, n)
end,
But this only works when mesh is changed to plantlike....
however there is a train mod which uses mesh & degrotate together...
I don't think it's possible to use meshes with degrotate, the train mod might be uses entities to display the items that are rotated.
https://github.com/minetest-mirrors/advtrains/blob/master/advtrains_signals_ks/init_degrotate_nodes.lua
``
*
paramtype2 = "degrotate"`The code you linked doesn't work, it runs just fine, but the node doesn't get rotated. The Param2 value is set correctly, but the mesh doesn't get rotated.