You know what time it is? It's GaryCXJk +-TIME->! Or: My. CXJ. Is. AWESOME!!!
Due to the fact that I'm currently working on my own game, I am unable to update my mods. Any updates to TMT should be handled by the mod creators using TMT, or, if anybody is willing, by someone who wants to maintain a main fork. NMT and NRT should be downloaded from any of the people I gave permission to, if they have any download of NMT or NRT available. If you need either of the two as a stand-alone API, and there isn't one available, you should either request a package from any of the people who have permission, or, if you are a modder yourself, ask for permission to compile them yourself.
I will not respond to mod pack requests, nor will I respond to update requests. I will respond to actual modders who want to have permission to host NMT or NRT themselves.
All other mods that don't require permission are of course free of use. Again, I will not respond to mod pack requests, in this case though because it's redundant to ask for permission.
Good day, gentlemen. I hereby present to you the thread with the modifications made by yours truly, GaryCXJk. I have made this thread to inform you of my shenanigans surrounding the creation of modifications for the personal computer independent video game with the appropriately named title Minecraft. I have come to decide that I will post these modifications, also known by the commoners as "mods", on these message boards, for me to share to you.
Henceforth I will place the short summary of the mods I post, which will be direct copies of the text found in the "readme.txt" files, a practice most commonly known as "copy-pasta". I sincerely hope you will find enjoyment in applying these modifications.
Also note that all my mods are provided with the source code when applicable, which are specifically made using the Minecraft Coder Pack.
Final note, I will only link to the mod page on MC Mod Center, so that I won't constantly have to update every and all links on this page, only the version numbers and stuff.
[1.2.4] Turbo Model Thingy v2.3.7 Note that although untested, this could still work on 1.2.5 of Minecraft. Regardless, you can access the 1.2.5 version by changing the 1.2.4 part in the direct link to 1.2.5.
Are you tired of having to use codes to make even a simple mob? Do you spend hours upon hours trying to figure out how to put these models made of boxes together to make them look like anything that at least Notch could create? Don't you wish there was some easier way to make your models?
If you're one of these people who wonder at least one of these things, then you're out of luck! Turbo Model Thingy will make modeling even more complicated! But for those who do not shy away from a challenge, Turbo Model Thingy might be the answer!
The Turbo Model Thingy does what it does best, by adding new ways to construct your models! How about trapezoid shapes? No problem, just use the addTrapezoid class. How about 3D sprites? Not a problem, addSprite will help you out! And how about even more complicated shapes, like spheres, or even, GASP, cylinders? By the way, I got them mixed up, it was supposed to be cylinders first and then, GASP, spheres. But anyway, how about these more complicated shapes? No problemo. It does what it does best, making life better for the ones who dare to be wild.
Want more? How about Wavefont OBJ files? Bones? Fracken vertex transformations? You can do it all, at least if you're not a total scrub.
And with growing demands a growing amount of features are added! Now I can't disclose what kinds of new features are there because I still haven't paid the bills of the fortune teller yet, and she refuses to tell me what sparkling new features are planned, but I can assure you,
... Yeah.
And for those who don't make their own models, don't fear, you guys aren't left out. Mods made with Turbo Model Thingy will still require you to install Turbo Model Thingy. Now you can be part of the big whole too, right? Right? [Direct download]
Note: Use the source code when creating your own mod in MCP, as MCP will not be able to decompile Turbo Model Thingy correctly.
Permissions
You are allowed to redistribute Turbo Model Thingy and its derivatives in any way and form, without any restrictions. Also, stop PMing me to ask if you can put this in your crummy modpack. I will not return any messages sent to me regarding those.
[1.2.5] Nitro Model Thingy v0.5.1 Note that the 1.2.5 version might still work on 1.2.4, although I am not certain.
The development build of the "successor" of Turbo Model Thingy. Right now it's in its testing phase, and no mods so far use Nitro Model Thingy, meaning this is only useful for (future) modders.
Also, due to this, there is no documentation yet, so you'll have to learn it from the source code for now.
Nitro Model Thingy was designed with extendability in mind, meaning you can now add your own shapes without having to modify the base code.
Final note: This does not require Turbo Model Thingy to run.
Hosting permissions granted to:
Flan
UltraMoogleMan
SmallDeadGuy
MrDare
Zorn_Taov OvermindDL1
Manus
AnonymousProductions
The Techne team members
The PokéMobs development team
Due to it being in the testing phase, I will only allow select people to host it in their own mods. This might change in the far future though. Note that at the moment, only modders can request to apply for this list, as it's really hard to give any support with modpacks due to (possible) incompatibility or errors and bugs not related to Nitro Model Thingy.
Any forks made by any person on the list will have their own permission list, though, so yeah, loophole.
[1.2.5] Noded Rigging Thingy v.0.1.1
Noded Rigging Thingy is a small API that allows you to easily position various stuff in relation to each other. It mainly is used to link entities together and for general calculation purposes, but it can also be used to animate your models.
For now I can't give you much help with it, though. It's in heavy testing, and so it might not work that well. It also doesn't have every feature I had planned for it.
Hosting permissions granted to:
The same as listed on Nitro Model Thingy, for the same reason.
[1.2.5] OldSchooled v0.1.1
Longing for the old days where 3D games were new? Or actually, pseudo-3D, seeing as the enemies were still flat sprites, most games used hitscan for bullet detection and rooms couldn't be stacked on top of each other.
With this mod, you can relive the old days again, or at least sort of.
For audio, you also should download the resources for the mod.
This no longer uses Turbo Model Thingy, as the RenderBillboard class has been included.
Installation instructions
Make sure you installed ModLoader, Turbo Model Thingy and AudioMod by placing them in the JAR.
Now, you can either move all files of this mod inside the JAR, or move all files to the mods folder of your Minecraft installation. If you want to keep the mods folder clean, you can repack the class files back into a zip folder.
Also note that if you have Turbo Model Thingy v2.3.4 or earlier and it includes RenderBillboard, you must overwrite the old version with the one included in this archive.
If you want to hear audio, and I assume you do, place all the resources in the Minecraft folder, or put everything from the resources folder in the package into the resources folder in Minecraft.
Do note that even though this might work by placing it in the mods directory, this practice is discouraged.
Permissions
Everybody can redistribute this mod, as long as you don't use adf.ly to package the mod. Since this mod uses assets that are property of id Software, using adf.ly will violate the ToS. Don't do it. Don't say I didn't warn you if you do.
The source code is free to use for everybody, no restrictions. However, keep in mind that you cannot distribute the graphics and / or sounds using adf.ly unless you specifically own the rights to them.
[1.2.5] RenderBillboard v1.0
This is the stand-alone class to render billboards, that is to say, flat sprites in a 3D environment (for example, the items when dropped on the ground). You don't need Turbo Model Thingy to use this, nor do you need to download this to use OldSchooled, as it already contains the very same version.
Installation instructions
Place the file in the JAR.
Permissions
You can use this mod without restrictions.
[1.2.5] RenderHooks v0.6.1
This API-like mod adds hooks for people to add their own 3D models for various stuff regarding item rendering, like first person view models or custom armor. Actually, those are the only ones tested, and I'm not even sure about the latter because you can't equip armor in Creative Mode.
Anyway, it's fully experimental, it doesn't have any documentation, but if you want to play with it, be my guest.
Installation instructions
Make sure you installed ModLoader by placing it in the JAR. Next, make sure all the files of this mod are placed in the JAR as well.
When developing with this mod, use the source code as it is your safest bet.
Permissions
You may use any part of this mod in your project without any restrictions.
[1.2.5] Strictly Cosmetic v0.1
This project is an example project for RenderHooks. In the end it should replace all current items with 3D versions of themselves.
Requirements ModLoader
Nitro Model Thingy
RenderHooks
Installation instructions
Make sure you installed ModLoader, Nitro Model Thingy and RenderHooks by placing it in the JAR. Next, make sure all the files of this mod are placed in the JAR as well.
Permissions
You may use any part of this mod in your project without any restrictions.
Turbo Model Thingy is a collection of classes that make it possible to create more advanced shapes in Minecraft. Right now it's only possible to add box shaped models, however, with the Turbo Model Thingy this will become a thing of the still current time since people will always have the need to make boxes, but now you will also be able to make other shapes. Like trapezoids.
How does it work? Let's take a regular model. I'll only take part of it, let's say the constructor.
coneHat = new ModelRenderer(0, 0);
coneHat.addBox(-5F, -20F, -5F, 10, 12, 10, 0);
coneHat.setPosition(0.0F, 0.0F, 0.0F);
head = new ModelRenderer(0, 0);
head.addBox(-4F, -8F, -4F, 8, 8, 8, 0);
head.setPosition(0.0F, 0.0F, 0.0F);
Now, as we can see, coneHat is supposed to be a cone, and not, as it is right now, a box of 10 by 12 by 10. Now, while at the time of writing there isn't an addCone method (yet), I do have addTrapezoid. This method will increase the size of one of the sides. Let's look at the following code:
addTrapezoid(float x, float y, float z, int w, int h, int d, float scale, float bottomScale, int dir)
This method adds a trapezoid that starts at (x, y, z), and has a width of w, height of h and depth of d. The "scale" is actually different than what it says. basically it extrudes the model by the scale. bottomScale expands the side defined by dir by the amount given. So, in this case, the top of the cone starts at (-4F, -20F, -4F), has a width of 8, height of 12 and depth of 8, doesn't get extruded and expands the bottom by 1, making the bottom the size of 10 by 10.
So, basically, how do I use it? As an end-user, you just use it when a mod requires this toolkit. However, as a model, you use it as a substitute for ModelRenderer.
Naw, this is only an extra API for modders to use to do more advanced modeling stuff. I don't really forsee a lot of people using it though, since most mods work perfectly fine with just simple boxes. Most of the hair on Thorn (the middle Hex Girl on that screenshot for those unfamiliar with the Scooby-Doo series) has been done with regular boxes, only her skirt and bangs use special features.
Now I wonder why I didn't use addTrapezoid for the chest area...
Also, I'm currently working on adding some more features, like...
Also working on fixing the Obj loading method.
And before you ask, the sphere consists of 32 segments and 15 rings, meaning it's around 512 polys big.
Version 1.3 of the Turbo Model Thingy is here, and it has some new features.
First of all, we have the thing people have been waiting for: spheres!
That's right, spheres.
Yeah.
Also, we now have cylinders. You can now build cylinders. Yay. And, the special things about the cylinders is that you can scale either side of the cylinder. That way you can make cone-like shapes, or even just cones. Cyli-cones, as to say.
Bones. A crime drama series from Fox, featuring Emily Deschanel as Temperance "Bones" Brennan and David Boreanaz as Seeley Booth, two of the reasons I love that series. Basically it's about a forensic anthropologist and an FBI agent working together to solve mysteries. Kind of like in Scooby-Doo. Which is funny, because David Boreanaz also played Angel in Buffy the Vampire Slayer, where Buffy and the gang are called the Scooby gang. Anyway, it's more akin to CSI than Scooby-Doo though. The series pretty awesome, you should watch it. I believe it's also out on DVD, and if I'm correct the current season is still running.
But I'm not really talking about that sort of Bones. I'm talking about the Bone class, which adds a skeleton to your models.
Yeah.
Anyway, you can download the new Turbo Model Thingy in two flavors.
For those who say: "Boooo, ye newest version, begone!" I have the 1.2_02 version.
For those who say: "Greetings, Earthlings, give me your Minecraft," I have the1.3_01 version.
Super addition to modeling, which is currently hell on Earth. If this were ever to evolve into a WYSIWYG editor that spits out the modelrender text, it would almost be better than the Earth itself. Good work!
Super addition to modeling, which is currently hell on Earth. If this were ever to evolve into a WYSIWYG editor that spits out the modelrender text, it would almost be better than the Earth itself. Good work!
Yeah, the closest it will come to a WYSIWYG editor is one where you actually have to code yourself. I don't want scrubs to spit out models like it's nothing, I still want people to actually learn how to do stuff, not have some program which basically teaches people zip.Turbo Model Thingy is only there to give people additional functionality without having them edit the main ModelRenderer. The Bone class was only there because an already expert modder asked for it. It's also the reason I'm currently working on a Spline class.
But for the rest, if I were to ever make a model viewer, it would be just that, a model viewer. One that interprets Java source code itself, sure, but nothing more. Perhaps make it also a poser.
Thanks for turbo Model. Quick tip, post the download as an already zipped folder. More People can get it that way, if it is TFC's mod manager compatable.
Thanks for turbo Model. Quick tip, post the download as an already zipped folder. More People can get it that way, if it is TFC's mod manager compatable.
TFC, schmee FC. It has a clear readme file. People don't write up readme files for nothing. Well I do, apparently, but most people don't.
Besides, once lahwran's mcpkg isn't danger prone Daphne, I'll make it compatible with that instead.
Oh, and to give you a small teaser of another project:
You know what time it is? It's GaryCXJk +-TIME->!
Or: My. CXJ. Is. AWESOME!!!
Due to the fact that I'm currently working on my own game, I am unable to update my mods. Any updates to TMT should be handled by the mod creators using TMT, or, if anybody is willing, by someone who wants to maintain a main fork. NMT and NRT should be downloaded from any of the people I gave permission to, if they have any download of NMT or NRT available. If you need either of the two as a stand-alone API, and there isn't one available, you should either request a package from any of the people who have permission, or, if you are a modder yourself, ask for permission to compile them yourself.
I will not respond to mod pack requests, nor will I respond to update requests. I will respond to actual modders who want to have permission to host NMT or NRT themselves.
All other mods that don't require permission are of course free of use. Again, I will not respond to mod pack requests, in this case though because it's redundant to ask for permission.
UPDATE: For an updated version of NMT, go here:
OvermindDL1's NMT
Good day, gentlemen. I hereby present to you the thread with the modifications made by yours truly, GaryCXJk. I have made this thread to inform you of my shenanigans surrounding the creation of modifications for the personal computer independent video game with the appropriately named title Minecraft. I have come to decide that I will post these modifications, also known by the commoners as "mods", on these message boards, for me to share to you.
Henceforth I will place the short summary of the mods I post, which will be direct copies of the text found in the "readme.txt" files, a practice most commonly known as "copy-pasta". I sincerely hope you will find enjoyment in applying these modifications.
Also note that all my mods are provided with the source code when applicable, which are specifically made using the Minecraft Coder Pack.
Final note, I will only link to the mod page on MC Mod Center, so that I won't constantly have to update every and all links on this page, only the version numbers and stuff.
[1.2.4] Turbo Model Thingy v2.3.7
Note that although untested, this could still work on 1.2.5 of Minecraft. Regardless, you can access the 1.2.5 version by changing the 1.2.4 part in the direct link to 1.2.5.
Are you tired of having to use codes to make even a simple mob? Do you spend hours upon hours trying to figure out how to put these models made of boxes together to make them look like anything that at least Notch could create? Don't you wish there was some easier way to make your models?
If you're one of these people who wonder at least one of these things, then you're out of luck! Turbo Model Thingy will make modeling even more complicated! But for those who do not shy away from a challenge, Turbo Model Thingy might be the answer!
The Turbo Model Thingy does what it does best, by adding new ways to construct your models! How about trapezoid shapes? No problem, just use the addTrapezoid class. How about 3D sprites? Not a problem, addSprite will help you out! And how about even more complicated shapes, like spheres, or even, GASP, cylinders? By the way, I got them mixed up, it was supposed to be cylinders first and then, GASP, spheres. But anyway, how about these more complicated shapes? No problemo. It does what it does best, making life better for the ones who dare to be wild.
Want more? How about Wavefont OBJ files? Bones? Fracken vertex transformations? You can do it all, at least if you're not a total scrub.
And with growing demands a growing amount of features are added! Now I can't disclose what kinds of new features are there because I still haven't paid the bills of the fortune teller yet, and she refuses to tell me what sparkling new features are planned, but I can assure you,
... Yeah.
And for those who don't make their own models, don't fear, you guys aren't left out. Mods made with Turbo Model Thingy will still require you to install Turbo Model Thingy. Now you can be part of the big whole too, right? Right?
[Direct download]
[Source download] - [Javadoc download]
Also, since reading obviously isn't the strongest quality of most people here, you can find the 1.2.5 version here. No direct link will be provided, considering people just can't seem to be able to read.
[Direct download 2.3.6]
[Source download 2.3.6]
Note: Use the source code when creating your own mod in MCP, as MCP will not be able to decompile Turbo Model Thingy correctly.
Permissions
You are allowed to redistribute Turbo Model Thingy and its derivatives in any way and form, without any restrictions. Also, stop PMing me to ask if you can put this in your crummy modpack. I will not return any messages sent to me regarding those.
[1.2.5] Nitro Model Thingy v0.5.1
Note that the 1.2.5 version might still work on 1.2.4, although I am not certain.
The development build of the "successor" of Turbo Model Thingy. Right now it's in its testing phase, and no mods so far use Nitro Model Thingy, meaning this is only useful for (future) modders.
Also, due to this, there is no documentation yet, so you'll have to learn it from the source code for now.
Nitro Model Thingy was designed with extendability in mind, meaning you can now add your own shapes without having to modify the base code.
Final note: This does not require Turbo Model Thingy to run.
[Direct download]
[Source download]
Hosting permissions granted to:
Flan
UltraMoogleMan
SmallDeadGuy
MrDare
Zorn_Taov
OvermindDL1
Manus
AnonymousProductions
The Techne team members
The PokéMobs development team
Due to it being in the testing phase, I will only allow select people to host it in their own mods. This might change in the far future though. Note that at the moment, only modders can request to apply for this list, as it's really hard to give any support with modpacks due to (possible) incompatibility or errors and bugs not related to Nitro Model Thingy.
Any forks made by any person on the list will have their own permission list, though, so yeah, loophole.
[1.2.5] Noded Rigging Thingy v.0.1.1
Noded Rigging Thingy is a small API that allows you to easily position various stuff in relation to each other. It mainly is used to link entities together and for general calculation purposes, but it can also be used to animate your models.
For now I can't give you much help with it, though. It's in heavy testing, and so it might not work that well. It also doesn't have every feature I had planned for it.
[Direct download]
[Source download]
Hosting permissions granted to:
The same as listed on Nitro Model Thingy, for the same reason.
[1.2.5] OldSchooled v0.1.1
Longing for the old days where 3D games were new? Or actually, pseudo-3D, seeing as the enemies were still flat sprites, most games used hitscan for bullet detection and rooms couldn't be stacked on top of each other.
With this mod, you can relive the old days again, or at least sort of.
For audio, you also should download the resources for the mod.
This no longer uses Turbo Model Thingy, as the RenderBillboard class has been included.
[Download] - [Source]
[Download resources]
Requirements
ModLoader
Optional: AudioMod
Installation instructions
Make sure you installed ModLoader, Turbo Model Thingy and AudioMod by placing them in the JAR.
Now, you can either move all files of this mod inside the JAR, or move all files to the mods folder of your Minecraft installation. If you want to keep the mods folder clean, you can repack the class files back into a zip folder.
Also note that if you have Turbo Model Thingy v2.3.4 or earlier and it includes RenderBillboard, you must overwrite the old version with the one included in this archive.
If you want to hear audio, and I assume you do, place all the resources in the Minecraft folder, or put everything from the resources folder in the package into the resources folder in Minecraft.
Do note that even though this might work by placing it in the mods directory, this practice is discouraged.
Permissions
Everybody can redistribute this mod, as long as you don't use adf.ly to package the mod. Since this mod uses assets that are property of id Software, using adf.ly will violate the ToS. Don't do it. Don't say I didn't warn you if you do.
The source code is free to use for everybody, no restrictions. However, keep in mind that you cannot distribute the graphics and / or sounds using adf.ly unless you specifically own the rights to them.
[1.2.5] RenderBillboard v1.0
This is the stand-alone class to render billboards, that is to say, flat sprites in a 3D environment (for example, the items when dropped on the ground). You don't need Turbo Model Thingy to use this, nor do you need to download this to use OldSchooled, as it already contains the very same version.
[Download] - [Source]
Installation instructions
Place the file in the JAR.
Permissions
You can use this mod without restrictions.
[1.2.5] RenderHooks v0.6.1
This API-like mod adds hooks for people to add their own 3D models for various stuff regarding item rendering, like first person view models or custom armor. Actually, those are the only ones tested, and I'm not even sure about the latter because you can't equip armor in Creative Mode.
Anyway, it's fully experimental, it doesn't have any documentation, but if you want to play with it, be my guest.
[Direct download]
[Source download]
Requirements
ModLoader
Installation instructions
Make sure you installed ModLoader by placing it in the JAR. Next, make sure all the files of this mod are placed in the JAR as well.
When developing with this mod, use the source code as it is your safest bet.
Permissions
You may use any part of this mod in your project without any restrictions.
[1.2.5] Strictly Cosmetic v0.1
This project is an example project for RenderHooks. In the end it should replace all current items with 3D versions of themselves.
Already implemented:
[Direct download]
[Source download]
Requirements
ModLoader
Nitro Model Thingy
RenderHooks
Installation instructions
Make sure you installed ModLoader, Nitro Model Thingy and RenderHooks by placing it in the JAR. Next, make sure all the files of this mod are placed in the JAR as well.
Permissions
You may use any part of this mod in your project without any restrictions.
Turbo Model Thingy is a collection of classes that make it possible to create more advanced shapes in Minecraft. Right now it's only possible to add box shaped models, however, with the Turbo Model Thingy this will become a thing of the still current time since people will always have the need to make boxes, but now you will also be able to make other shapes. Like trapezoids.
How does it work? Let's take a regular model. I'll only take part of it, let's say the constructor.
Now, as we can see, coneHat is supposed to be a cone, and not, as it is right now, a box of 10 by 12 by 10. Now, while at the time of writing there isn't an addCone method (yet), I do have addTrapezoid. This method will increase the size of one of the sides. Let's look at the following code:
addTrapezoid(float x, float y, float z, int w, int h, int d, float scale, float bottomScale, int dir)
This method adds a trapezoid that starts at (x, y, z), and has a width of w, height of h and depth of d. The "scale" is actually different than what it says. basically it extrudes the model by the scale. bottomScale expands the side defined by dir by the amount given. So, in this case, the top of the cone starts at (-4F, -20F, -4F), has a width of 8, height of 12 and depth of 8, doesn't get extruded and expands the bottom by 1, making the bottom the size of 10 by 10.
So, basically, how do I use it? As an end-user, you just use it when a mod requires this toolkit. However, as a model, you use it as a substitute for ModelRenderer.
Now I wonder why I didn't use addTrapezoid for the chest area...
Also, I'm currently working on adding some more features, like...
Also working on fixing the Obj loading method.
And before you ask, the sphere consists of 32 segments and 15 rings, meaning it's around 512 polys big.
First of all, we have the thing people have been waiting for: spheres!
That's right, spheres.
Yeah.
Also, we now have cylinders. You can now build cylinders. Yay. And, the special things about the cylinders is that you can scale either side of the cylinder. That way you can make cone-like shapes, or even just cones. Cyli-cones, as to say.
Bones. A crime drama series from Fox, featuring Emily Deschanel as Temperance "Bones" Brennan and David Boreanaz as Seeley Booth, two of the reasons I love that series. Basically it's about a forensic anthropologist and an FBI agent working together to solve mysteries. Kind of like in Scooby-Doo. Which is funny, because David Boreanaz also played Angel in Buffy the Vampire Slayer, where Buffy and the gang are called the Scooby gang. Anyway, it's more akin to CSI than Scooby-Doo though. The series pretty awesome, you should watch it. I believe it's also out on DVD, and if I'm correct the current season is still running.
But I'm not really talking about that sort of Bones. I'm talking about the Bone class, which adds a skeleton to your models.
Yeah.
Anyway, you can download the new Turbo Model Thingy in two flavors.
For those who say: "Boooo, ye newest version, begone!" I have the 1.2_02 version.
For those who say: "Greetings, Earthlings, give me your Minecraft," I have the1.3_01 version.
EDIT:
You can extract the .rar file, and then send the files to a .zip folder, or compress them to a .zip folder. It isn't ideal, but it works.
Yes.... Yes, you can. I use a Mac. I know you can.
If you need specific help, Google is your friend.
OH MY GOD ITS THE HEX GIRLS THAT IS AWESOME.
Don't murder me if I'm wrong :sad.gif:.
[simg]http://i.imgur.com/jnF8H.jpg[/simg]
┌─┐I say old chap that is a jolly good post!
┴─┴
ಠ_ರೃ
also, inb4 "Gary's mod herrderp"
Yeah, the closest it will come to a WYSIWYG editor is one where you actually have to code yourself. I don't want scrubs to spit out models like it's nothing, I still want people to actually learn how to do stuff, not have some program which basically teaches people zip.Turbo Model Thingy is only there to give people additional functionality without having them edit the main ModelRenderer. The Bone class was only there because an already expert modder asked for it. It's also the reason I'm currently working on a Spline class.
But for the rest, if I were to ever make a model viewer, it would be just that, a model viewer. One that interprets Java source code itself, sure, but nothing more. Perhaps make it also a poser.
TFC, schmee FC. It has a clear readme file. People don't write up readme files for nothing. Well I do, apparently, but most people don't.
Besides, once lahwran's mcpkg isn't danger prone Daphne, I'll make it compatible with that instead.
Oh, and to give you a small teaser of another project: