Abut tutorial, I will make one when I finish the entity builder, that means releasing the new version, I'm bug testing it now.
As you can see this is in the WIP - work in progress section, that means I'm working on it, to let you know how te development goes I will just say that I have finally managed to teleport into dimension and stay there for 10 seconds before crashing, what is good compared to what it was before.
Hey zoocraftia crew one of my friends jurrorath has found a way to have hd textures without a texture pack. here the tutorial
Alright, I'm going to show you, step by step, how to give your models HD textures. I'll try to make the tutorial as clear as possible, but if you have any questions, just drop a quick post and the other modellers and I will be glad to help you out.
First, let's start at the very beginning, which would be setting up the texturemap. Don't set any texture offsets right now, as they will not remain the same anyway. Go to File -> Edit Project, and from there, edit the size of the texture map- I'm not certain, but I'm fairly sure you have to keep it relatively similar to the default size, ie 64x32, 128x64, 256x128, or 512x256. You could try to mix and match I suppose if your model end up with more tall than wide textures, just be cautious when doing so. Anyway, for this tutorial, I'll be using a 256x128 texturemap, which'll give me four times more room for texturing than the default 64x32. 128x64 would only give you twice as much [I'm not even too sure how that'd work tbh, anyway who wants to give that a try, please do share your findings], and 512x256 would give you a whopping eight times as much room. I won't need that much room for Seel obviously, as it's a very simple model, but for models that could use much more detail in their textures, well, there ya go!
Anyway, here's my settings for the texturemap now;
If you'll notice, the texture offsets in the top right suddenly look a lot tinnier than they normally do. Go ahead and export your texturemap now- yes without the texture offsets, as I said already, they don't matter right now. Got it exported? Alright then, let's move on. Set the texturemap back to 64x32, then take the 256x128 texturemap and fill it in with a random color- doesn't matter what color, though I think it'd be preferred if it was the model's base color, as that'd make texturing it easier, but you can do whatever you want. The reason for filling in the texturemap is so that the model doesn't go invisible when making the texture, which would obviously be incredibly annoying. Go ahead and move your texture offsets into place now as well, since we're not messing around with the texture sizes anymore.
Alright, so we've got our brand new texturemap, all the offsets have been set, time to load up the texture and begin experi-
Oh no, this message. Get used to it folks, you're going to see LOTS of it whilst you're editing the textures, as long as you're using this method anyway. Just hit 'No' every time you see it- if you hit yes, the texture you loaded onto the model will go back to the default size and you'll lose any HD textures you had. The worst part is that, while you're editing the texture, every time it loads onto the model, that message will pop up. Very frustrating, to say the least. I'd recommend saving a backup of your texture every time you edit it, just in case you accidentally hit 'Yes'.
Well, with that annoyance cleared up, let's move on to the textures. Load the texturemap into your pixel editing program of choice, and from here, it really is just trial and error, as unfortunately, as you'll no doubt notice, we've had to give up those helpful guidelines that showed us where each texture offset was located on the texturemap, so we'll just have to wing it from here. Though I do have one small tip that may help- when texturing, keep Techne open and never change the name of the texture file unless you really need to- such as creating a back-up. As long as you keep saving over the same file, Techne will update live with any new additions to the texture; you'll of course have to load the texture onto the model at least once, but afterwards, you won't need to do it again.
The only downside is, of course, that message- anytime you save changes to the texturemap, that message will end up popping up on Techne. Which is why I always recommend creating a backup first, especially if you're like me and like to save the texture after every little change to make sure it looks good on the model. Just keep fiddling with the textures, and you'll eventually be able to figure out where everything is relative to each texturemap.
Welp, that wraps up this tutorial- if you have any questions or need something cleared up, feel free to leave a post or message me or another modeller who's been able to get this to work, and we'll be glad to help clear up any confusion :3
You should be able to interact with the animals in various ways. I'm really torn about cleaning up poo, though. I certainly don't want poo in my zoo experience, and if there's poo and I just ignore it then it'll pile up all over the place.
On the other hand, people do seem to like that sort of thing when it comes to virtual pets (I recall the Tamagotchi!). Perhaps we could have a setting (normally off) that allows animals to produce poo.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
sounds cool hows the mod coming along i havent heard of a update in such a long time
Hey sorry about there not being many updates. We have all been so busy lately and we havent had much of a chance to do much modding but im back now and i have a few months to work on it so expect alot of updates from me and tonnes of pictures and master 1055 im having a look at your tutorial now and it looks really useful thanks :D, im a big fan of the normal 16x16 minecraft textures but a know a lot of people like the hd ones. I think what i might end up doing using the normal 16x16 textures for the animals in the mod and ill release a hd texture pack to go with it. that way people have the option of each and everyone is happy. Your tutorial will also solve the problem iv been having with the small animals. its pretty much impossible to get much detail on them and this should help. thank you very much expect some animal photos in the next few days
NP anything to help the mod. and glad to see that you guys have months of modding. and also i was thinking about the pooping thing i think you should program it so animals poop once a day (day and night) so you dont end up having your zoo a pig stie
So long as there's an option to turn poo off entirely, the frequency of once or twice per day doesn't sound too bad. Also, poo could easily be used as part of a recipe for fertilizer... or it could be that an animal "fertilizes" blocks of dirt now and then, and you just have to dig them up, replace them with regular dirt, and go use the fertilized block in your garden. Or something.
The main mod should remain in normal 16x16 without any weirdness, to make sure people don't have any problems with it, especially when they're combining it with other mods. I don't use HD textures myself, because I've had too many problems with them and have enough lag as it is, but I look forward to the possibility of using them eventually, and I like seeing Let's Plays and such using better textures... so I'm glad to know we'll be putting together an HD pack for players who want to enjoy a more realistic experience.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Meant to drop by and post a Merry Christmas, and totally spaced on that.
Instead, have a pleasantly memorable New Year's!
We'll be getting back into the swing of things with this mod in January or February, I expect. Holidays always take up a lot of time.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I expect we'll have to code it all again when the Mod API comes out, and at that point it should be a lot easier (in theory). So I wouldn't stress too much over it right now. If we can get it fairly complete conceptually - the animals, the biomes, the item drops, the new trees, and then on to the implementation of the zoo itself including shops - then even if it's a bit buggy, we'll be set for a recode (even if it has to be from the ground up) once the Mod API is up and running.
If one part of the code is really not working, give it a rest and move on to a different part for a while. In the past, with my hobby projects, this has sometimes led to realizations of "Oh, so that's why it wasn't working!" because I spot the same error in different context. And people work better when they're less frustrated in any case.
And keep up with your studies. Even if it slows down the progress on this mod, we'll be patient. Most of us. School's important.
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
The Meaning of Life, the Universe, and Everything.
Join Date:
8/21/2011
Posts:
286
Member Details
I remember this thread when there were only like 10 posts.
Rollback Post to RevisionRollBack
God bless ye soul.
"Hark! Dost thou hear with thine ears what I hear with mine? Interloper! No quarter shall be shown hither, fiend! Anon! Show thyself, churl! Have at thee! *fires, misses, gets shot at* Fie upon thee! What-ho, the laser on mine rocket launcher be not a mere target, but a guidance system! Where art thou? Come hither, that I may smite thee! *shoots the Apache down* Thou shalt not be missed."
lol ok. I hope it goes well! C# FTW!
Alright, I'm going to show you, step by step, how to give your models HD textures. I'll try to make the tutorial as clear as possible, but if you have any questions, just drop a quick post and the other modellers and I will be glad to help you out.
First, let's start at the very beginning, which would be setting up the texturemap. Don't set any texture offsets right now, as they will not remain the same anyway. Go to File -> Edit Project, and from there, edit the size of the texture map- I'm not certain, but I'm fairly sure you have to keep it relatively similar to the default size, ie 64x32, 128x64, 256x128, or 512x256. You could try to mix and match I suppose if your model end up with more tall than wide textures, just be cautious when doing so. Anyway, for this tutorial, I'll be using a 256x128 texturemap, which'll give me four times more room for texturing than the default 64x32. 128x64 would only give you twice as much [I'm not even too sure how that'd work tbh, anyway who wants to give that a try, please do share your findings], and 512x256 would give you a whopping eight times as much room. I won't need that much room for Seel obviously, as it's a very simple model, but for models that could use much more detail in their textures, well, there ya go!
Anyway, here's my settings for the texturemap now;
If you'll notice, the texture offsets in the top right suddenly look a lot tinnier than they normally do. Go ahead and export your texturemap now- yes without the texture offsets, as I said already, they don't matter right now. Got it exported? Alright then, let's move on. Set the texturemap back to 64x32, then take the 256x128 texturemap and fill it in with a random color- doesn't matter what color, though I think it'd be preferred if it was the model's base color, as that'd make texturing it easier, but you can do whatever you want. The reason for filling in the texturemap is so that the model doesn't go invisible when making the texture, which would obviously be incredibly annoying. Go ahead and move your texture offsets into place now as well, since we're not messing around with the texture sizes anymore.
Alright, so we've got our brand new texturemap, all the offsets have been set, time to load up the texture and begin experi-
Oh no, this message. Get used to it folks, you're going to see LOTS of it whilst you're editing the textures, as long as you're using this method anyway. Just hit 'No' every time you see it- if you hit yes, the texture you loaded onto the model will go back to the default size and you'll lose any HD textures you had. The worst part is that, while you're editing the texture, every time it loads onto the model, that message will pop up. Very frustrating, to say the least. I'd recommend saving a backup of your texture every time you edit it, just in case you accidentally hit 'Yes'.
Well, with that annoyance cleared up, let's move on to the textures. Load the texturemap into your pixel editing program of choice, and from here, it really is just trial and error, as unfortunately, as you'll no doubt notice, we've had to give up those helpful guidelines that showed us where each texture offset was located on the texturemap, so we'll just have to wing it from here. Though I do have one small tip that may help- when texturing, keep Techne open and never change the name of the texture file unless you really need to- such as creating a back-up. As long as you keep saving over the same file, Techne will update live with any new additions to the texture; you'll of course have to load the texture onto the model at least once, but afterwards, you won't need to do it again.
The only downside is, of course, that message- anytime you save changes to the texturemap, that message will end up popping up on Techne. Which is why I always recommend creating a backup first, especially if you're like me and like to save the texture after every little change to make sure it looks good on the model. Just keep fiddling with the textures, and you'll eventually be able to figure out where everything is relative to each texturemap.
Welp, that wraps up this tutorial- if you have any questions or need something cleared up, feel free to leave a post or message me or another modeller who's been able to get this to work, and we'll be glad to help clear up any confusion :3
On the other hand, people do seem to like that sort of thing when it comes to virtual pets (I recall the Tamagotchi!). Perhaps we could have a setting (normally off) that allows animals to produce poo.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Hey sorry about there not being many updates. We have all been so busy lately and we havent had much of a chance to do much modding but im back now and i have a few months to work on it so expect alot of updates from me and tonnes of pictures and master 1055 im having a look at your tutorial now and it looks really useful thanks :D, im a big fan of the normal 16x16 minecraft textures but a know a lot of people like the hd ones. I think what i might end up doing using the normal 16x16 textures for the animals in the mod and ill release a hd texture pack to go with it. that way people have the option of each and everyone is happy. Your tutorial will also solve the problem iv been having with the small animals. its pretty much impossible to get much detail on them and this should help. thank you very much expect some animal photos in the next few days
The main mod should remain in normal 16x16 without any weirdness, to make sure people don't have any problems with it, especially when they're combining it with other mods. I don't use HD textures myself, because I've had too many problems with them and have enough lag as it is, but I look forward to the possibility of using them eventually, and I like seeing Let's Plays and such using better textures... so I'm glad to know we'll be putting together an HD pack for players who want to enjoy a more realistic experience.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Instead, have a pleasantly memorable New Year's!
We'll be getting back into the swing of things with this mod in January or February, I expect. Holidays always take up a lot of time.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
If one part of the code is really not working, give it a rest and move on to a different part for a while. In the past, with my hobby projects, this has sometimes led to realizations of "Oh, so that's why it wasn't working!" because I spot the same error in different context. And people work better when they're less frustrated in any case.
And keep up with your studies. Even if it slows down the progress on this mod, we'll be patient. Most of us. School's important.
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
"Hark! Dost thou hear with thine ears what I hear with mine? Interloper! No quarter shall be shown hither, fiend! Anon! Show thyself, churl! Have at thee! *fires, misses, gets shot at* Fie upon thee! What-ho, the laser on mine rocket launcher be not a mere target, but a guidance system! Where art thou? Come hither, that I may smite thee! *shoots the Apache down* Thou shalt not be missed."