Voxel Guides, as I've decided to name it, is a sort of like the World Edit CUI, in that it displays client-sided cuboids, in set positions. This isn't really done to interface with WorldEdit, I designed it for a different purpose. (This doesn't have anything to do with The Voxel Box either, sorry!)
The Idea
The idea behind this mod came to me when I was on a server which I won't name, on which players can have limited access to WorldEdit. Now, this basically meant we could edit up to 500 blocks, and ofcourse nothing fancy like hycl, hsphere, all of that. We could just edit a rectangular area.
So, I wanted to build a sphere onto my house for various reasons, but had to resort to using an online sphere plotter, since I couldn't just //hsphere it on. So, whilst I was building that, I had an idea. "Why don't I make a mod which will show me where to place blocks to build spheres, walls, cylinders and all, whilst ingame?".
So that's what I've aimed to achieve. This basically sets up a load of 'guide cuboid's, which show you where to place blocks to build a desired shape.
Download
The download for Voxel Guides (v0.5) can be found HERE.
This simply links to my site and is used for measuring downloads, nothing more. As I make no profit, and it has no timer, this really shouldn't be a serious issue for anyone.
If you want an online README, you can find one HERE!
Modifies these base classes:
GuiChat (yf.class)
EntityRenderer (lr.class)
GuiIngameMenu (lb.class)
Incompatabilities
None are known at this time.
Usage(Read this!)
See the README file for info on commands, the check boxes, and Voxel Guides in general.
Pictures
Bare in mind, this is still highly work in progress.
Basically each "voxel guide" is made up of a set of objects I call an XYZ. These just store their X/Y/Z in a float, which corresponds to an ingame block coordinate. This has been a bit scetchy due to Minecraft's XYZ being a bit.. Well, shall we just say, confusing in some regards, to work with.
So, here are just some sneak peaks at what I've been working on.
Just a guide sitting all on it's lonesome.
The same guide, all by itself, still.
Some guides having a party. Guides are given a random color on creation, since you can have a maximum of about 5 (more, maybe?) up at once, and if they overlapped and were one color, it would be confusing.
Then just some pictures of me mucking around placing them into squares.
Spheroids! (Whoo)
I added spheroid generation, which is pretty neat. It's a "true" spheroid in that the XYZ radii are all the same, and if you remove a single block, it will make a gap. This should lead to nice look spheres without using unneccesary blocks.
Some images of the spheres in here:
The initial spheroid guide.
The inside of the spheroid, looking up.
The initial start of building.
Just over half done, looking up.
Almost done!
Last small section from the top.
And our finished spheroid, plus a small wooden stand. Looks pretty good, if I say so myself.
Misc Info Currently at build 0.4.
TODO
Think of and add more shapes and flags for generation.
Move to a vector system, instead of my own XYZ object.
When "Render through" (no depth test) is off, and "Render over" (render ontop of blocks placed) is on, there is some small graphical glitching. Not sure if I can fix, but I shall look into it.
Change Log 0.5:
Removed the .wall command. (Who can't be walls..?)
Added the .dome command. (Just half-spheres. Easier on your computer if you only need to render half the voxels)
Added the .count command to give general voxel guide info. (Count of guides and amount of voxels stored)
0.4:
Added the spheroid generator.
Added the cylinder generator.
Added the commands.
Fixed small positioning errors in various different coordinate positions.
0.3 and minus:
General rendering setup
General bug fixes and positioning setup.
So, yeah, that's about it.
Note, the cuboid guide blocks:
Render through blocks, with some little OpenGL depth disabling.
Will not render if a block is on their position, although this will be toggleable.
Are great fun to stare at.
So yes, any ideas are great, any questions will be answered at some stage, and I'd like general thoughts about this.
Yeah, hopefully it should be good.
Still working on it, looks pretty nice, now.
I've been mucking around with varying bits and bobs, little ideas I had.
So now it won't render cuboids with a block in that position. That will probably just be a toggleable option, since it can make building a sphere or something hard if there's stuff in the way, a tree, a house, whatever.
Look at what you can do if you make it hide cuboids!
Great fun for the whole family.
Well, here's an update.
I added spheroid generation, which is pretty neat. It's a "true" spheroid in that the XYZ radii are all the same, and if you remove a single block, it will make a gap. This should lead to nice look spheres without using unneccesary blocks.
Some images of the spheres in here:
The initial spheroid guide.
The inside of the spheroid, looking up.
The initial start of building.
Just over half done, looking up.
Almost done!
Last small section from the top.
And our finished spheroid, plus a small wooden stand. Looks pretty good, if I say so myself.
Edit: Added this post to the OP, just so it's easier to find if you skim the topic.
This needs more attention. Will there be a download?
Hrm, when I get a decent version setup, I will most definitely post a download.
At the moment I'm just fiddling around with position of spawned spheroids, it's fairly finicky, and I want it to spawn on the player.
But yes, there will most definitely be a build up by the end of the week for people to muck around with.
Working on a GUI for this all tonight, tomorrow, etc.
It's got check boxes, something which resembles a <fieldset> and <legend>, if any of you know HTML well enough.
Once I finish up a GUI and tweak some small things involving generation of walls, I'll put up a build so people can muck around.
The spheroids is my favourite bit.
Alright, guys, go nuts. I've added a build which you can try out.
If anything crashes, or if it locks up Minecraft, tell me what you were doing, and I'll see if I can debug/replicate it.
Also, post if you get any imcompatabilities with big-ish mods, and yeah.
Alright, updated to 0.5 now, getting there on the way to a decent release build.
I added a better sphere generator (hardly any difference), fixed some small issues with positioning, and added the wonderful .dome command aswell!
Try it out, whoo.
Well, I've been slowly working away here, aiming to get lots of new nifty features into 0.6.
I've got some new features into the cylinder generation, namely you can fill the top and bottom layers, making them disks.
I'm going to muck around with rendering, see if I can increase FPS whilst around a large number of voxels, and possibly add more checks to the adding of stuff.
OOP it up, probably.
Also, I was thinking of adding a sort of smart way of building, where it will show a layer or two at a time, and as you fill them it shows the next layer. Just to decrease onscreen voxels, whilst still enabling easy building.
Any input, guys?
I lost all of my source code for it when my second HDD went corrupt, but I've been contemplating remaking it.
My only problem is that now I'm not a particularly big fan of modding Minecraft since it is, infact, Java.
The Idea
The idea behind this mod came to me when I was on a server which I won't name, on which players can have limited access to WorldEdit. Now, this basically meant we could edit up to 500 blocks, and ofcourse nothing fancy like hycl, hsphere, all of that. We could just edit a rectangular area.
So, I wanted to build a sphere onto my house for various reasons, but had to resort to using an online sphere plotter, since I couldn't just //hsphere it on. So, whilst I was building that, I had an idea.
"Why don't I make a mod which will show me where to place blocks to build spheres, walls, cylinders and all, whilst ingame?".
So that's what I've aimed to achieve. This basically sets up a load of 'guide cuboid's, which show you where to place blocks to build a desired shape.
Download
The download for Voxel Guides (v0.5) can be found HERE.
This simply links to my site and is used for measuring downloads, nothing more. As I make no profit, and it has no timer, this really shouldn't be a serious issue for anyone.
If you want an online README, you can find one HERE!
Modifies these base classes:
Incompatabilities
Usage (Read this!)
See the README file for info on commands, the check boxes, and Voxel Guides in general.
Pictures
Bare in mind, this is still highly work in progress.
Basically each "voxel guide" is made up of a set of objects I call an XYZ. These just store their X/Y/Z in a float, which corresponds to an ingame block coordinate. This has been a bit scetchy due to Minecraft's XYZ being a bit.. Well, shall we just say, confusing in some regards, to work with.
So, here are just some sneak peaks at what I've been working on.
Just a guide sitting all on it's lonesome.
The same guide, all by itself, still.
Some guides having a party. Guides are given a random color on creation, since you can have a maximum of about 5 (more, maybe?) up at once, and if they overlapped and were one color, it would be confusing.
Then just some pictures of me mucking around placing them into squares.
Spheroids! (Whoo)
I added spheroid generation, which is pretty neat. It's a "true" spheroid in that the XYZ radii are all the same, and if you remove a single block, it will make a gap. This should lead to nice look spheres without using unneccesary blocks.
Some images of the spheres in here:
The initial spheroid guide.
The inside of the spheroid, looking up.
The initial start of building.
Just over half done, looking up.
Almost done!
Last small section from the top.
And our finished spheroid, plus a small wooden stand. Looks pretty good, if I say so myself.
Misc Info
Currently at build 0.4.
TODO
Change Log
0.5:
0.4:
0.3 and minus:
So, yeah, that's about it.
Note, the cuboid guide blocks:
So yes, any ideas are great, any questions will be answered at some stage, and I'd like general thoughts about this.
Still working on it, looks pretty nice, now.
I've been mucking around with varying bits and bobs, little ideas I had.
So now it won't render cuboids with a block in that position. That will probably just be a toggleable option, since it can make building a sphere or something hard if there's stuff in the way, a tree, a house, whatever.
Look at what you can do if you make it hide cuboids!
Great fun for the whole family.
I added spheroid generation, which is pretty neat. It's a "true" spheroid in that the XYZ radii are all the same, and if you remove a single block, it will make a gap. This should lead to nice look spheres without using unneccesary blocks.
Some images of the spheres in here:
The initial spheroid guide.
The inside of the spheroid, looking up.
The initial start of building.
Just over half done, looking up.
Almost done!
Last small section from the top.
And our finished spheroid, plus a small wooden stand. Looks pretty good, if I say so myself.
Edit: Added this post to the OP, just so it's easier to find if you skim the topic.
Hrm, when I get a decent version setup, I will most definitely post a download.
At the moment I'm just fiddling around with position of spawned spheroids, it's fairly finicky, and I want it to spawn on the player.
But yes, there will most definitely be a build up by the end of the week for people to muck around with.
It's got check boxes, something which resembles a <fieldset> and <legend>, if any of you know HTML well enough.
Once I finish up a GUI and tweak some small things involving generation of walls, I'll put up a build so people can muck around.
The spheroids is my favourite bit.
If anything crashes, or if it locks up Minecraft, tell me what you were doing, and I'll see if I can debug/replicate it.
Also, post if you get any imcompatabilities with big-ish mods, and yeah.
I added a better sphere generator (hardly any difference), fixed some small issues with positioning, and added the wonderful .dome command aswell!
Try it out, whoo.
Great work PigBacon!
Well thank you, Mr Daring. I've got some new features waiting for 0.6, so hopefully that should be fun.
Uhm, thank you, I think...
I've got some new features into the cylinder generation, namely you can fill the top and bottom layers, making them disks.
I'm going to muck around with rendering, see if I can increase FPS whilst around a large number of voxels, and possibly add more checks to the adding of stuff.
OOP it up, probably.
Also, I was thinking of adding a sort of smart way of building, where it will show a layer or two at a time, and as you fill them it shows the next layer. Just to decrease onscreen voxels, whilst still enabling easy building.
Any input, guys?
I lost all of my source code for it when my second HDD went corrupt, but I've been contemplating remaking it.
My only problem is that now I'm not a particularly big fan of modding Minecraft since it is, infact, Java.