I think this is going to be the next biggest toy for us.
Demonstration (I do have a YouTube video but it doesn't have anything I can't express here):
The JSON file (add /models/cactus.json to your resource pack in the snapshot): This uses the old file format and will not work. http://pastebin.com/raw.php?i=LaDp6V9z
As much as I'd love to be able to change the crummy texture mapping, I sincerely hope that the capability to change the models is not a lasting resource pack feature.
Also, your texture stretching is just awful. You really need to UV map that better.
This isn't working for me, am I missing something?In my resource pack folder I have/assets/minecraft/models/block/cactus.json14w06bAnd it's not working.Ok, fair warning: as this is a feature test, it doesn't seem to load along with the refresh of the texture system, so edit these files while Minecraft is closed.
Well, Minecraft is about to get so much more awesome
I agree. Even if it leads to some people making "cheesy" models, hopefully it will allow us to change texture mapping. Also, it'd be nice to customize block models and mob models, too, even if you keep them "blocky" which will always be easier, anyways. Maybe this will also allow us to control backface culling in vanilla, too!
I've always wanted a feature that would allow me to easily give carrots and potatoes the same model as grass (so I could have singular growths of them, and actual potato mounds!).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I agree. Even if it leads to some people making "cheesy" models, hopefully it will allow us to change texture mapping. Also, it'd be nice to customize block models and mob models, too, even if you keep them "blocky" which will always be easier, anyways. Maybe this will also allow us to control backface culling in vanilla, too!
You did that on purpose.
The main thing that I'm worried about is spectacle creep. If this is a thing, and it allows for nigh-infinite complexity of the models it's only a matter of time before the texture portion becomes all but completely meaningless with only high-poly geometry being accepted by the general public. While I can do 3d models without an issue (and know enough MEL to be able to transfer them to Minecraft's format) I don't think that this is a good direction for the game as a whole much less for pack creators.
It's rare enough to find someone willing to take the time to make good textures now. Finding someone willing to do unique high-def models of all of Minecraft's assets is asinine. And yet, that's exactly where this could potentially lead us... though I hope not.
But yea, a few tweaks here and there might be nice. I look forward to being able to texture the anvil without grinding my teeth anymore.
I had to do this all in my head. If the model was more complex, I'd use Blender to generate a UV map for me, which I'd then copy down manually. But for now, I think it's great. Imagine this - you could make diamond shards stick out of the wall.
But for now, I think it's great. Imagine this - you could make diamond shards stick out of the wall.
Another idea is lumps of coal and redstone on the torch variants. It would be cool to actually have chests with room to put stuff, instead of black representing depth.
As long its not over done and just adds some cool more detail objects, like torches etc this is really exciting me.
Been a 3D modeler for years so some nice low poly properly UV mapped objects is really easy and wont take long at all for me.
I'm looking into coding a 3dsmax exporter to do the conversion once i look into the details more closely.
I really enjoy Biblocraft mod with its 3D objects and the KEY here is not to over do it, i wont be changing terrain blocks just some standalone models, and sort the abysmal mapping!
The main thing that I'm worried about is spectacle creep. If this is a thing, and it allows for nigh-infinite complexity of the models it's only a matter of time before the texture portion becomes all but completely meaningless with only high-poly geometry being accepted by the general public. While I can do 3d models without an issue (and know enough MEL to be able to transfer them to Minecraft's format) I don't think that this is a good direction for the game as a whole much less for pack creators.
It's rare enough to find someone willing to take the time to make good textures now. Finding someone willing to do unique high-def models of all of Minecraft's assets is asinine. And yet, that's exactly where this could potentially lead us... though I hope not.
But yea, a few tweaks here and there might be nice. I look forward to being able to texture the anvil without grinding my teeth anymore.
I think you're making it out to be a bigger issue than it really is. The fact that is (so far) uses JSON combined with the fact it has to be done vertice-by-vertice per face probably cuts down 90% of whatever stuff you're worried about.
Also, people are morons. They already ask, but instead for Techne models for their "mod" they'll be making (despite most not knowing anything about programs). Now, instead of asking, they can potentially try for themselves and fall flat on their face when they find out it requires time, thought, and work. People are morons, and please try to ignore morons. Don't let them kick over your mental sand castle, man.
On a lighter note, this looks like it's giving us tons of more control over everything:
"inventoryRender3D": true
It's rendered in the inventory wrong for stuff so far, and too dark, but it sorta works when dropped or in item frames. I don't know if anyone remembers, but I have a long-standing complaint when it comes to items rendering in 2D with a separate inventory texture, despite that they have a world texture! I hope this will give me the ability to fix that in the future, especially when it comes to things like the hopper, brewing stand, and cake.
Allows you to control if something is randomly offset. You can add this to leaves to make them move, or any other block for that matter. The cacti using it is kinda cool, IMO, you can even see the bottom. I bet it could be used with great effect in resource packs, like spikey guy from mario, or dangerous crates (haphazardly stacked). Also, if you don't like that natural plants (tall grass, double tall grass, flowers, etc.) are offset, you can set that to false or remove it.
Removing per-side shading is not working for me yet, and have my attempts at removing backface culling. Hopefully more power is added to this, and it gets proper resource pack support (meaning you can f3+t it instead of needing to restart the game). Hopefully it gets less hard-coded so we can enter any block/mob name and it will work. Kinda sucks so far that it's "crops" instead of "carrots", "potatoes", "wheat", and "nether_wart". They all use crops thus far which is kinda sad considering I want wheat and nether wart to use one model, and carrots and potatoes to use another.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
On the bright side, I've figured out how to have unique textures for any side of a normal block, CTM style, by including multiple textures in one texture file and changing the UV mapping of the blocks.
(It's quite confusing though, it acts as though the texture is rotated 180 degrees for the texture coords...)
It would be cool to actually have chests with room to put stuff, instead of black representing depth. I've actually been wanting a new model for anvils, mainly because of past experiences with texturing them.
You can add this to leaves to make them move, or any other block for that matter. The cacti using it is kinda cool, IMO, you can even see the bottom. I bet it could be used with great effect in resource packs, like spikey guy from mario...
Yay! Something I can use! (The cacti enemies are called Pokeys)
On the bright side, I've figured out how to have unique textures for any side of a normal block, CTM style, by including multiple textures in one texture file and changing the UV mapping of the blocks.
(It's quite confusing though, it acts as though the texture is rotated 180 degrees for the texture coords...)
I think you're making it out to be a bigger issue than it really is. The fact that is (so far) uses JSON combined with the fact it has to be done vertice-by-vertice per face probably cuts down 90% of whatever stuff you're worried about.
With texture items as mario, I have had several times where I wanted to change the shape of blocks and how they rendered; although, I agree that super fancy models is a bad idea. Maybe if they only allowed rectangular solids and rotation it would work?
Well, as I said it's confusing and hard to explain. But basically it involves changing the "textcoord" numbers in cube.json and making my textures look like this:
This one is my stonebrick. Top left is the side texture, top right is the top texture, and bottom left is the bottom texture
unfortunately it really messes up all textures that haven't been "converted" to this format.
Well, as I said it's confusing and hard to explain. But basically it involves changing the "textcoord" numbers in cube.json and making my textures look like this:
This one is my stonebrick. Top left is the side texture, top right is the top texture, and bottom left is the bottom texture
unfortunately it really messes up all textures that haven't been "converted" to this format.
There needs to be a way to add a model and a list to choose which blocks use which model.
With texture items as mario, I have had several times where I wanted to change the shape of blocks and how they rendered; although, I agree that super fancy models is a bad idea. Maybe if they only allowed rectangular solids and rotation it would work?
I said 90%, not that it would stop it completely. I mean that it will be far less likely for some kid to make a super-duper high res meme blocks or something unless they add in full .OBJ support, or tools exist to convert them (but that'd still be less likely).
There needs to be a way to add a model and a list to choose which blocks use which model.
I think it's more important with being able to have separate objects and textures. For the ore thing you guys mentioned earlier, if you could make cubes for each "piece" in the ore as its own object, it'd be almost necessary to need to specify a separate texture. Also, being separate objects, you could add the random offset params and each piece would be randomly placed on the surface making it look much more natural. (also, what I said before about not being hard-coded)
Wow, that reminds me..... I hope they allow it to change entities soon.... Seriously, all I need to do is move the lid up 1/16TH OF THE BLOCK UP AND I CAN SHADE IT PROPERLY WITHOUT Z-FIGHTING
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
GIANT DISCLAIMER: This post was made when the model format was DIFFERENT than what is is presently. Please do NOT quote this and tell me I'm a horrible person because the opinion represented here is NO LONGER RELEVANT to the discussion. THANK YOU!
I said 90%, not that it would stop it completely. I mean that it will be far less likely for some kid to make a super-duper high res meme blocks or something unless they add in full .OBJ support, or tools exist to convert them (but that'd still be less likely).
So what you're saying is that resource packs, at least ones that anyone cares about, will become the exclusive domain of the 10% with those skills. That it will be a matter of elitism even more than it already is. That's not a future that I look forward to.
And as for tools being developed, HA! I'd put money on the idea that people are already working on plugins for Blender to do this. I wouldn't bet against someone having started work on a standalone modeler either. If there's one thing that I've learned out the Minecraft community, it's that people love to create stuff even and often especially when it's bad for the community.
Demonstration (I do have a YouTube video but it doesn't have anything I can't express here):
The JSON file (add /models/cactus.json to your resource pack in the snapshot):This uses the old file format and will not work.http://pastebin.com/raw.php?i=LaDp6V9z
As much as I'd love to be able to change the crummy texture mapping, I sincerely hope that the capability to change the models is not a lasting resource pack feature.
Also, your texture stretching is just awful. You really need to UV map that better.
This isn't working for me, am I missing something?In my resource pack folder I have/assets/minecraft/models/block/cactus.json14w06bAnd it's not working.Ok, fair warning: as this is a feature test, it doesn't seem to load along with the refresh of the texture system, so edit these files while Minecraft is closed.I agree. Even if it leads to some people making "cheesy" models, hopefully it will allow us to change texture mapping. Also, it'd be nice to customize block models and mob models, too, even if you keep them "blocky" which will always be easier, anyways. Maybe this will also allow us to control backface culling in vanilla, too!
I've always wanted a feature that would allow me to easily give carrots and potatoes the same model as grass (so I could have singular growths of them, and actual potato mounds!).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
If you make non-transparent blocks smaller, it's going to make visual holes in the world though.
The main thing that I'm worried about is spectacle creep. If this is a thing, and it allows for nigh-infinite complexity of the models it's only a matter of time before the texture portion becomes all but completely meaningless with only high-poly geometry being accepted by the general public. While I can do 3d models without an issue (and know enough MEL to be able to transfer them to Minecraft's format) I don't think that this is a good direction for the game as a whole much less for pack creators.
It's rare enough to find someone willing to take the time to make good textures now. Finding someone willing to do unique high-def models of all of Minecraft's assets is asinine. And yet, that's exactly where this could potentially lead us... though I hope not.
But yea, a few tweaks here and there might be nice. I look forward to being able to texture the anvil without grinding my teeth anymore.
Another idea is lumps of coal and redstone on the torch variants. It would be cool to actually have chests with room to put stuff, instead of black representing depth.
I've actually been wanting a new model for anvils, mainly because of past experiences with texturing them.
Been a 3D modeler for years so some nice low poly properly UV mapped objects is really easy and wont take long at all for me.
I'm looking into coding a 3dsmax exporter to do the conversion once i look into the details more closely.
I really enjoy Biblocraft mod with its 3D objects and the KEY here is not to over do it, i wont be changing terrain blocks just some standalone models, and sort the abysmal mapping!
I think you're making it out to be a bigger issue than it really is. The fact that is (so far) uses JSON combined with the fact it has to be done vertice-by-vertice per face probably cuts down 90% of whatever stuff you're worried about.
Also, people are morons. They already ask, but instead for Techne models for their "mod" they'll be making (despite most not knowing anything about programs). Now, instead of asking, they can potentially try for themselves and fall flat on their face when they find out it requires time, thought, and work. People are morons, and please try to ignore morons. Don't let them kick over your mental sand castle, man.
On a lighter note, this looks like it's giving us tons of more control over everything:
"inventoryRender3D": true
It's rendered in the inventory wrong for stuff so far, and too dark, but it sorta works when dropped or in item frames. I don't know if anyone remembers, but I have a long-standing complaint when it comes to items rendering in 2D with a separate inventory texture, despite that they have a world texture! I hope this will give me the ability to fix that in the future, especially when it comes to things like the hopper, brewing stand, and cake.
"randomOffsetX": true,
"randomOffsetY": true,
"randomOffsetZ": true
Allows you to control if something is randomly offset. You can add this to leaves to make them move, or any other block for that matter. The cacti using it is kinda cool, IMO, you can even see the bottom. I bet it could be used with great effect in resource packs, like spikey guy from mario, or dangerous crates (haphazardly stacked). Also, if you don't like that natural plants (tall grass, double tall grass, flowers, etc.) are offset, you can set that to false or remove it.
Removing per-side shading is not working for me yet, and have my attempts at removing backface culling. Hopefully more power is added to this, and it gets proper resource pack support (meaning you can f3+t it instead of needing to restart the game). Hopefully it gets less hard-coded so we can enter any block/mob name and it will work. Kinda sucks so far that it's "crops" instead of "carrots", "potatoes", "wheat", and "nether_wart". They all use crops thus far which is kinda sad considering I want wheat and nether wart to use one model, and carrots and potatoes to use another.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
(It's quite confusing though, it acts as though the texture is rotated 180 degrees for the texture coords...)
Chests are actually entities, so, no.
Yay! Something I can use! (The cacti enemies are called Pokeys)
How?
Oh my!
Well, as I said it's confusing and hard to explain. But basically it involves changing the "textcoord" numbers in cube.json and making my textures look like this:
This one is my stonebrick. Top left is the side texture, top right is the top texture, and bottom left is the bottom texture
unfortunately it really messes up all textures that haven't been "converted" to this format.
There needs to be a way to add a model and a list to choose which blocks use which model.
Yea.
I said 90%, not that it would stop it completely. I mean that it will be far less likely for some kid to make a super-duper high res meme blocks or something unless they add in full .OBJ support, or tools exist to convert them (but that'd still be less likely).
Yeah, I know that! And you play as purple groundhog who is a hydraulic engineer, who needs to save his girlfriend princess pear from Snowzer.
....unfortunately it really messes up all textures that haven't been "converted" to this format.
I think it's more important with being able to have separate objects and textures. For the ore thing you guys mentioned earlier, if you could make cubes for each "piece" in the ore as its own object, it'd be almost necessary to need to specify a separate texture. Also, being separate objects, you could add the random offset params and each piece would be randomly placed on the surface making it look much more natural. (also, what I said before about not being hard-coded)
Wow, that reminds me..... I hope they allow it to change entities soon.... Seriously, all I need to do is move the lid up 1/16TH OF THE BLOCK UP AND I CAN SHADE IT PROPERLY WITHOUT Z-FIGHTING
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
So what you're saying is that resource packs, at least ones that anyone cares about, will become the exclusive domain of the 10% with those skills. That it will be a matter of elitism even more than it already is. That's not a future that I look forward to.
And as for tools being developed, HA! I'd put money on the idea that people are already working on plugins for Blender to do this. I wouldn't bet against someone having started work on a standalone modeler either. If there's one thing that I've learned out the Minecraft community, it's that people love to create stuff even and often especially when it's bad for the community.