While we're on the subject of model textures, this is a post I made in suggestions. Here is the summary:
Summary
"uvRotation" will rotate the texture used by the model for mapping, but before the texture is mapped onto the model, and is unique per block variant. This allows blocks like fences and glass panes to be modeled with the correct texture rotations.
If there's still time, I would like to see some form of this added. If not in the next snapshot, the one after that.
Unfortunately, I do not have access to reddit, so I may be missing some of the most recent info.
Last but not least, let's move onto the subject of an entirely new feature for the block model system, which I call "UV Lock". It's specified as an additional parameter when defining the variant for a given model. As an example, here's the definition file for quartz stairs:
"uvlock" is a parameter that directs the model system to re-compute the UVs for a given model after rotation based on a "shrink-wrap" type of algorithm. I implemented it after I had the painful realization that I wouldn't be able to get pixel-identical results for things like fences using the new block model system. Fence, for example, has one single 90-degree connection model that gets rotated by 90 degrees for the other three states. There's one model that includes the north/east connections, then it's rotated into place for south/east, south/west, and north/west. However, rotating the block preserves the UV coordinates that were originally specified. In some cases, this can be desirable. In other cases, though, like fence, you want (let's say) the contiguous horizontal bars of a given section to have a consistently repeating pattern. If you have different UVs thrown in due to the physical rotation, then it's going to look really weird and ugly. Therefore, "uvlock" was devised. If you have an upper face that goes from 0,0 to 8,8 and it's rotated by 180 degrees about the Y axis, then rather than still being 0,0-8,8, it will now cover 8,8-16,16 as it should. "Should" is maybe a strong term to use here, but it's how it worked when everything was hard-coded, and we're trying to have as little visual impact from the block model system as possible.
"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
Thank you! However, after reading that, how will blocks like glass panes be fixed? You won't be able to "uvlock" the east-west panes.
I'd say that it matters how you texture it. I'm going to try using a + pattern, as I think that is how uvlock will try and fix things, similar to how you CTMed fence tops in the past.
EDIT: Now that I'm putting more thought into it, a | texture (as vanilla uses) would likely still work with 2 models. 1 model you texture as normal for N/S, and another with 90 rotated UV for the top for E/W. uvlock on both and it would flip the UV usage as necessary. However, I still find the + texture would likely be better, as it only requires 1 model, allows for shading differences, as well as an "intersection".
"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
What ever happened to the new model arguments? They seem to be active for stairs, but hardcoded -- there's no sign of any of the new features. Will Mojang eventually make these available, or will they be forever hardcoded?
edit: Never mind, they did add an argument: "rotateVariantTextures".
What ever happened to the new model arguments? They seem to be active for stairs, but hardcoded -- there's no sign of any of the new features. Will Mojang eventually make these available, or will they be forever hardcoded?
edit: Never mind, they did add an argument: "rotateVariantTextures".
They seemed to have canned it for now, despite announcing it a week and a half in advance to allow us to "prepare" for the change. Instead they mainly released a world barrier that was recently made, and Mog's "just for fun" world customizer.
Also, the "rotation countering" argument should be an argument for FACES, not variants or meshes! Neither give enough control, there are cases where you'd want a UV map to rotate as-is with the models, some cases where you'd want the UV map to stay the same while the model rotates, and some cases where you'd want the texture the UV map is taken from to be rotated with the model, but not the map itself. I feel like the implementation they're going for is only going to work for radially-symmetric UV mappings, like iron bars, while things like ladders and doors that may have a top/bottom you want changed (but nothing else) it would mess up.
X-post from "latest changes" thread:
The only thing they did with the block model format was add more block states and more block models.
At least redstone wire and pistons have models now! Doesn't do me any good yet for pistons, because I can't give pistons a different head side texture yet. Stairs also have models now, but all I want to do for those is give them a different texture, too
Would a redditly inclined user mind (regarding this) post there and/or PM redstonehelper about the "model format improvements" not actually being implemented? It's kinda frustrating that the info is just plain wrong. I feel bad for the poor saps out there that used Mog's post to update models and prepare new ones, read the changelog on reddit, and then went into the actual game to find all of their models broken
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
Would a redditly inclined user mind (regarding this) post there and/or PM redstonehelper about the "model format improvements" not actually being implemented? It's kinda frustrating that the info is just plain wrong. I feel bad for the poor saps out there that used Mog's post to update models and prepare new ones, read the changelog on reddit, and then went into the actual game to find all of their models broken
It seems to have been removed (hour ago was the last edit), likely because he was reading off the wiki, which I removed that from, as it was not implemented yet.
And I would assume the new model stuff are some of the features Dinnerbone mentioned is too unstable.
They seemed to have canned it for now, despite announcing it a week and a half in advance to allow us to "prepare" for the change. Instead they mainly released a world barrier that was recently made, and Mog's "just for fun" world customizer.
Also, the "rotation countering" argument should be an argument for FACES, not variants or meshes! Neither give enough control, there are cases where you'd want a UV map to rotate as-is with the models, some cases where you'd want the UV map to stay the same while the model rotates, and some cases where you'd want the texture the UV map is taken from to be rotated with the model, but not the map itself. I feel like the implementation they're going for is only going to work for radially-symmetric UV mappings, like iron bars, while things like ladders and doors that may have a top/bottom you want changed (but nothing else) it would mess up.
X-post from "latest changes" thread:
The only thing they did with the block model format was add more block states and more block models.
At least redstone wire and pistons have models now! Doesn't do me any good yet for pistons, because I can't give pistons a different head side texture yet. Stairs also have models now, but all I want to do for those is give them a different texture, too
Would a redditly inclined user mind (regarding this) post there and/or PM redstonehelper about the "model format improvements" not actually being implemented? It's kinda frustrating that the info is just plain wrong. I feel bad for the poor saps out there that used Mog's post to update models and prepare new ones, read the changelog on reddit, and then went into the actual game to find all of their models broken
Like end portal frames? The bottom face is taken from the endstone texture. The good news is, glass panes now work...with a + model...that's not currently compatible with 1.7...I don't think I'm going to change it...never liked the forced 4-pix width. But fire...they really need to get rid of the rotation limitations. The angles on the fire are WAY off.
Edit: Well.... either I'm stupid or it's bugged. I can get it to look correct when it's a strait line going up-hill, but if the lower redstone goes off in any other direction at the base the side segment still turns sideways... even though I'm doing the same thing in the block model as I did with the one that works.
Can anyone more pro at this take a look at it and see if they can get it to work. Because I'm at my wit's end here.
Thanks in advance.
Edit Again: Wait... wait... I think I've got it... Just gotta try one more thing...
Edit Yet Again: Texture stretching is the bane of my existence.
Edit Again Again: This would probably go faster if I weren't doing this at three in the morning when I'm supposed to be sleeping.
Edit Final:GOT IT! You can download the (hopefully perfect) version HERE. Please let me know if there are still any problems with it.
For right now, I'm going to bed! THANK YOU MINECRAFTFORUM! GOODNIGHT!
Sorry I couldn't help you, man. I was doing some stuff of my own:
Making some 3D redstone. I had it nearly done, and had realized I made a few mistakes, so I had to redo some thing twice, but I'd say it's as optimized as can be right now.
Also, I found out that flower pots now use 3D models as well, so it was easy as a little copypasta and editing (adding 4 to Y values, changing all "facing" values to north) to get my mushrooms in flower post with their good model. Also, they go to the top now, so if you put a block above them, it looks like they're holding it, hehe
"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
Sorry I couldn't help you, man. I was doing some stuff of my own:
~image snip~
Making some 3D redstone. I had it nearly done, and had realized I made a few mistakes, so I had to redo some thing twice, but I'd say it's as optimized as can be right now.
Also, I found out that flower pots now use 3D models as well, so it was easy as a little copypasta and editing (adding 4 to Y values, changing all "facing" values to north) to get my mushrooms in flower post with their good model. Also, they go to the top now, so if you put a block above them, it looks like they're holding it, hehe
It seems to have been removed (hour ago was the last edit), likely because he was reading off the wiki, which I removed that from, as it was not implemented yet.
And I would assume the new model stuff are some of the features Dinnerbone mentioned is too unstable.
This happened again. Seriously? Mog announced it weeks ago, still doesn't appear to be in, is someone just blindly editing this part in every time?
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
I would guess just blindly editing it in. It was identical to last week's, including stating the addition the UVlock instead of renaming of it.
Yes, I decided to look at the history, it was the same user both times, Goandgoo (maybe you should mention it on their talk page so they don't keep doing that...). Thanks for fixing that again!
Reddit post doesn't seem to be updated yet, though.
Also, the wiki is missing the ACTUAL things changed in this version with models, mainly the things you summarized in the "latest changes" thread.
"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
Yes, I decided to look at the history, it was the same user both times, Goandgoo (maybe you should mention it on their talk page so they don't keep doing that...). Thanks for fixing that again!
Reddit post doesn't seem to be updated yet, though.
Also, the wiki is missing the ACTUAL things changed in this version with models, mainly the things you summarized in the "latest changes" thread.
I think for the most part, we have not been stating "Added models for a and b" and the changes to the redstone/rails are in the bug fixes. Nothing new in the models other than that which I've noticed
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.
Dude.. just stop.. you're blowing this way out of proportion.
If there's still time, I would like to see some form of this added. If not in the next snapshot, the one after that.
Putting the CENDENT back in transcendent!
If you read the post by MogMiner, you would see this feature is coming. We also have been wanting it on this thread.
http://www.reddit.com/r/Minecraft/comments/22vu5w/upcoming_changes_to_the_block_model_system/
Unfortunately, I do not have access to reddit, so I may be missing some of the most recent info.
Putting the CENDENT back in transcendent!
"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
Thank you! However, after reading that, how will blocks like glass panes be fixed? You won't be able to "uvlock" the east-west panes.
Putting the CENDENT back in transcendent!
I'd say that it matters how you texture it. I'm going to try using a + pattern, as I think that is how uvlock will try and fix things, similar to how you CTMed fence tops in the past.
EDIT: Now that I'm putting more thought into it, a | texture (as vanilla uses) would likely still work with 2 models. 1 model you texture as normal for N/S, and another with 90 rotated UV for the top for E/W. uvlock on both and it would flip the UV usage as necessary. However, I still find the + texture would likely be better, as it only requires 1 model, allows for shading differences, as well as an "intersection".
"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
edit: Never mind, they did add an argument: "rotateVariantTextures".
Putting the CENDENT back in transcendent!
But they did add a few things so far.
They seemed to have canned it for now, despite announcing it a week and a half in advance to allow us to "prepare" for the change. Instead they mainly released a world barrier that was recently made, and Mog's "just for fun" world customizer.
Also, the "rotation countering" argument should be an argument for FACES, not variants or meshes! Neither give enough control, there are cases where you'd want a UV map to rotate as-is with the models, some cases where you'd want the UV map to stay the same while the model rotates, and some cases where you'd want the texture the UV map is taken from to be rotated with the model, but not the map itself. I feel like the implementation they're going for is only going to work for radially-symmetric UV mappings, like iron bars, while things like ladders and doors that may have a top/bottom you want changed (but nothing else) it would mess up.
X-post from "latest changes" thread:
The only thing they did with the block model format was add more block states and more block models.
At least redstone wire and pistons have models now! Doesn't do me any good yet for pistons, because I can't give pistons a different head side texture yet. Stairs also have models now, but all I want to do for those is give them a different texture, too
Would a redditly inclined user mind (regarding this) post there and/or PM redstonehelper about the "model format improvements" not actually being implemented? It's kinda frustrating that the info is just plain wrong. I feel bad for the poor saps out there that used Mog's post to update models and prepare new ones, read the changelog on reddit, and then went into the actual game to find all of their models broken
"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 seems to have been removed (hour ago was the last edit), likely because he was reading off the wiki, which I removed that from, as it was not implemented yet.
And I would assume the new model stuff are some of the features Dinnerbone mentioned is too unstable.
Like end portal frames? The bottom face is taken from the endstone texture. The good news is, glass panes now work...with a + model...that's not currently compatible with 1.7...I don't think I'm going to change it...never liked the forced 4-pix width. But fire...they really need to get rid of the rotation limitations. The angles on the fire are WAY off.
Putting the CENDENT back in transcendent!
Sorry I couldn't help you, man. I was doing some stuff of my own:
Making some 3D redstone. I had it nearly done, and had realized I made a few mistakes, so I had to redo some thing twice, but I'd say it's as optimized as can be right now.
Also, I found out that flower pots now use 3D models as well, so it was easy as a little copypasta and editing (adding 4 to Y values, changing all "facing" values to north) to get my mushrooms in flower post with their good model. Also, they go to the top now, so if you put a block above them, it looks like they're holding it, hehe
"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
Nice idea on the mushrooms and nice redstone
This happened again. Seriously? Mog announced it weeks ago, still doesn't appear to be in, is someone just blindly editing this part in every time?
"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 would guess just blindly editing it in. It was identical to last week's, including stating the addition the UVlock instead of renaming of it.
Yes, I decided to look at the history, it was the same user both times, Goandgoo (maybe you should mention it on their talk page so they don't keep doing that...). Thanks for fixing that again!
Reddit post doesn't seem to be updated yet, though.
Also, the wiki is missing the ACTUAL things changed in this version with models, mainly the things you summarized in the "latest changes" thread.
"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 think for the most part, we have not been stating "Added models for a and b" and the changes to the redstone/rails are in the bug fixes. Nothing new in the models other than that which I've noticed
Dude.. just stop.. you're blowing this way out of proportion.
Says the one quoting something from 3 months ago when this whole tidbit was still pretty new.
Don't tell me you just made a knee-jerk reaction without reading the entire thread.