I did that kind of planar thing with my leaves, but I would advise against square planes, looks unnatural, you want to eliminate parts of the texture at the edges that don't look like leaves but are used for tiling with other leaves.
I didn't make them square. Minecraft made them square by ignoring transparency. Set to "Fancy" they display properly, a round-ish bunch of leaves with transparent gaps.
I'm not willing to have my texture pack break when the user selects a different valid setting.
Hey, has anybody ever tried to do a "Better Leaves and Grass" effect to leaves with block models? Looks to me that there's no way to make it look good with "Graphics" set to "Fast". Am I missing something?
Well, fast mode doesn't do much of anything anymore (most of what it used to do has been slowly removed). If you go into spectator mode, you'll see that leaves aren't actually culling themselves in fast mode (see bug report MC-85312) so the loss of transparency is for no reason.
So with that said, I'd either advise you to advise your users not to use fast mode or make it into an add-on pack (not well supported by the content sites, but still).
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'm thinking about what mod texture that I should do next. Something good & challenging, yet not too challenging. What mod do guys think I should do?
Iron Chests might be fun. It's for 1.8, too. I'm planning on doing it as well. (I assume you meant to post on the mod texture central instead of here? It's fine though)
Edit: Just finished this fellow. He's been a concept on paper for pretty close to a year now, so it's nice to finally get him implemented in game. Stupid entity shading kinda messes up the eye, though.
Iron Chests might be fun. It's for 1.8, too. I'm planning on doing it as well. (I assume you meant to post on the mod texture central instead of here? It's fine though)
Edit: Just finished this fellow. He's been a concept on paper for pretty close to a year now, so it's nice to finally get him implemented in game. Stupid entity shading kinda messes up the eye, though.
~Scary Image Snip~
I did meant to post it here, because I wanted your guys input. I will post on MTC for input on how a texture looks & how it can be improved.
I'm also doing support for Lithos, & eleazzaar has already done that mod completely. I was hoping something that you guys think can be hard to take on. (I am slowly doing Tinkers' Construct mod support & even have some basic support already done) Something kinda hard that you guys think can be a good project to work on. I'm currently trying to think of a good way to create some textures for AE2.
I'm also trying to figure out how to even start for Sanity's mod support (Alvoria, you have a weird style for your pack -.- but it's workable. Just hard to understand).
I feel like I'm a mod support person. I don't know if that is good or bad.
I did meant to post it here, because I wanted your guys input. I will post on MTC for input on how a texture looks & how it can be improved.
I'm also doing support for Lithos, & eleazzaar has already done that mod completely. I was hoping something that you guys think can be hard to take on. (I am slowly doing Tinkers' Construct mod support & even have some basic support already done) Something kinda hard that you guys think can be a good project to work on. I'm currently trying to think of a good way to create some textures for AE2.
I'm also trying to figure out how to even start for Sanity's mod support (Alvoria, you have a weird style for your pack -.- but it's workable. Just hard to understand).
I feel like I'm a mod support person. I don't know if that is good or bad.
That silver fish is just ... creepy.
AE2 would be cool. I'd like to see another take on those textures that isn't entirely faithful.
So with that said, I'd either advise you to advise your users not to use fast mode or make it into an add-on pack (not well supported by the content sites, but still).
Yeah, this looks like it is destined to be an Add-on.
So I've been out of the game for a while, I just lost my motivation entirely. I was bored today so I decided to make wheat for Eyvindr. Not sure if I like it too much, but it will do.
So I've been out of the game for a while, I just lost my motivation entirely. I was bored today so I decided to make wheat for Eyvindr. Not sure if I like it too much, but it will do.
I might be a bit rusty.
I would want to see more obvious differences between the final two stages, so you can tell them appart at a glance in differeing lights when you don't have both to compare against each other.
Hey guys, don't want to take the painstaking task of converting 1.8 clock/compass animations to the ok-I-get-it-cool-for-models-though-I-could-do-that-with-the-animations-before-so-a-bit-too-complex-for-regular-items-1.9 format?
There IS a better way now, introducing this thing I've been making for the past few days, a python-fu script for GIMP:
Open desired 1.8 clock and/or compass animations (the RIGHT-most file seems to be the one that uses the filter)
Go to filters>Python-Fu>console
Paste the script's content
???
If everything runs smoothly, no red text will appear and comments will show up with info
(if you opened clock AND compass, close the one it just did, clear the console and hit enter, and then paste the script again.... if any issues occur, try doing each image individually and then closing GIMP before you run it again)
Tell me what you think! This is probably the most 'real' coding I've done, first time working with Python, it wasn't too bad (although I'd prefer semicolons to whitespace in most cases) so those of you with more coding experience should get some other converters finished, hehe...
Also, it was quite easy to do the clock.... but the compass? Gah. Instead of using it like the clock does, it's offset to start in the middle and then loop back.... BUT that's just the model order, the image numbers are used the same as clocks. That took me considerably longer than other parts.
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
so those of you with more coding experience should get some other converters finished, hehe...
Any ideas on how to transform a vector in one coordinate system to a vector in another (or a rotation in one system to a rotation in another)? 'Cause the display converter can right now convert scale...and that's it.
Any ideas on how to transform a vector in one coordinate system to a vector in another (or a rotation in one system to a rotation in another)? 'Cause the display converter can right now convert scale...and that's it.
Sadly, I have no idea. What is the coordinate system change anyways, perspective-->orthographic? I mean, it might help either using MCP and comparing.... I do remember someone saying "use a transformation matrix" but I guess you'd have to figure that out (and I have no idea what it entails other than translation and rotation would probably be different).
I guess the best possible start would probably to take some models and manually modify the display settings of the 1.9 versions to mimic the 1.8 versions as closely as possible... and then see if you can use math to get the old to new with code and then see if it is repeatable for different models.
However, I will say (sorry if I've said it before) that rotation is the most important thing to convert. Most of the reason I think they made this change is how finicky the old system was: you had to scale MOST custom models up, and then because of how the coordinate system works, you had to tweak it to get the models to the middle of the GUI. I think you'll find with many models that, if you were to convert them, they'll probably be close to the new defaults.... like having a scale of 1.062 or translated by 0.0431. Basically, most models will probably change so little from defaults that their conversion can be effective thrown out and replaced with 1 (scale) or 0 (translation).
I say that because I've actually experimented with deleting the display settings on some of my models (like tools) and their GUI/dropped versions were at the perfect size where I probably wouldn't change it much (or at all). Many of my GUI/Ground display settings have a scale of 2 applied. So I'm not sure how that'd work out with a converter, but a cutoff threshold (possibly optional/tune-able) and maybe some rounding would be nice.
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
Sadly, I have no idea. What is the coordinate system change anyways, perspective-->orthographic? I mean, it might help either using MCP and comparing.... I do remember someone saying "use a transformation matrix" but I guess you'd have to figure that out (and I have no idea what it entails other than translation and rotation would probably be different).
I guess the best possible start would probably to take some models and manually modify the display settings of the 1.9 versions to mimic the 1.8 versions as closely as possible... and then see if you can use math to get the old to new with code and then see if it is repeatable for different models.
However, I will say (sorry if I've said it before) that rotation is the most important thing to convert. Most of the reason I think they made this change is how finicky the old system was: you had to scale MOST custom models up, and then because of how the coordinate system works, you had to tweak it to get the models to the middle of the GUI. I think you'll find with many models that, if you were to convert them, they'll probably be close to the new defaults.... like having a scale of 1.062 or translated by 0.0431. Basically, most models will probably change so little from defaults that their conversion can be effective thrown out and replaced with 1 (scale) or 0 (translation).
I say that because I've actually experimented with deleting the display settings on some of my models (like tools) and their GUI/dropped versions were at the perfect size where I probably wouldn't change it much (or at all). Many of my GUI/Ground display settings have a scale of 2 applied. So I'm not sure how that'd work out with a converter, but a cutoff threshold (possibly optional/tune-able) and maybe some rounding would be nice.
I heard the thing about rotation matrices, but unfortunately I'm not quite at that stage of math yet and I think I'm overthinking the problem. The GUI coordinate system is isometric (xz30 - y45) in 1.8 to orthographic (x - y) in 1.9, and since the axes are different, the translations would be different as well. The problem is that the Cardin angle style of rotation used in the models isn't very useful for actual math. Trying to convert 1.8 vectors to 1.9 vectors is like trying to add feet and kilometers.
and since the axes are different, the translations would be different as well.
My point in my last post was that translation should be last priority and may not even be needed at all. Most models people make should be centered to the middle. Certainly most of my models fit this, most times I used translation was because scaling and rotation caused the model to be shifted away from the center (usually to the bottom-left). I believe it has been directly stated that the new coordinate system is supposed to fix this.
The only model I can think of off the top of my head that I have translation on not to counteract shifting to the bottom-left is probably doors (because I made a model combined of the block models, so it needed to be shifted up)... and after trying to convert it by hand, it's clear that the translation doesn't need to be changed:
Hey guys, don't want to take the painstaking task of converting 1.8 clock/compass animations to the ok-I-get-it-cool-for-models-though-I-could-do-that-with-the-animations-before-so-a-bit-too-complex-for-regular-items-1.9 format?
There IS a better way now, introducing this thing I've been making for the past few days, a python-fu script for GIMP:
Open desired 1.8 clock and/or compass animations (the RIGHT-most file seems to be the one that uses the filter)
Go to filters>Python-Fu>console
Paste the script's content
???
If everything runs smoothly, no red text will appear and comments will show up with info
(if you opened clock AND compass, close the one it just did, clear the console and hit enter, and then paste the script again.... if any issues occur, try doing each image individually and then closing GIMP before you run it again)
Tell me what you think! This is probably the most 'real' coding I've done, first time working with Python, it wasn't too bad (although I'd prefer semicolons to whitespace in most cases) so those of you with more coding experience should get some other converters finished, hehe...
Also, it was quite easy to do the clock.... but the compass? Gah. Instead of using it like the clock does, it's offset to start in the middle and then loop back.... BUT that's just the model order, the image numbers are used the same as clocks. That took me considerably longer than other parts.
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
My point in my last post was that translation should be last priority and may not even be needed at all. Most models people make should be centered to the middle. Most models people make should be centered to the middle. Certainly most of my models fit this, most times I used translation was because scaling and rotation caused the model to be shifted away from the center (usually to the bottom-left).
-snip-
I'm a rebel, I used translation for my ladder model :P. It was easier than making a separate model just to move it to the center.
But yeah, it makes sense that translation did not change, as the center would not move and changing the units would only make things more complicated (even for Mojang).
I'm a rebel, I used translation for my ladder model :P. It was easier than making a separate model just to move it to the center.
But yeah, it makes sense that translation did not change, as the center would not move and changing the units would only make things more complicated (even for Mojang).
Hmm, liking optimization/smaller file size, I did as well. But I tested it out and translation did change, just not [when Y is the only coordinate being changed]....
Test with changing my ladder:
So it seems Z translation doesn't do anything as a GUI setting anymore since X/Y now control placement as you'd logically expect (moving it on the Z plane would just move it closer to the camera, basically it'd just get bigger).... except z translation actually DOES change Z-buffer! What I mean is, I was messing with the ladder GUI display, it got shifted over behind an item icon.... then I decided to change the Z-translation on the ladder and it moved more IN FRONT of the item icon, the item actually clipping through it! (also on a partially related note: it's interesting to add GUI rotation to item/generated.json, but doesn't look so great because the items don't seem to have much shadow on them, so it makes them look odd.)
Well, I didn't really understand it before and I don't understand it now. Translation is a bit easier to understand.... until rotation comes into account and then it's even more confusing than before. I'm starting to feel like they'll probably change it yet again in the future :/
Although your last line is incorrect since default only really used flat icons and plain cubes in the inventory (anything else is in the middle). Most usability issues with the model format isn't going to be experienced on the same level (or at all) as it is for resource pack makers. Also I half suspect that whenever they run into monotonous tasks they just whip up an automated tool to do it (probably even in java and then just throw it out afterwards) and then the files are done so it's not an issue anymore.
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 didn't make them square. Minecraft made them square by ignoring transparency. Set to "Fancy" they display properly, a round-ish bunch of leaves with transparent gaps.
I'm not willing to have my texture pack break when the user selects a different valid setting.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Well, fast mode doesn't do much of anything anymore (most of what it used to do has been slowly removed). If you go into spectator mode, you'll see that leaves aren't actually culling themselves in fast mode (see bug report MC-85312) so the loss of transparency is for no reason.
So with that said, I'd either advise you to advise your users not to use fast mode or make it into an add-on pack (not well supported by the content sites, but still).
"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'm thinking about what mod texture that I should do next. Something good & challenging, yet not too challenging. What mod do guys think I should do?
Iron Chests might be fun. It's for 1.8, too. I'm planning on doing it as well.
(I assume you meant to post on the mod texture central instead of here? It's fine though)
Edit: Just finished this fellow. He's been a concept on paper for pretty close to a year now, so it's nice to finally get him implemented in game. Stupid entity shading kinda messes up the eye, though.
I did meant to post it here, because I wanted your guys input. I will post on MTC for input on how a texture looks & how it can be improved.
I'm also doing support for Lithos, & eleazzaar has already done that mod completely. I was hoping something that you guys think can be hard to take on. (I am slowly doing Tinkers' Construct mod support & even have some basic support already done) Something kinda hard that you guys think can be a good project to work on. I'm currently trying to think of a good way to create some textures for AE2.
I'm also trying to figure out how to even start for Sanity's mod support (Alvoria, you have a weird style for your pack -.- but it's workable. Just hard to understand).
I feel like I'm a mod support person. I don't know if that is good or bad.
That silver fish is just ... creepy.
AE2 would be cool. I'd like to see another take on those textures that isn't entirely faithful.
Very hard to see the textures, especially the chorus fruit...
Yeah, this looks like it is destined to be an Add-on.
Biomes O Plenty and Thaumcraft are easily the two most-requested mods. Which isn't suprizing. They seem to be part of a ton of mod-packs.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Looks much better Syxes!
I have had ideas on some textures & some blocks, but no way to really make a good texture from it.
Oh yes, I forgot about those mods were highly requested. I will see what I can do to make those mods have the Lithos feel to them.
Really looks great Irish! love the sketches
So I've been out of the game for a while, I just lost my motivation entirely. I was bored today so I decided to make wheat for Eyvindr. Not sure if I like it too much, but it will do.
I might be a bit rusty.
EDIT: I made some new jungle leaves as well.
I would want to see more obvious differences between the final two stages, so you can tell them appart at a glance in differeing lights when you don't have both to compare against each other.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I love the wheat Fishy! The leaves look awesome It would be nice to see how they look in-game.
Hey guys, don't want to take the painstaking task of converting 1.8 clock/compass animations to the ok-I-get-it-cool-for-models-though-I-could-do-that-with-the-animations-before-so-a-bit-too-complex-for-regular-items-1.9 format?
There IS a better way now, introducing this thing I've been making for the past few days, a python-fu script for GIMP:
https://gist.github.com/insomniacUNDERSCORElemon/9cc23ce7c1e5c9e4379e
How to use:
(if you opened clock AND compass, close the one it just did, clear the console and hit enter, and then paste the script again.... if any issues occur, try doing each image individually and then closing GIMP before you run it again)
Tell me what you think! This is probably the most 'real' coding I've done, first time working with Python, it wasn't too bad (although I'd prefer semicolons to whitespace in most cases) so those of you with more coding experience should get some other converters finished, hehe...
Also, it was quite easy to do the clock.... but the compass? Gah. Instead of using it like the clock does, it's offset to start in the middle and then loop back.... BUT that's just the model order, the image numbers are used the same as clocks. That took me considerably longer than other parts.
"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
Any ideas on how to transform a vector in one coordinate system to a vector in another (or a rotation in one system to a rotation in another)? 'Cause the display converter can right now convert scale...and that's it.
Putting the CENDENT back in transcendent!
Sadly, I have no idea. What is the coordinate system change anyways, perspective-->orthographic? I mean, it might help either using MCP and comparing.... I do remember someone saying "use a transformation matrix" but I guess you'd have to figure that out (and I have no idea what it entails other than translation and rotation would probably be different).
I guess the best possible start would probably to take some models and manually modify the display settings of the 1.9 versions to mimic the 1.8 versions as closely as possible... and then see if you can use math to get the old to new with code and then see if it is repeatable for different models.
However, I will say (sorry if I've said it before) that rotation is the most important thing to convert. Most of the reason I think they made this change is how finicky the old system was: you had to scale MOST custom models up, and then because of how the coordinate system works, you had to tweak it to get the models to the middle of the GUI. I think you'll find with many models that, if you were to convert them, they'll probably be close to the new defaults.... like having a scale of 1.062 or translated by 0.0431. Basically, most models will probably change so little from defaults that their conversion can be effective thrown out and replaced with 1 (scale) or 0 (translation).
I say that because I've actually experimented with deleting the display settings on some of my models (like tools) and their GUI/dropped versions were at the perfect size where I probably wouldn't change it much (or at all). Many of my GUI/Ground display settings have a scale of 2 applied. So I'm not sure how that'd work out with a converter, but a cutoff threshold (possibly optional/tune-able) and maybe some rounding would be nice.
"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 heard the thing about rotation matrices, but unfortunately I'm not quite at that stage of math yet and I think I'm overthinking the problem. The GUI coordinate system is isometric (xz30 - y45) in 1.8 to orthographic (x - y) in 1.9, and since the axes are different, the translations would be different as well. The problem is that the Cardin angle style of rotation used in the models isn't very useful for actual math. Trying to convert 1.8 vectors to 1.9 vectors is like trying to add feet and kilometers.
Putting the CENDENT back in transcendent!
My point in my last post was that translation should be last priority and may not even be needed at all. Most models people make should be centered to the middle. Certainly most of my models fit this, most times I used translation was because scaling and rotation caused the model to be shifted away from the center (usually to the bottom-left). I believe it has been directly stated that the new coordinate system is supposed to fix this.
The only model I can think of off the top of my head that I have translation on not to counteract shifting to the bottom-left is probably doors (because I made a model combined of the block models, so it needed to be shifted up)... and after trying to convert it by hand, it's clear that the translation doesn't need to be changed:
1.8: "gui": {"rotation": [ 0, -20, 0], "translation": [ 0, -3, 0 ], "scale": [ 0.85, 0.85, 0.85 ]},
1.9: "gui": {"rotation": [ 30, 30, 0], "translation": [ 0, -3, 0 ], "scale": [ 0.55, 0.55, 0.55 ]},
They look nearly identical with the rotation/scale change but no change to translation.
Also, since it was near the bottom of the last page:
"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'm a rebel, I used translation for my ladder model :P. It was easier than making a separate model just to move it to the center.
But yeah, it makes sense that translation did not change, as the center would not move and changing the units would only make things more complicated (even for Mojang).
Hmm, liking optimization/smaller file size, I did as well. But I tested it out and translation did change, just not [when Y is the only coordinate being changed]....
Test with changing my ladder:
1.8: "gui":{"rotation":[0,-20,0],"translation":[0,-1,-3],"scale":[1.5,1.5,1.5]},
1.9: "gui":{"rotation":[30,30,0],"translation":[-3.25,3,0]},
So it seems Z translation doesn't do anything as a GUI setting anymore since X/Y now control placement as you'd logically expect (moving it on the Z plane would just move it closer to the camera, basically it'd just get bigger).... except z translation actually DOES change Z-buffer! What I mean is, I was messing with the ladder GUI display, it got shifted over behind an item icon.... then I decided to change the Z-translation on the ladder and it moved more IN FRONT of the item icon, the item actually clipping through it! (also on a partially related note: it's interesting to add GUI rotation to item/generated.json, but doesn't look so great because the items don't seem to have much shadow on them, so it makes them look odd.)
Well, I didn't really understand it before and I don't understand it now. Translation is a bit easier to understand.... until rotation comes into account and then it's even more confusing than before. I'm starting to feel like they'll probably change it yet again in the future :/
Although your last line is incorrect since default only really used flat icons and plain cubes in the inventory (anything else is in the middle). Most usability issues with the model format isn't going to be experienced on the same level (or at all) as it is for resource pack makers. Also I half suspect that whenever they run into monotonous tasks they just whip up an automated tool to do it (probably even in java and then just throw it out afterwards) and then the files are done so it's not an issue anymore.
"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