I just noticed your new sneak-peek and I must say.. sheer excellence and ingenuity! Creating the base grounding for chatboxes will open up new possibilities for mob interactions! (Can you say mob trading/quests?)
Keep up the good work Gary!
:wink.gif:
Love it but I'm running into some problems...
When creating a cone or cylinder It seems that the half nearest to the camera will not render. I put up some pictures.
I'm using the latest version of mcp, minecraft, and your mod.
I tested it on both the cone and cylinder, I created super small sizes and large sizes, same results.
I've taken a look myself, and unfortunately I haven't been able to replicate this error myself. What's more curious is that it only affects the half that's nearest to the view. I assume you mean that wherever you stand, the part that's close to you won't be rendered, am I correct? The code in itself is correct, so that's not the problem either.
Right now I'm testing it in a controlled environment though. I always test my mods in an as clear as possible Minecraft, where I only install the essentials (I haven't even used Optimine). On top of that, I tested it through the MCP game tester, so that might also be a reason i can't replicate it. Finally, I haven't placed the model far away from the origin point. I've heard that altering the bounding box may affect the way the model is being rendered, so that might also be a problem. You might try using a box at the same position instead and see if the problem still persists, although that might also be very unlikely to be the cause.
In any case, if it still doesn't work, you could always post the mods you've installed, or you could pay a visit to the IRC channels I frequent (which is right now #risucraft on irc.esper.net).
Yes, the part closest to the cameras position will not render (when I go into third person view it follows that camera not my player). I'm also using a clear minecraft, only my modifications and your mod are installed and I'm also testing with the MCP game tester (although now I'm going to try it without). The model is only 40 units away from the origin and I got the same results when placed directly at the origin. I'm going to try to decompile minecraft again and see if I can get just the cone to render without my other modifications. I will tell you how it goes.
So I started from a clean minecraft and redownloaded your mod then re-read the read me file and realized that I used the java files and simply pasted them into the MCP source folder for editing, now this shouldn't matter because I assumed the files where the same but after looking at them I noticed that the class files are more up to date (by 5 days).
So I put the the files into my minecrafts jar, decompiled again and then... error :'(
You can also run it through a batch file. When it blackscreens, it should output some errors. It would help if you post the error message on the board.
However, it is unlikely it's just Turbo Model Thingy that's blackscreening the game, seeing as it isn't referenced in any of the vanilla classes, therefore it cannot call any of the Turbo Model Thingy classes. If you have installed another mod, make sure that mod isn't the cause of error.
Anyway, for the developers, I've added a link to the Turbo Model Thingy thingy. It basically makes it easier for modders to use Turbo Model Thingy using MCP 2.9, since they wouldn't need to mess around with source codes and mapping and crap. They can just put the jar file in the patches folder, edit the setup.bat and pray to god it works.
Ideas:
-Pink Teddy Bear-is docile and Drops pink wool
-Evil Teddy Bear-Is aggressive and drops black wool
-Old Teddy Bear-is neutral((will attack back if attacked) Drops Light Gray Wool.
-Gray Bear-is docile and drops Gray Wool.
-Rage teddy bear drops red wool
-orange teddy bear drops orange wool
-Sweet teddy bear drops lime wool
-Sour teddy bear drops green wool
-Thunder teddy bear drops yellow wool
-Sky teddy bear drops Light Blue Wool
-Cloud teddy bear drops cyan wool
-blue teddy bear drops blue wool
-magenta teddy bear drops magenta wool
-purple teddy bear drops purple wool
Those are just name ideas, some of them dont have names. Anyways I would love this mod if there were teddy bears for each type of wool like I wrote, so that you can obtain all the kinds of wool from the different teddy bears..what do you think? btw if it has a name like cloud bear, it does not mean it lives in the clouds lol.
I really need someone's (and preferably gary's) help on this;
How does the UV mapping of textures work for the addBox method?
Let's say I create a 32*32*32 cube, and want to use a 128*64 texture, with about a quarter of that (the topleft corner up to the middle) specifically assigned to the cube?
I've tried working with box.ModelRendererTurbo(0,0,64,32) and then box.addBox(0,0,0,32,32,32), which would as far as I was concerned assign the top-left quarter of the texture to my 32*32*32 cube, but it didn't work at all.
Please someone with considerable knowledge on the matter, help me!
Well, ModelRendererTurbo(x, y, w, h) refers to the entire picture. Right now the w(idth) and h(eight) are defaulted to 64x32, just like how the original ModelRenderer is fixed at 64x32. In your case, if you wanted to use a 128x64 image, you should use that size instead, since it requires the size of the entire image file.
Basically it requires the size of the entire image because of the fact that texture UV coordinates are always calculated from 0.0 to 1.0, where 0.0 is the left / top side and 1.0 is the right / bottom side. Everything has to be recalculated to a similar value. So, if your image were to be 64x64, the UV coordinates for the center would be (0.5, 0.5). So, to calculate from a real pixel value to a ratio, we'd need to divide the x-position by 64 and the y-position by 64 also.
In your case addBox is done correctly, however, by using box = new ModelRendererTurbo(0, 0, 64, 32), you were assuming the entire image was 64x32, while in fact it was 128x64.
Keep up the good work Gary!
:wink.gif:
When creating a cone or cylinder It seems that the half nearest to the camera will not render. I put up some pictures.
http://img695.imageshack.us/i/tbmfront.png/
http://img25.imageshack.us/i/tbmout.png/
I'm using the latest version of mcp, minecraft, and your mod.
I tested it on both the cone and cylinder, I created super small sizes and large sizes, same results.
This is the main code I'm using...
I'm assuming I am doing something stupid to cause this so any help would be nice.
Thanks!
Right now I'm testing it in a controlled environment though. I always test my mods in an as clear as possible Minecraft, where I only install the essentials (I haven't even used Optimine). On top of that, I tested it through the MCP game tester, so that might also be a reason i can't replicate it. Finally, I haven't placed the model far away from the origin point. I've heard that altering the bounding box may affect the way the model is being rendered, so that might also be a problem. You might try using a box at the same position instead and see if the problem still persists, although that might also be very unlikely to be the cause.
In any case, if it still doesn't work, you could always post the mods you've installed, or you could pay a visit to the IRC channels I frequent (which is right now #risucraft on irc.esper.net).
Yes, the part closest to the cameras position will not render (when I go into third person view it follows that camera not my player). I'm also using a clear minecraft, only my modifications and your mod are installed and I'm also testing with the MCP game tester (although now I'm going to try it without). The model is only 40 units away from the origin and I got the same results when placed directly at the origin. I'm going to try to decompile minecraft again and see if I can get just the cone to render without my other modifications. I will tell you how it goes.
Thanks again, great mod.
So I started from a clean minecraft and redownloaded your mod then re-read the read me file and realized that I used the java files and simply pasted them into the MCP source folder for editing, now this shouldn't matter because I assumed the files where the same but after looking at them I noticed that the class files are more up to date (by 5 days).
So I put the the files into my minecrafts jar, decompiled again and then... error :'(
Posted Bellow
http://img29.imageshack.us/i/errorhz.png/
Thanks again.
All I can think of is to try the following two things:
First, try to replace every nVertexices instance into nVertices. Hopefully the TexturedQuad method has its field updated.
However, chances are nVertices still won't work, and it's called field_1194_b. Try that instead.
Thanks for noticing this, the link is fixed now :biggrin.gif:
Could you run it through the command line?
To run through command line, open the command line (Run -> cmd) and enter the following:
You can also run it through a batch file. When it blackscreens, it should output some errors. It would help if you post the error message on the board.
However, it is unlikely it's just Turbo Model Thingy that's blackscreening the game, seeing as it isn't referenced in any of the vanilla classes, therefore it cannot call any of the Turbo Model Thingy classes. If you have installed another mod, make sure that mod isn't the cause of error.
Nothing
Anyway, for the developers, I've added a link to the Turbo Model Thingy thingy. It basically makes it easier for modders to use Turbo Model Thingy using MCP 2.9, since they wouldn't need to mess around with source codes and mapping and crap. They can just put the jar file in the patches folder, edit the setup.bat and pray to god it works.
It still fail to open and throws 404 error.
Can you mirror it to mediafire.com or whatever site?
-Pink Teddy Bear-is docile and Drops pink wool
-Evil Teddy Bear-Is aggressive and drops black wool
-Old Teddy Bear-is neutral((will attack back if attacked) Drops Light Gray Wool.
-Gray Bear-is docile and drops Gray Wool.
-Rage teddy bear drops red wool
-orange teddy bear drops orange wool
-Sweet teddy bear drops lime wool
-Sour teddy bear drops green wool
-Thunder teddy bear drops yellow wool
-Sky teddy bear drops Light Blue Wool
-Cloud teddy bear drops cyan wool
-blue teddy bear drops blue wool
-magenta teddy bear drops magenta wool
-purple teddy bear drops purple wool
Those are just name ideas, some of them dont have names. Anyways I would love this mod if there were teddy bears for each type of wool like I wrote, so that you can obtain all the kinds of wool from the different teddy bears..what do you think? btw if it has a name like cloud bear, it does not mean it lives in the clouds lol.
No. not that I'm saying MediaFire is ****, but MediaFire is **** when you don't pay for it.
And it should work now.
http://www.youtube.com/giizismukwa2
Hey can you read my post better now?
Well, ModelRendererTurbo(x, y, w, h) refers to the entire picture. Right now the w(idth) and h(eight) are defaulted to 64x32, just like how the original ModelRenderer is fixed at 64x32. In your case, if you wanted to use a 128x64 image, you should use that size instead, since it requires the size of the entire image file.
Basically it requires the size of the entire image because of the fact that texture UV coordinates are always calculated from 0.0 to 1.0, where 0.0 is the left / top side and 1.0 is the right / bottom side. Everything has to be recalculated to a similar value. So, if your image were to be 64x64, the UV coordinates for the center would be (0.5, 0.5). So, to calculate from a real pixel value to a ratio, we'd need to divide the x-position by 64 and the y-position by 64 also.
In your case addBox is done correctly, however, by using box = new ModelRendererTurbo(0, 0, 64, 32), you were assuming the entire image was 64x32, while in fact it was 128x64.
great mods (?????????)