Guys, I personally like the name The Betweenlands, but you can call it whatever you want, it's your mod. In the meantime, [snip of a long rant about updates not being here]. LOL, just kidding around, make it good, even if that means sloooow.
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I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
If you want to make do Russian translation for the mod, that'd be great! If you send to us afterwards, we'll happily put it in. Feel free to PM me with any questions.
Yes, but you should probably wait until we release the 1.10 version. A lot of the localization will probably change.
Could you give us a guess of the progress (in a percent) of the 1.10 update?
: d
I would say they are in the range of three-quarters done code-wise, maybe a little more, at least last time I checked the Github they were. There is more to it than code though, they have to plan everything out piece by piece before implementing it. That takes time. Don't expect it for a while, but they are getting there.
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I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Would you mind telling me what program you used to create your ingame animations? They are so advanced, that it would be nearly impossible to create them with code only.. If you only did this with code, then you are some kind of gods.
Joking aside, im looking for a tool that helps me animate some Complex models and i dont know if mine-imator works for ingame models :/
Would you mind telling me what program you used to create your ingame animations? They are so advanced, that it would be nearly impossible to create them with code only.. If you only did this with code, then you are some kind of gods.
Joking aside, im looking for a tool that helps me animate some Complex models and i dont know if mine-imator works for ingame models :/
All the animations are made manually with code using a few techniques. BobMowzie worked on the Tar Beast and Peat Mummy animations, both rely on a small collection of programmatic animation utilities like a handful of other mobs. You can see his more advanced work in his mod Mowzie's Mobs that uses a more advanced utility based on the AnimationAPI. TheCyberBrick, Vadis365, and I have also worked on several of the animations, some of which using Mowzie's tools.
I created the Weedwood rowboat and Lurker animations. The Lurker isn't anything too different than vanilla in terms of walking, however the rowboat is definitely the least traditional and most dynamic animation in the mod. For those unfamiliar:
The player's arms work by very simple inverse kinematics which break down to a basic trigonometric problem.
I'd be happy to answer any questions about specific animations.
MCAnimator looks to be the only program option currently for creating ingame animations, but it is currently unmaintained and for 1.7.10. I would recommend just getting familiar with animating with code by looking at The Betweenlands and Mowzie's Mobs, or other source code.
All the animations are made manually with code using a few techniques. BobMowzie worked on the Tar Beast and Peat Mummy animations, both rely on a small collection of programmatic animation utilities like a handful of other mobs. You can see his more advanced work in his mod Mowzie's Mobs that uses a more advanced utility based on the AnimationAPI. TheCyberBrick, Vadis365, and I have also worked on several of the animations, some of which using Mowzie's tools.
I created the Weedwood rowboat and Lurker animations. The Lurker isn't anything too different than vanilla in terms of walking, however the rowboat is definitely the least traditional and most dynamic animation in the mod. For those unfamiliar:
The player's arms work by very simple inverse kinematics which break down to a basic trigonometric problem.
I'd be happy to answer any questions about specific animations.
MCAnimator looks to be the only program option currently for creating ingame animations, but it is currently unmaintained and for 1.7.10. I would recommend just getting familiar with animating with code by looking at The Betweenlands and Mowzie's Mobs, or other source code.
Uff, doing all this manually with code is some crazy stuff, i think ill just write a script for blender that lets me import java models into blender, create a animation and export it again as a java file. But writing such a code... man im a lazy person But thank you anyway!
Uff, doing all this manually with code is some crazy stuff, i think ill just write a script for blender that lets me import java models into blender, create a animation and export it again as a java file. But writing such a code... man im a lazy person But thank you anyway!
Well, I'm sure your audience will greatly appreciate if you shrug off the laziness and make epic animations.
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Praise be Ro-naza, greatest among the thaumaturges!
Well, I'm sure your audience will greatly appreciate if you shrug off the laziness and make epic animations.
Yea, i started to learn the math behind animations, it still looks way to clumpsy. Im not that good at java.. its enough to create a few things but nothing too big. Ill try my luck in some advanced bossfight mechanics. Well wish me luck
Yea, i started to learn the math behind animations, it still looks way to clumpsy. Im not that good at java.. its enough to create a few things but nothing too big. Ill try my luck in some advanced bossfight mechanics. Well wish me luck
Good luck. Best way to get better if to apply what you know.
Rollback Post to RevisionRollBack
Praise be Ro-naza, greatest among the thaumaturges!
Trying to figure out why this happened, and how to fix it:
..and there were probably 5 more down river just like this.
A few things to note:
This is the "worst" version of the problem, which happened after using Realistic Terrain Gen, and Climate Control. I was sometimes getting 2 circles right next to each other with just BoP terrain gen (not using RTG or CC), but the combination of the 3 seems to have thrown something off. While this may not be your issue necessarily, I'm wondering if you can shed any light on why it could be happening, as well as where I could start to address such an issue.
Additionally, I thought that Druid circles were only supposed to spawn in swampy biomes - This is in a Grassland biome.
EDIT: Circle frequency is currently set to 175. I don't remember the default. I set this number ages ago and have been messing with my personal modpack since, without really searching much for circles in the interim.
Trying to figure out why this happened, and how to fix it:
..and there were probably 5 more down river just like this.
A few things to note:
This is the "worst" version of the problem, which happened after using Realistic Terrain Gen, and Climate Control. I was sometimes getting 2 circles right next to each other with just BoP terrain gen (not using RTG or CC), but the combination of the 3 seems to have thrown something off. While this may not be your issue necessarily, I'm wondering if you can shed any light on why it could be happening, as well as where I could start to address such an issue.
Additionally, I thought that Druid circles were only supposed to spawn in swampy biomes - This is in a Grassland biome.
EDIT: Circle frequency is currently set to 175. I don't remember the default. I set this number ages ago and have been messing with my personal modpack since, without really searching much for circles in the interim.
The generator uses Forge's Biome Dictionary and only generates in biomes that are registered as swamp. That Grassland biome is probably registered as a swamp. You can increase the frequency number to decrease the chance of them generating, but that doesn't prevent them from generating close to each other.
The generator will be rewritten for the 1.10 update and I'll try to spread them out more, but it's a bit tricky to get them to generate consistently with mods that change the terrain a lot.
Can't see why.
Praise be Ro-naza, greatest among the thaumaturges!
It's a negative for me
Guys, I personally like the name The Betweenlands, but you can call it whatever you want, it's your mod. In the meantime, [snip of a long rant about updates not being here]. LOL, just kidding around, make it good, even if that means sloooow.
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Well, hello. I want to know about localizations on other languages. Because I just want to make a Russian localization of this mod.
I would like any answers.
Yes, but you should probably wait until we release the 1.10 version. A lot of the localization will probably change.
Could you give us a guess of the progress (in a percent) of the 1.10 update?
: d
I would say they are in the range of three-quarters done code-wise, maybe a little more, at least last time I checked the Github they were. There is more to it than code though, they have to plan everything out piece by piece before implementing it. That takes time. Don't expect it for a while, but they are getting there.
I hope someday there's more magic in Minecraft, though I know it's not likely to happen. In the meantime, I play modded a lot. I enjoy a lot of other games too, so don't expect me to be on the forums all the time.
Okay, neato
@the animators of the mod
Would you mind telling me what program you used to create your ingame animations? They are so advanced, that it would be nearly impossible to create them with code only.. If you only did this with code, then you are some kind of gods.
Joking aside, im looking for a tool that helps me animate some Complex models and i dont know if mine-imator works for ingame models :/
valve's version of soon
(I actually don't know)
the wait will be worth it tho.
All the animations are made manually with code using a few techniques. BobMowzie worked on the Tar Beast and Peat Mummy animations, both rely on a small collection of programmatic animation utilities like a handful of other mobs. You can see his more advanced work in his mod Mowzie's Mobs that uses a more advanced utility based on the AnimationAPI. TheCyberBrick, Vadis365, and I have also worked on several of the animations, some of which using Mowzie's tools.
I created the Weedwood rowboat and Lurker animations. The Lurker isn't anything too different than vanilla in terms of walking, however the rowboat is definitely the least traditional and most dynamic animation in the mod. For those unfamiliar:
The player's arms work by very simple inverse kinematics which break down to a basic trigonometric problem.
I'd be happy to answer any questions about specific animations.
MCAnimator looks to be the only program option currently for creating ingame animations, but it is currently unmaintained and for 1.7.10. I would recommend just getting familiar with animating with code by looking at The Betweenlands and Mowzie's Mobs, or other source code.
Link Removed
Uff, doing all this manually with code is some crazy stuff, i think ill just write a script for blender that lets me import java models into blender, create a animation and export it again as a java file. But writing such a code... man im a lazy person But thank you anyway!
Well, I'm sure your audience will greatly appreciate if you shrug off the laziness and make epic animations.
Praise be Ro-naza, greatest among the thaumaturges!
I know I will
I am looking for a coder to help me create a mod!
Busco a un codificador para ayudarme a crear un mod!
potato.
Yea, i started to learn the math behind animations, it still looks way to clumpsy. Im not that good at java.. its enough to create a few things but nothing too big. Ill try my luck in some advanced bossfight mechanics. Well wish me luck
Good luck. Best way to get better if to apply what you know.
Praise be Ro-naza, greatest among the thaumaturges!
Trying to figure out why this happened, and how to fix it:
..and there were probably 5 more down river just like this.
A few things to note:
This is the "worst" version of the problem, which happened after using Realistic Terrain Gen, and Climate Control. I was sometimes getting 2 circles right next to each other with just BoP terrain gen (not using RTG or CC), but the combination of the 3 seems to have thrown something off. While this may not be your issue necessarily, I'm wondering if you can shed any light on why it could be happening, as well as where I could start to address such an issue.
Additionally, I thought that Druid circles were only supposed to spawn in swampy biomes - This is in a Grassland biome.
EDIT: Circle frequency is currently set to 175. I don't remember the default. I set this number ages ago and have been messing with my personal modpack since, without really searching much for circles in the interim.
The generator uses Forge's Biome Dictionary and only generates in biomes that are registered as swamp. That Grassland biome is probably registered as a swamp. You can increase the frequency number to decrease the chance of them generating, but that doesn't prevent them from generating close to each other.
The generator will be rewritten for the 1.10 update and I'll try to spread them out more, but it's a bit tricky to get them to generate consistently with mods that change the terrain a lot.
Thanks for the info. Have another small issue, and I have a feeling it has to do with Fastcraft, or Optifine, or a combination of both.
When my HUD is on, fire flies and wisps look like this:
When I turn my HUD off, they look normal:
Quote from Snipe13051 >>
Then play it!