The new versions cannot handle texture sizes larger than 64*32
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Quote from Spacek531 »
If you could post a picture of your predicament I may be able to help you better
-snip-
I hope you fix it, or add a download to the last working version (0.23) because putting the .swf for 0.23 on the web for my friend is looking more juicy by the second.
The new versions cannot handle texture sizes larger than 64*32
I hope you fix it, or add a download to the last working version (0.23) because putting the .swf for 0.23 on the web for my friend is looking more juicy by the second.
Actually they can. Since 0.24 textures are mapped exactly the same as they are mapped in Minecraft. So, if you create a model with a texture larger than 64x32 in 0.23 or earlier versions, textures will be mapped incorrectly in Minecaft.
The new versions cannot handle texture sizes larger than 64*32
I hope you fix it, or add a download to the last working version (0.23) because putting the .swf for 0.23 on the web for my friend is looking more juicy by the second.
Actually they can. Since 0.24 textures are mapped exactly the same as they are mapped in Minecraft. So, if you create a model with a texture larger than 64x32 in 0.23 or earlier versions, textures will be mapped incorrectly in Minecaft.
and here it is ingame (with a slightly recolored texture)
The image size is 128*128
As you can see, it is not mapped incorrectly.
If you don't believe me, download my good friend spitfire4466's Train and Zeppelin mod, and see for yourself. There are 3 textures that are 128*128 and larger, and they render correctly
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so you don't have support for larger textures?
I definitely have :smile.gif:
Here's a model with 512x256 texture in modeller:
So if there is support, where is it? I have been unable to uncover any feature that allows a larger canvas with a 1:1 pixel scale.
and here it is ingame (with a slightly recolored texture)
The image size is 128*128
As you can see, it is not mapped incorrectly.
If you don't believe me, download my good friend spitfire4466's Train and Zeppelin mod, and see for yourself. There are 3 textures that are 128*128 and larger, and they render correctly
Spacek531
I downloaded the mod, and as I can see, models there are using CustomModelRenderer class, not ModelRenderer. I think that's why polygons are mapped not in a way shown in modeller. I'll add an option to choose model's base class in the next update.
- when I try to make the uv_layout bigger to fit more texture on it, the texturesize of the already existing ones gets bigger
- when I parse code out of the decompiled version of Minecraft (with MCP), the mob is displayed incorrectly: it's upsidedown and the size is very very small
- when i use the value 1 for the size of a block (width, depth,..) the application crashes
- well, that's the way texture mapping works in Minecraft (that's how it works in ModelRenderer class, to be precise).
- that's how models are made in Minecraft. They are made upside-down (because textures are also mapped upside-down) and then mirrored vertically in corresponding RenderSomething class.
- yep, that's a bug. It even crashed Flash Professional when I tried to debug it...
Try to reload page overwriting cache (Ctrl-F5 in Firefox, Chrome and maybe other browsers as well (I dunno, I don't have them all :smile.gif: ))
I hope you fix it, or add a download to the last working version (0.23) because putting the .swf for 0.23 on the web for my friend is looking more juicy by the second.
Actually they can. Since 0.24 textures are mapped exactly the same as they are mapped in Minecraft. So, if you create a model with a texture larger than 64x32 in 0.23 or earlier versions, textures will be mapped incorrectly in Minecaft.
so you don't have support for larger textures?
I definitely have :smile.gif:
Here's a model with 512x256 texture in modeller:
And here's the same model with the same texture in Minecraft:
That is incorrect.
Here is something I whipped up in 0.23
and here it is ingame (with a slightly recolored texture)
The image size is 128*128
As you can see, it is not mapped incorrectly.
If you don't believe me, download my good friend spitfire4466's Train and Zeppelin mod, and see for yourself. There are 3 textures that are 128*128 and larger, and they render correctly
So if there is support, where is it? I have been unable to uncover any feature that allows a larger canvas with a 1:1 pixel scale.
Thank you for your consideration,
Spacek531
ditto
Let's say the rotation degree for the left wing is 73. What degree value would make the right wing have the same angle as the left one?
use offset, and the angle would be -73
Nope. It doesn't go into negatives, and that just makes it a weird upside-down shape.
I'm trying to make this
but no matter how hard I try, I can't get the legs to mirror each other. It looks horrible, and that's before I've even added the textures.
so how do you do it then? when i extend the width and the height, those boxes extends too. so i won't be able to fit them inside the box.
I'm having the same issue...
Photography website: www.srphoto.ch Twitter: @Spitfire4466
Press the button near the value ("rotX", "rotY", "rotZ" - those buttons) - it will mirror inserted value.
I downloaded the mod, and as I can see, models there are using CustomModelRenderer class, not ModelRenderer. I think that's why polygons are mapped not in a way shown in modeller. I'll add an option to choose model's base class in the next update.
- well, that's the way texture mapping works in Minecraft (that's how it works in ModelRenderer class, to be precise).
- that's how models are made in Minecraft. They are made upside-down (because textures are also mapped upside-down) and then mirrored vertically in corresponding RenderSomething class.
- yep, that's a bug. It even crashed Flash Professional when I tried to debug it...