ON HOLD PENDING MOD API
(Sorry, I just don't want to dedicate a whole lot of time to something that will probably need to be re-written when the API comes out.)
Feature Request!
Since 1.5 sort of makes the original purpose of this tool (moving tiles around between tile sheets) a bit redundant, I'm pondering going ahead and making this more of a texture editing tool. So if you have a feature you would like to see, please comment with as detailed a description as you can make.
Yes, I made another version of this thing.
I am 99.99% sure this will be the final major version though.
(Mostly because I think my wife would kill me in my sleep if I tried to re-write it yet again.)
Obligatory Screenshots
For those of you scratching your heads right now, the Texture Mix Machine is an application that lets you drag and drop textures from any pack into your own personal mix pack.
Unlike previous versions of this, I don't require you to do anything fiddly with your texture packs. All you have to do is tell it where you have your .minecraft directory and it will find all of your currently installed texture packs along with extracting the default from the minecraft.jar
This currently only reads images from packs in .zip format and it saves out to packs in an open directory structure. (Supported by MC since one of the more recent updates, I don't remember exactly which version added this.) I did this to help prevent accidentally messing up a pack you had downloaded.
As of right now this is in an initial Alpha version which means that only some of the models are done and I make no promises that it will even run properly. I STRONGLY suggest backing up your texture pack folder before using this tool.
For more help, you can press F1 inside the application for a wall-o-text that's currently doing duty as my help page. For completeness sake I've also included that text behind the Full Help spoiler below.
Setup
When starting the TextureMixMachine up for the first time it will prompt you for the location of your minecraft install.
It will also prompt you if it is unable to find either the minecraft.jar file or the texturepack directory in case you happen to move your install for some reason.
Once you have provided it with a valid path to your minecraft install it will save that info into 'settings.cfg'
General Info
The main screen is divided into two panels.
On the left is the work area and on the right is the source area.
At the top of the work area is a list of all the objects the mix machine knows about
(These are pulled from the model_list.csv file. See that file for info on it's format.)
Just below that is the working pack resolution selector.
At the bottom of the work area is a preview display showing the model for the object selected
(The models are all defined in blocks.mdl. See that file for info on it's format.)
Next to the preview display are some sliders that allow you to rotate the model
At the top of the source area is a drop down for picking your source texture pack to pull images from.
This drop down currently only lists texture packs that are bundled as a zip file.
Below that is a listing of all of the PNG images to be found inside the texture pack.
At the bottom of the source area is a display that shows the current selected image.
General Usage
First pick the object you wish to edit from the object list.
Some objects may have more than one tile associated with them. In this case you should be able to expand the object to get a listing of each individual tile that contributes to it.
Next pick the pack from which you want to pull your texture and then select the image file from within it that contains the texture you want.
Now drag and drop the texture from the image display on the right over on top of the model preview on the left.
Saving
You can save via the file menu or by pressing Ctrl-S.
MixPacks are currently saved in an uncompresesd directory format.
Using this format means that you can quickly see the results of your edits in the game in case the preview is insufficent.
(Hit F3+t to reload a texturepack in MC)
Loading
You can load your mix packs via the file menu or by pressing Ctrl+O.
The TextureMixMachine currently only supports loading packs that are in the directory format.
If you wish to use a zipped pack as the base for your mix, then you will need to manually uncompress that pack into a directory of the same name as the pack.
Reloading
You can reload the currently loaded texture pack via the file menu or by pressing Ctrl+R.
This will undo all unsaved changes to the pack!
This is mainly meant to help assist people who create texture packs as it lets them quickly see the results of their changes to images on the model in the preview.
This can also be used to restore a pack to it's last saved state if you happen to decide you made a royal mess of things.
On resolutions
The resolution selector on the working panel will allow you to change the resolution of the pack you are creating.
It defaults to 'Autodetect' which will use whatever resolution the source image is. (if the image isn't an even power of 2 then it makes it's best guess)
Picking a specific resolution will scale the working image (not shown) to that resolution.
Scaling from a higher resolution to a lower one is non-reversable!
When textures are dragged from a pack of a different resolution that the working one, they will be resized to fit.
This will cause a loss of detail when going from a higher res pack to a lower one.
I should note that the resolution selector here only applies to the current working texture that's being applied to the model in the preview.
If you want to bulk change the resolution of a pack use the resolution selector when loading a MixPack.
The selector on the load dialog is mainly there for that purpose.
This is written in C++ using OpenGL and QT for the UI elements. My previous version of this tool Found Here used SDL and home built UI elements. While making the UI stuff myself was kinda fun and a bit of a learning experience, it wound up eating up a lot more time than I cared to spend which is why I let the project collect dust for so long. Moving to QT and it's UI builder made for much faster development as I could focus more on the functional code rather than worrying over why my slider was misbehaving. The only real downside is that it caused the size of the download to grow a fair bit as the QT library is larger than the SDL one.
I should also mention that I've tried to be careful to not do anything platform specific so in theory it should be possible to build this for Mac and Linux. I wouldn't hold my breath on that though.
Some computers may run into performance issues when dealing with larger resolution packs. There are probably some things I can do to improve the performance, but given that this is in Alpha that's not a high priority. I don't think I'm any worse about memory than MC itself, but I make no promises.
Download From My Site (Windows Only)
To use, just unzip the folder and run the texmixQT.exe
It will probably prompt you for the location of your .minecraft folder when you run it for the first time. Just enter in the full path (Ex: C:\Documents and Settings\user\Application Data\.minecraft) and hit save.
Right now I'm mostly looking for feedback on how easy it is to use and if it even works at all.
If you have other comments though, feel free to add them.
Just remember that non-constructive comments will earn you a stern look from me.
Last but not least: DO NOT REDISTRIBUTE PACKS YOU MAKE WITH THIS
Seriously, leave the distributing of art up to the original pack artists.
If someone else wants a special mixed pack, they can just download this tool for themselves and do their own.
Alpha 0.2.1
Added cancel buttons to the new/rename file widgets
I'm looking forward to trying this. I just need to get my update up first, then I'll have a good play.
Many thanks for all your efforts, but don't get your wife angry! My wife's not a particular fan of Minecraft, so I'm already in her bad books over 1.4 texture work!
in my brief test, the actual texture swapping seemed to work great (can't wait for all the blocks and items to be properly modeled/defined), but when I selected a pack to act as the base, all the images and folders got properly carried over, while the .txt and .properties files did not, which could mess with a few things. Though, again, this was just a brief test
in my brief test, the actual texture swapping seemed to work great (can't wait for all the blocks and items to be properly modeled/defined), but when I selected a pack to act as the base, all the images and folders got properly carried over, while the .txt and .properties files did not, which could mess with a few things. Though, again, this was just a brief test
Yes, that's expected behavior. Right now it's only aware of the .png files.
I do plan on dealing with the other files in a pack, looks like I left that off my to-do list though.
For now, you will have to copy those files into the mix by hand.
I think after I get most of the block models done I'll tackle the text files and get it so you can at least copy them over from within the tool. (Along with a generated pack.txt and credits.txt that lists all the packs that went into a mix.)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Oh man this is awesome!. Made changing out my Porkchop for bacon way easier haha.
Also, does this work with animated terrain? After I swap out the terrain files with this can I add in the folder with the animations and expect it to work properly? Like Glimmar's animated textures for instance.
Also, does this work with animated terrain? After I swap out the terrain files with this can I add in the folder with the animations and expect it to work properly? Like Glimmar's animated textures for instance.
What do you mean? The Texture Mix Machine won't help you with the animations like it does with the terrain and items, but it will copy over all the extra image files (animations, ctm, etc) from the base pack, leaving you to manually copy over any .properties (or any other non-png) files they might need, which ends up working fine because it just saves it as a texture pack, ready for you to use.
What do you mean? The Texture Mix Machine won't help you with the animations like it does with the terrain and items, but it will copy over all the extra image files (animations, ctm, etc) from the base pack, leaving you to manually copy over any .properties (or any other non-png) files they might need, which ends up working fine because it just saves it as a texture pack, ready for you to use.
Yea, right now it's only saving textures that are found in the default so any animation sheets or other such custom images would have to be dealt with outside of the program.
In terms of current progress, I've taken a break from mucking with the model data and am working on adding a basic no-frills text editor so you can at least modify the various text files even if you can't play with the alternate image files yet. I think I've got the UI for that mostly sorted out and now I'm working on putting in the functionality. Once I get text files done, I should be able to make it handle dropping non-default images into the pack. (Should be easier than text files since I don't currently plan on letting you edit the images.)
The more I've pondered it, the more I think that perhaps something with full CTM support should be it's own tool. By full support I mean actually doing the animations and allowing you to see all the various connected textures and random variations. I figure letting you edit the text files and drop in non default images should be sufficient for the scope of the mixer. I think all the further I want to take CTM in the mixer is indicating that a block has CTM stuff defined on it so it's apparent that altering the default textures might not alter how it looks in the game.
Also, before anyone asks. I am not currently considering allowing full image editing where you get to paint directly on the textures pixel by pixel. While that would be neat, there are already plenty of image editors out there. If you really want a model preview as you edit, get used to the workflow of exporting your .png and then refreshing the pack in the mixer.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Finally got some time together to have a good mess with it. Already with the limited model data (loved twiddling my creeper round) I can see just how useful this will be for checking skins over. Whichever way you set mobs up in game, they never stand still and being human I think we understand things better when we can manipulate them easily in 3d... independent of their surroundings.
Can't wait to have more features come online with it, to properly edit mobs and other objects like boats...they are just so difficult for me to easily visualise what difference a small edit makes when in game. Being able to work directly on .properties files from within the editor will also make life less complicated for my chaotic brain.
It would be amazing if all this could have been combined with actual realtime editing or seeing how an animation looks on a block in the round, but that would be an incredible undertaking. I'd just be very grateful indeed to have something that allows me to manipulate objects from the pack easily. In any event having got used to Gimp, I'd be hard pressed to get used to a different graphics editor.
Of course I'm waiting for the day when there's an editor that has absolutely everything in it specific to Minecraft: pattern and seamless texture manipulation, animation facility, ctm at work fully animated and editable on the fly, adventure editor, calendar, youtube, online shopping...
I take it it would eventually be possible to drop any .png object edits directly into your chosen default pack (I mean the expanded folder version) refresh the Texture Mix Machine and immediately see what it looked like by spinning it around? I'm also guessing that it will be possible to eventually manipulate objects using the mouse pointer, rather than the sliders at the side and bottom of the 3d window?
Glad to hear I seem to be heading the right way with this thing.
In regards to seeing what you are editing as you edit, yes, you would need to save the .png into the expanded folder version. Then hit Ctrl-r in the mixer and it will reload everything from that folder showing you your changes as near to real time as I can get. (Assuming you have that pack open in the mixer.)
I agree that dragging on the model to rotate it would be better. It shouldn't be that hard for me to translate mouse movements into movements along those sliders. I'll see if I an toss that in at some point. *adds it to the list*
An all-in-one tool would be kinda neat, but I think I'd need to at least setup a way for me to accept donations before my wife would even consider letting me embark on a project like that.
As for working on the .properties files, got a screenshot of what I'm working on right now in the tool:
I think I have most of the bugs worked out in it but I need to do a bit more testing and tweaking before I'm ready to release this as Alpha 0.2
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Glad to hear I seem to be heading the right way with this thing.
In regards to seeing what you are editing as you edit, yes, you would need to save the .png into the expanded folder version. Then hit Ctrl-r in the mixer and it will reload everything from that folder showing you your changes as near to real time as I can get. (Assuming you have that pack open in the mixer.)
I agree that dragging on the model to rotate it would be better. It shouldn't be that hard for me to translate mouse movements into movements along those sliders. I'll see if I an toss that in at some point. *adds it to the list*
An all-in-one tool would be kinda neat, but I think I'd need to at least setup a way for me to accept donations before my wife would even consider letting me embark on a project like that.
As for working on the .properties files, got a screenshot of what I'm working on right now in the tool:
I think I have most of the bugs worked out in it but I need to do a bit more testing and tweaking before I'm ready to release this as Alpha 0.2
Only joking about the all-in-one editor...honest! I know exactly what the time constraints are, with my own very understanding wife, but can't escape lots of family commitments.
I like the look of the .properties side of things.
In yer own time, mate. Minecraft is just one big bottomless hole for ideas and projects that will never be filled. I can't even see something else coming along to replace it now with an even bigger hole (we're just in too deep)...it's a phenomenon for sure! So there's no point in overstretching any precious leisure time. As we all keep saying to each other, real life is way more important!
An all-in-one tool would be kinda neat, but I think I'd need to at least setup a way for me to accept donations before my wife would even consider letting me embark on a project like that.
Donations? You better be getting *paid* for it as a full time job before you even consider that. That's the kind of time commitment you'd been looking at to making something of that scale. And you have other projects I'd prefer you to be working with that kind of time/money.
/wifelyrantoff
<3 Glimmar Dunno if I should tell you to stop or keep encouraging him. XD
Donations? You better be getting *paid* for it as a full time job before you even consider that. That's the kind of time commitment you'd been looking at to making something of that scale. And you have other projects I'd prefer you to be working with that kind of time/money.
/wifelyrantoff
<3 Glimmar Dunno if I should tell you to stop or keep encouraging him. XD
Lol! That's exactly what my wife says to me about my texture pack! I keep meaning to ask for donations to keep the peace, because she quite rightly thinks I spend way too long buried in Minecraft, but I never get round to it!
RL always comes first, but even more so family life! I would never wish to encourage anyone to abandon their family, especially their wives...I would be truly terrified of the consequences.
I often need kicking back into line and my own nearest and dearest is very expert at the task...in a loving way of course. Someone has to keep all these flights of fancy in check...in fact I'm off to do the washing up now as I type. No one else does it if I don't!
@ The_Fool76: Don't you dare waste any more time on this project or I'll be in big trouble!
Speaking of 'wasting' more time on this project... Version Alpha 0.2.1 is out now!
(It's not 0.2 because I left the cancel buttons off the file name widget in 0.2)
New features:
Text file editing
Dragging on the model preview to rotate the model
Some things to note:
Deleting and renaming files cannot be undone as these actions directly affect the files when you complete them. Clicking the OK button for these actions is final.
There is no drag-n-drop for the text editing page. If you want to copy a file you can either copy-paste to a new file or just do it outside of the mixer.
The 'Reload File' button allows you to revert a text file to it's current on-disk state. Basically it functions like the reload option from the file menu (CRTL-R) but on a per-file basis.
I don't have a help page done for the text editor. Hopefully using it should be relatively intuitive for people already familiar with using a computer. That said, if you have questions, feel free to ask.
The mixer is currently only aware of text files that end with a .txt or .properties extension. While it will let you create files with whatever extension you want, it won't read them in when you go to load or reload the pack.
Last but not least, if the tree view for the text file editor gets into a broken state, you should be able to fix it by saving your pack and then reloading it. I think I've tracked down all the odd little bugs I was having with that but odds are some escaped me.
Just thought I'd mention that I'm holding off working on this further till I see what all changes with 1.5 and texture packs.
Based on what I've heard so far, I'm going to have to do a fair bit of re-writing.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Just thought I'd mention that I'm holding off working on this further till I see what all changes with 1.5 and texture packs.
Based on what I've heard so far, I'm going to have to do a fair bit of re-writing.
Me too with my texture pack! Not knowing how MC Patcher and Optifine will be effected by the next update, means I can't afford the time to put digital pen to digital paper. Not sure it's worth the effort of trying to keep up with the weekly snapshots either, only to find work needs changing by the following week. So I'm adopting a 'wait and see and in the meantime build' policy.
Sorry I didn't get chance to comment earlier on your most recent update, but it's all going in the right direction as far as I'm concerned.
Well, based on what I've heard about 1.5 the only thing we would need MCpatcher/Optifine for would be the connected and random textures. Animations and HD will be part of vanilla.
The other big change is that every texture will be it's own file rather than having the texture sheets. Dinnerbone has said that Minecraft will auto-convert texture packs to the new format but I'll wait and see how well that actually winds up working. I'm expecting to spend a few days breaking up my source files into individual tiles in any case. (Doubt MC will auto-convert my xcf files.)
I'm hoping for some kind of data file in MC that will serve as a sort of manifest of what blocks/items/creatures use which texture files but I don't know if that's gong to make it to 1.5 or not. (It's something that will be needed eventually for the API) In any case, very much in a 'wait and see' sort of mode on this.
Edit: Oh and we may see the elimination of having a strict resolution on textures. With each texture as it's own file, MC should have no problems with having your dirt texture at 32x and your stone at 64x. (The player might have an issue with the resolution difference though. )
(Sorry, I just don't want to dedicate a whole lot of time to something that will probably need to be re-written when the API comes out.)
Feature Request!
Since 1.5 sort of makes the original purpose of this tool (moving tiles around between tile sheets) a bit redundant, I'm pondering going ahead and making this more of a texture editing tool. So if you have a feature you would like to see, please comment with as detailed a description as you can make.
Yes, I made another version of this thing.
I am 99.99% sure this will be the final major version though.
(Mostly because I think my wife would kill me in my sleep if I tried to re-write it yet again.)
Obligatory Screenshots
For those of you scratching your heads right now, the Texture Mix Machine is an application that lets you drag and drop textures from any pack into your own personal mix pack.
Unlike previous versions of this, I don't require you to do anything fiddly with your texture packs. All you have to do is tell it where you have your .minecraft directory and it will find all of your currently installed texture packs along with extracting the default from the minecraft.jar
This currently only reads images from packs in .zip format and it saves out to packs in an open directory structure. (Supported by MC since one of the more recent updates, I don't remember exactly which version added this.) I did this to help prevent accidentally messing up a pack you had downloaded.
As of right now this is in an initial Alpha version which means that only some of the models are done and I make no promises that it will even run properly. I STRONGLY suggest backing up your texture pack folder before using this tool.
For more help, you can press F1 inside the application for a wall-o-text that's currently doing duty as my help page. For completeness sake I've also included that text behind the Full Help spoiler below.
When starting the TextureMixMachine up for the first time it will prompt you for the location of your minecraft install.
It will also prompt you if it is unable to find either the minecraft.jar file or the texturepack directory in case you happen to move your install for some reason.
Once you have provided it with a valid path to your minecraft install it will save that info into 'settings.cfg'
General Info
The main screen is divided into two panels.
On the left is the work area and on the right is the source area.
At the top of the work area is a list of all the objects the mix machine knows about
(These are pulled from the model_list.csv file. See that file for info on it's format.)
Just below that is the working pack resolution selector.
At the bottom of the work area is a preview display showing the model for the object selected
(The models are all defined in blocks.mdl. See that file for info on it's format.)
Next to the preview display are some sliders that allow you to rotate the model
At the top of the source area is a drop down for picking your source texture pack to pull images from.
This drop down currently only lists texture packs that are bundled as a zip file.
Below that is a listing of all of the PNG images to be found inside the texture pack.
At the bottom of the source area is a display that shows the current selected image.
General Usage
First pick the object you wish to edit from the object list.
Some objects may have more than one tile associated with them. In this case you should be able to expand the object to get a listing of each individual tile that contributes to it.
Next pick the pack from which you want to pull your texture and then select the image file from within it that contains the texture you want.
Now drag and drop the texture from the image display on the right over on top of the model preview on the left.
Saving
You can save via the file menu or by pressing Ctrl-S.
MixPacks are currently saved in an uncompresesd directory format.
Using this format means that you can quickly see the results of your edits in the game in case the preview is insufficent.
(Hit F3+t to reload a texturepack in MC)
Loading
You can load your mix packs via the file menu or by pressing Ctrl+O.
The TextureMixMachine currently only supports loading packs that are in the directory format.
If you wish to use a zipped pack as the base for your mix, then you will need to manually uncompress that pack into a directory of the same name as the pack.
Reloading
You can reload the currently loaded texture pack via the file menu or by pressing Ctrl+R.
This will undo all unsaved changes to the pack!
This is mainly meant to help assist people who create texture packs as it lets them quickly see the results of their changes to images on the model in the preview.
This can also be used to restore a pack to it's last saved state if you happen to decide you made a royal mess of things.
On resolutions
The resolution selector on the working panel will allow you to change the resolution of the pack you are creating.
It defaults to 'Autodetect' which will use whatever resolution the source image is. (if the image isn't an even power of 2 then it makes it's best guess)
Picking a specific resolution will scale the working image (not shown) to that resolution.
Scaling from a higher resolution to a lower one is non-reversable!
When textures are dragged from a pack of a different resolution that the working one, they will be resized to fit.
This will cause a loss of detail when going from a higher res pack to a lower one.
I should note that the resolution selector here only applies to the current working texture that's being applied to the model in the preview.
If you want to bulk change the resolution of a pack use the resolution selector when loading a MixPack.
The selector on the load dialog is mainly there for that purpose.
I should also mention that I've tried to be careful to not do anything platform specific so in theory it should be possible to build this for Mac and Linux. I wouldn't hold my breath on that though.
Some computers may run into performance issues when dealing with larger resolution packs. There are probably some things I can do to improve the performance, but given that this is in Alpha that's not a high priority. I don't think I'm any worse about memory than MC itself, but I make no promises.
Download From My Site (Windows Only)
To use, just unzip the folder and run the texmixQT.exe
It will probably prompt you for the location of your .minecraft folder when you run it for the first time. Just enter in the full path (Ex: C:\Documents and Settings\user\Application Data\.minecraft) and hit save.
Right now I'm mostly looking for feedback on how easy it is to use and if it even works at all.
If you have other comments though, feel free to add them.
Just remember that non-constructive comments will earn you a stern look from me.
Last but not least:
DO NOT REDISTRIBUTE PACKS YOU MAKE WITH THIS
Seriously, leave the distributing of art up to the original pack artists.
If someone else wants a special mixed pack, they can just download this tool for themselves and do their own.
Alpha 0.2.1
Many thanks for all your efforts, but don't get your wife angry! My wife's not a particular fan of Minecraft, so I'm already in her bad books over 1.4 texture work!
The more feedback I get, the better I can make this.
Currently on my to-do list for it are:
I do plan on dealing with the other files in a pack, looks like I left that off my to-do list though.
For now, you will have to copy those files into the mix by hand.
I think after I get most of the block models done I'll tackle the text files and get it so you can at least copy them over from within the tool. (Along with a generated pack.txt and credits.txt that lists all the packs that went into a mix.)
Also, does this work with animated terrain? After I swap out the terrain files with this can I add in the folder with the animations and expect it to work properly? Like Glimmar's animated textures for instance.
What do you mean? The Texture Mix Machine won't help you with the animations like it does with the terrain and items, but it will copy over all the extra image files (animations, ctm, etc) from the base pack, leaving you to manually copy over any .properties (or any other non-png) files they might need, which ends up working fine because it just saves it as a texture pack, ready for you to use.
In terms of current progress, I've taken a break from mucking with the model data and am working on adding a basic no-frills text editor so you can at least modify the various text files even if you can't play with the alternate image files yet. I think I've got the UI for that mostly sorted out and now I'm working on putting in the functionality. Once I get text files done, I should be able to make it handle dropping non-default images into the pack. (Should be easier than text files since I don't currently plan on letting you edit the images.)
The more I've pondered it, the more I think that perhaps something with full CTM support should be it's own tool. By full support I mean actually doing the animations and allowing you to see all the various connected textures and random variations. I figure letting you edit the text files and drop in non default images should be sufficient for the scope of the mixer. I think all the further I want to take CTM in the mixer is indicating that a block has CTM stuff defined on it so it's apparent that altering the default textures might not alter how it looks in the game.
Also, before anyone asks. I am not currently considering allowing full image editing where you get to paint directly on the textures pixel by pixel. While that would be neat, there are already plenty of image editors out there. If you really want a model preview as you edit, get used to the workflow of exporting your .png and then refreshing the pack in the mixer.
Can't wait to have more features come online with it, to properly edit mobs and other objects like boats...they are just so difficult for me to easily visualise what difference a small edit makes when in game. Being able to work directly on .properties files from within the editor will also make life less complicated for my chaotic brain.
It would be amazing if all this could have been combined with actual realtime editing or seeing how an animation looks on a block in the round, but that would be an incredible undertaking. I'd just be very grateful indeed to have something that allows me to manipulate objects from the pack easily. In any event having got used to Gimp, I'd be hard pressed to get used to a different graphics editor.
Of course I'm waiting for the day when there's an editor that has absolutely everything in it specific to Minecraft: pattern and seamless texture manipulation, animation facility, ctm at work fully animated and editable on the fly, adventure editor, calendar, youtube, online shopping...
I take it it would eventually be possible to drop any .png object edits directly into your chosen default pack (I mean the expanded folder version) refresh the Texture Mix Machine and immediately see what it looked like by spinning it around? I'm also guessing that it will be possible to eventually manipulate objects using the mouse pointer, rather than the sliders at the side and bottom of the 3d window?
Great work, mate...just don't lose sleep over it.
Glad to hear I seem to be heading the right way with this thing.
In regards to seeing what you are editing as you edit, yes, you would need to save the .png into the expanded folder version. Then hit Ctrl-r in the mixer and it will reload everything from that folder showing you your changes as near to real time as I can get. (Assuming you have that pack open in the mixer.)
I agree that dragging on the model to rotate it would be better. It shouldn't be that hard for me to translate mouse movements into movements along those sliders. I'll see if I an toss that in at some point. *adds it to the list*
An all-in-one tool would be kinda neat, but I think I'd need to at least setup a way for me to accept donations before my wife would even consider letting me embark on a project like that.
As for working on the .properties files, got a screenshot of what I'm working on right now in the tool:
I think I have most of the bugs worked out in it but I need to do a bit more testing and tweaking before I'm ready to release this as Alpha 0.2
Only joking about the all-in-one editor...honest! I know exactly what the time constraints are, with my own very understanding wife, but can't escape lots of family commitments.
I like the look of the .properties side of things.
In yer own time, mate. Minecraft is just one big bottomless hole for ideas and projects that will never be filled. I can't even see something else coming along to replace it now with an even bigger hole (we're just in too deep)...it's a phenomenon for sure! So there's no point in overstretching any precious leisure time. As we all keep saying to each other, real life is way more important!
Have a good weekend.
Donations? You better be getting *paid* for it as a full time job before you even consider that. That's the kind of time commitment you'd been looking at to making something of that scale. And you have other projects I'd prefer you to be working with that kind of time/money.
/wifelyrantoff
<3 Glimmar Dunno if I should tell you to stop or keep encouraging him. XD
Lol! That's exactly what my wife says to me about my texture pack! I keep meaning to ask for donations to keep the peace, because she quite rightly thinks I spend way too long buried in Minecraft, but I never get round to it!
RL always comes first, but even more so family life! I would never wish to encourage anyone to abandon their family, especially their wives...I would be truly terrified of the consequences.
I often need kicking back into line and my own nearest and dearest is very expert at the task...in a loving way of course. Someone has to keep all these flights of fancy in check...in fact I'm off to do the washing up now as I type. No one else does it if I don't!
@ The_Fool76: Don't you dare waste any more time on this project or I'll be in big trouble!
Version Alpha 0.2.1 is out now!
(It's not 0.2 because I left the cancel buttons off the file name widget in 0.2)
New features:
Some things to note:
Deleting and renaming files cannot be undone as these actions directly affect the files when you complete them. Clicking the OK button for these actions is final.
There is no drag-n-drop for the text editing page. If you want to copy a file you can either copy-paste to a new file or just do it outside of the mixer.
The 'Reload File' button allows you to revert a text file to it's current on-disk state. Basically it functions like the reload option from the file menu (CRTL-R) but on a per-file basis.
I don't have a help page done for the text editor. Hopefully using it should be relatively intuitive for people already familiar with using a computer. That said, if you have questions, feel free to ask.
The mixer is currently only aware of text files that end with a .txt or .properties extension. While it will let you create files with whatever extension you want, it won't read them in when you go to load or reload the pack.
Last but not least, if the tree view for the text file editor gets into a broken state, you should be able to fix it by saving your pack and then reloading it. I think I've tracked down all the odd little bugs I was having with that but odds are some escaped me.
Download is in the First Post of this thread.
Based on what I've heard so far, I'm going to have to do a fair bit of re-writing.
Me too with my texture pack! Not knowing how MC Patcher and Optifine will be effected by the next update, means I can't afford the time to put digital pen to digital paper. Not sure it's worth the effort of trying to keep up with the weekly snapshots either, only to find work needs changing by the following week. So I'm adopting a 'wait and see and in the meantime build' policy.
Sorry I didn't get chance to comment earlier on your most recent update, but it's all going in the right direction as far as I'm concerned.
The other big change is that every texture will be it's own file rather than having the texture sheets. Dinnerbone has said that Minecraft will auto-convert texture packs to the new format but I'll wait and see how well that actually winds up working. I'm expecting to spend a few days breaking up my source files into individual tiles in any case. (Doubt MC will auto-convert my xcf files.)
I'm hoping for some kind of data file in MC that will serve as a sort of manifest of what blocks/items/creatures use which texture files but I don't know if that's gong to make it to 1.5 or not. (It's something that will be needed eventually for the API) In any case, very much in a 'wait and see' sort of mode on this.
Edit: Oh and we may see the elimination of having a strict resolution on textures. With each texture as it's own file, MC should have no problems with having your dirt texture at 32x and your stone at 64x. (The player might have an issue with the resolution difference though. )