This looks very useful and it's great that it's free. I thought I heard about one of these (one of the first ones I think) being something you'd have to buy (and being rather expensive actually).
This looks very useful and it's great that it's free. I thought I heard about one of these (one of the first ones I think) being something you'd have to buy (and being rather expensive actually).
Well that and a LOT of people want to see this succeed. It's already an excellent tool and you just keep making it better.
I'm personally waiting for the official 1.8 release to dig into block models, but having this around fills me with loads of confidence that I'll be able to do everything that I want to do with minimal frustration. That's pretty huge for me.
I hope you keep going with this. It's looking really good so far and I can't wait to use it!
Thanks. I'm aiming to get this "Near Finished" By the time 1.8 is released. Thats unlikely to happen as 1.8 will probably change the format again but at least I have everything ready.
Unfortunately the 3D viewer didn't work for me (I use windows)
I also have two suggestions
Ability to remove faces
Sometimes we could create something that will never show a specific face, lets say the bottom face.
As an example I was going to make a small pumpkin on to of a crafting table
As you can see the pumpkin is on top of the crafting table. That bottom face becomes very useless if it can't be seen, so it should be remove. Another problem with this is that plains can't be made due to this.
See how the cactus uses plains to be the way it is?
To make plains is quite simple since you only have to remove the other faces
Ability to add as many textures as wanted
So in the other suggestion I said I was making a pumpkin on top of a crafting table, but unfortunately I couldn't because that second voxel would use the same textures as the first voxel.
This was because when choosing the texture for each part of the voxel it was to actually make a texture defined as such.
Each voxel uses one texture. It's kinda useless to have a "#north", "#south, etc for each face if all of the will be come from the same texture.
Thanks for reading
I was already thinking about how I would implement the ability to change faces. I will add an option in the next update, I will also add the ability to use more than the six textures.
I don't think you got this but in the snapshot 14w28a Mojang said, "The new block model format for resource packs can be considered stable and ready to use."
I believe this means the block model format is most definitely not likely to change again.
Oh, I never saw that.
Also, I forgot to ask for an error log for the 3D viewer.
To get one open up your command line and type in "java -jar <Path to MC Model Maker>".
although I miss putting an overlay on the grass textures
But I learned how to use that program.
Thanks
you deserve
Wow, great resource pack and lovely textures.
Sorry about not having the overlay. I have been thinking about adding an option, and tint, in the next version though.
You can now remove whole faces and I have rewritten the texture system, allowing up to 100 textures. Next to finish is the importer!
I took a look at the code and here's what I've noticed:
First of all, by convention we're not putting any uppercase letters in package names, variable names start with lowercase letter and may contain uppercase letters and numbers later and class names start with uppercase letter. That's the covention that most people are using as it makes code easier to read. You see something starting with uppercase letter and you know that it's a class, but it's your code - format it as you prefer. Noones stopping you.
You can also use setLocationRelativeTo(null); to position window in the middle of the screen. You may want to start using panels (JPanel), labels (JLabel) etc. to create UI. It will make it possible to resize it easily, so you're not stuck with one window size.
Also, 3D viewer doesn't work on my PC (Win 7, 64 bit). Here's stack trace:
Exception in thread "AWT-EventQueue-0" java.lang.UnsatisfiedLinkError: no j3dcore-ogl in java.library.path
at java.lang.ClassLoader.loadLibrary(Unknown Source)
at java.lang.Runtime.loadLibrary0(Unknown Source)
at java.lang.System.loadLibrary(Unknown Source)
at javax.media.j3d.NativePipeline$1.run(NativePipeline.java:231)
at java.security.AccessController.doPrivileged(Native Method)
at javax.media.j3d.NativePipeline.loadLibrary(NativePipeline.java:200)
at javax.media.j3d.NativePipeline.loadLibraries(NativePipeline.java:157)
at javax.media.j3d.MasterControl.loadLibraries(MasterControl.java:987)
at javax.media.j3d.VirtualUniverse.(VirtualUniverse.java:299)
at au.com.AidoP.Display.Window.run(Window.java:52)
at au.com.AidoP.Panel$EventHandler.actionPerformed(Screen.java:967)
at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
at java.awt.Component.processMouseEvent(Unknown Source)
at javax.swing.JComponent.processMouseEvent(Unknown Source)
at java.awt.Component.processEvent(Unknown Source)
at java.awt.Container.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Apart from that I didn't see anything that got my attention. Good luck and I hope that you'll get that 3D preview working.
Thanks for the Stack Trace, I don't have a Windows to test on. I forgot to package the natives... (Actually I didn't get any with the download I had)
Sorry about the messy code BTW. I taught myself to program so I've got hundreds of bad habits.
And also, for mac users, the 3D viewer should work if you downgrade to 1.6.
Anyway, thanks for the reply. I better finish up 0.1.3.
Still same thing and I also got the Java 7 warning with unnecessary cancel button (theres already a "no" button). I use Eclipse too.
Ok, I'm working on a fix, but it will take a while. I forgot to remove of the cancel button, but it does the same thing anyway. Can you tell me how you export your model maker using eclipse and get JOGL working? Thats where I failed with 0.0.3's viewer, and this one. Thanks for the help btw.
And here is the json used in most of the blocks in minecraft:
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"elements": [ 0, 0, 0 ],
"to": [ 16, 16, 16 ],
"faces": {
"down": { "texture": "#down", "cullface": "down" },
"up": { "texture": "#up", "cullface": "up" },
"north": { "texture": "#north", "cullface": "north" },
"south": { "texture": "#south", "cullface": "south" },
"west": { "texture": "#west", "cullface": "west" },
"east": { "texture": "#east", "cullface": "east" }
}
}
]
}
So first of all it is no longer "cullface": true/"cullface": false. If it is like this no culling takes place.
Instead it is "cullface": "north" "cullface": "south" etc. Note it also has to be in ""
I don't know why it works like this now but this is what TheMogMiner on reddit wrote:
Another thing is that defined textures that were already inside the json file aren't imported.
But now it's question time:
I have no clue what that box is for.
Ok. I will fix cullface again. I didn't know that it was like that. That box is for aesthetic purposes, and to fill space. And yes, I forgot to write in the log that texture imports aren't supported, yet.
Thanks for the replies, a bug fix update should be out soon.
I'll keep an eye on this, thanks!
I think you mean Cubik.
Thanks. I'm aiming to get this "Near Finished" By the time 1.8 is released. Thats unlikely to happen as 1.8 will probably change the format again but at least I have everything ready.
And I plan on many more releases.
I was already thinking about how I would implement the ability to change faces. I will add an option in the next update, I will also add the ability to use more than the six textures.
Thanks for the replies, and suggestions.
-AidoP
Oh, I never saw that.
Also, I forgot to ask for an error log for the 3D viewer.
To get one open up your command line and type in "java -jar <Path to MC Model Maker>".
https://imgur.com/a/VA6jE#0
although I miss putting an overlay on the grass textures
But I learned how to use that program.
Thanks
you deserve
I don't need an signature : P
Wow, great resource pack and lovely textures.
Sorry about not having the overlay. I have been thinking about adding an option, and tint, in the next version though.
You can now remove whole faces and I have rewritten the texture system, allowing up to 100 textures. Next to finish is the importer!
Thanks for the feedback,
AidoP
Thanks for the Stack Trace, I don't have a Windows to test on. I forgot to package the natives... (Actually I didn't get any with the download I had)
Sorry about the messy code BTW. I taught myself to program so I've got hundreds of bad habits.
And also, for mac users, the 3D viewer should work if you downgrade to 1.6.
Anyway, thanks for the reply. I better finish up 0.1.3.
-AidoP
Here is the changelog:
Enjoy,
AidoP
Oh. Can you test this?
Also, what IDE do you use? Eclipse is great, but it sucks at exporting libraries.
Thanks,
-AidoP
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I will fix that right now.
Ok, I'm working on a fix, but it will take a while. I forgot to remove of the cancel button, but it does the same thing anyway. Can you tell me how you export your model maker using eclipse and get JOGL working? Thats where I failed with 0.0.3's viewer, and this one. Thanks for the help btw.
Thanks, I've been working hard to get updates out fast.
Ok. I will fix cullface again. I didn't know that it was like that. That box is for aesthetic purposes, and to fill space. And yes, I forgot to write in the log that texture imports aren't supported, yet.
Thanks for the replies, a bug fix update should be out soon.
-AidoP
I started on a video yesterday, but I will do a picture by picture tutorial because my filmmaking is not the best.
Thanks, I wouldn't continue development if there was no feedback.
Yes, I have started on a full release version, which is playing up tons, and I'm not sure when it will be ready for release.
Bigger news is that I have started on an IOS Version.
After a few hours work, I already have what I would have thought to be a few days.
I may not post back an update for a while, although I will still reply to any comments.
I don't need an signature : P
yay
Press the import button, press "Yes", then find your model file in the chooser. (Must be in JSON Format)
I'm not sure how the tutorials are coming along...
Is it broken again?
I thought I fixed it earlier...
Also, progress on the IOS version is coming along steadily.