Personally I wouldn't worry about converting to the 1.9 format until the first official release comes, unless you're wanting to put out bleeding-edge snapshot support. I have my doubts about the new format being final. Also, hi.
Here's a plant model that you guys can use if you want: it's for the azure bluet, but I plan on using it for other plants as well (Also includes a placeholder texture).
Made it using mrcrayfish's model creator, which is MUCH better for doing rotated elements than opl's editor.
Can someone please tell me if the new model system is final? Also what is the easiest way to convert 1.8 models to 1.9 models.
Thanks in advance.
The easiest way? Just redo your display settings manually. They're much more intuitive in 1.9. Left hand settings are automatically taken from right hand settings, so you probably won't have to do separate left hand displays. If you're interested in more specific changes:
GUI for blocks is the same as for items (looking down the z-axis)
First person was rotated -45 degrees and translated up (again blocks and items use the same defaults)
Third person now has the y-axis pointing out instead of down, also translated outside the arm
Head display is unchanged, however 2D items are moved above and to the back of the head
Fixed and ground have increased default scaling (blocks have the same scaling as items in frames, and ground size is as large as a block in world)
In case anyone is wondering, an conversion tool would need to use rotation matrices to convert rotation and translation values; this is fairly advanced math.
I wonder if anyone had tried to make tools with horrizontal or vertical textures yet and then 'reformated' them with the block model setup. Also I'd use Crayfish's Model maker if it work on my machine... might give the Windows version a roll in WINE and see if it'll work out.
The Meaning of Life, the Universe, and Everything.
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Posts:
504
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Maffhew
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Here is a super small sneak peak at what I've been working on for the past year. This excludes the mcpatcher features, items, mobs, random textures, and blocks I didn't feel like copying into the texture sheet. I hate to say that a release should not be expected anytime soon, as I am too lazy to make a thread.
Please do not use any of these textures in your own work.
This is not a Chivalry update. It is a new pack I like to call "Excalibur."
A couple pages ago there was discussion about RP load/refresh times with and without extra stuff included in the pack. The consensus was that keeping ANY extra files in the pack (even work files) would increase load times, right? Meaning that the game loads or somehow indexes everything in the pack, even if it's not used?
I'm wondering if that still applies to textures outside the 'minecraft' namespace...
A couple pages ago there was discussion about RP load/refresh times with and without extra stuff included in the pack. The consensus was that keeping ANY extra files in the pack (even work files) would increase load times, right? Meaning that the game loads or somehow indexes everything in the pack, even if it's not used?
I'm wondering if that still applies to textures outside the 'minecraft' namespace...
Removing the large and numerous PSDs that I used to keep in my WIP resource pack increased the F3 reload time by more than 3x. Most of them were in subfolders that Minecraft doesn't have.
Removing the large and numerous PSDs that I used to keep in my WIP resource pack increased the F3 reload time by more than 3x. Most of them were in subfolders that Minecraft doesn't have.
Why? I dunno...
I think I know why. If it's doing what I think it's doing, it's recursively searching through every single file and folder in the resource pack. I made a Java program to do the exact same thing as an exercise for a class I took. As you can tell, it's disgustingly inefficient. The benefit of doing it this way is that you never have to redo the code to search for files when you want to add a new texture, only the code that locates it in memory once it's been indexed. Crazy, but that's probably how it works.
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I think I know the answer, but is there a way to turn off the in game particles for just the redstone torches using something in the blockstate or model files? I don't want to delete the stuff in the particle png since this will also remove smoke etc. I am aware they can be turned off in the video settings, but I would like to have some and eliminate others. From what I can tell it looks like this is hard coded in the block and can't be turned off in a resource pack but wanted to see if there was some way to remove them.
The reason for this is they kind of screw with the my block model for the redstone torch. I'm probably being a little too picky on this. Here are some of the redstone torch variants I have and how they look with the redstone particle in play.
I think I know why. If it's doing what I think it's doing, it's recursively searching through every single file and folder in the resource pack. I made a Java program to do the exact same thing as an exercise for a class I took. As you can tell, it's disgustingly inefficient. The benefit of doing it this way is that you never have to redo the code to search for files when you want to add a new texture, only the code that locates it in memory once it's been indexed. Crazy, but that's probably how it works.
Ok, thanks for the information.
I wonder if the old terrain.png versions also had that problem...
I think I know the answer, but is there a way to turn off the in game particles for just the redstone torches using something in the blockstate or model files? I don't want to delete the stuff in the particle png since this will also remove smoke etc. I am aware they can be turned off in the video settings, but I would like to have some and eliminate others. From what I can tell it looks like this is hard coded in the block and can't be turned off in a resource pack but wanted to see if there was some way to remove them.
The reason for this is they kind of screw with the my block model for the redstone torch. I'm probably being a little too picky on this. Here are some of the redstone torch variants I have and how they look with the redstone particle in play.
No way to disable them AFAIK. You can change the particle color using MCPatcher, though.
Nice models!
I think I know the answer, but is there a way to turn off the in game particles for just the redstone torches using something in the blockstate or model files? I don't want to delete the stuff in the particle png since this will also remove smoke etc. I am aware they can be turned off in the video settings, but I would like to have some and eliminate others. From what I can tell it looks like this is hard coded in the block and can't be turned off in a resource pack but wanted to see if there was some way to remove them.
The reason for this is they kind of screw with the my block model for the redstone torch. I'm probably being a little too picky on this. Here are some of the redstone torch variants I have and how they look with the redstone particle in play.
~image Snip~
You can use them as blood candles used to light rooms while Demonic Rituals are happening. Those same candles are also sometimes use to light people on fire that are going to be used as sacrifice to Demonic Lord from Hell. So those aren't redstone particles, but rather the particles for blood being evaporated from the heat of the candle. If anything, your candles do look like that they have been use for demonic rituals, I mean it does have a slight red hue to it. Also no medieval type looking pack is TRULY complete without some blood/magic stuff in it. I mean while you're at it, make your villagers be Blood Mages. That can help.
But that is only my opinion on what you can do. Just some tips for you, that's it.
Ok, thanks for the information.
I wonder if the old terrain.png versions also had that problem...
I would imagine, yes. It's a really simple way to load in all the files in a folder, so it's probably been there since the beginning and they've only changed which files they pick out.
Looks good but a little more rough than the rest of your textures. Is it a lower resolution than what you normally showcase your images as?
In any case, the actual design and shape of it is nice though and you definitely have my agreement about the double textures, so hard to fill the space....
Personally I wouldn't worry about converting to the 1.9 format until the first official release comes, unless you're wanting to put out bleeding-edge snapshot support. I have my doubts about the new format being final. Also, hi.
Here's a plant model that you guys can use if you want: it's for the azure bluet, but I plan on using it for other plants as well (Also includes a placeholder texture).
Made it using mrcrayfish's model creator, which is MUCH better for doing rotated elements than opl's editor.
http://www.mediafire.com/download/2r34j9n1nuhk86k/azurebluet.zip
I'll get started on the mod support central thread when I get the chance.
The easiest way? Just redo your display settings manually. They're much more intuitive in 1.9. Left hand settings are automatically taken from right hand settings, so you probably won't have to do separate left hand displays. If you're interested in more specific changes:
In case anyone is wondering, an conversion tool would need to use rotation matrices to convert rotation and translation values; this is fairly advanced math.
Putting the CENDENT back in transcendent!
I wonder if anyone had tried to make tools with horrizontal or vertical textures yet and then 'reformated' them with the block model setup. Also I'd use Crayfish's Model maker if it work on my machine... might give the Windows version a roll in WINE and see if it'll work out.
Here is a super small sneak peak at what I've been working on for the past year. This excludes the mcpatcher features, items, mobs, random textures, and blocks I didn't feel like copying into the texture sheet. I hate to say that a release should not be expected anytime soon, as I am too lazy to make a thread.
Please do not use any of these textures in your own work.
This is not a Chivalry update. It is a new pack I like to call "Excalibur."
Looks lovely. Do the potatoes have their own growing stages?
Really is beautiful Maffhew. Sandstone has to be my favourite by far!
Anybody know of a test map that has all the shield textures displayed?
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
A couple pages ago there was discussion about RP load/refresh times with and without extra stuff included in the pack. The consensus was that keeping ANY extra files in the pack (even work files) would increase load times, right? Meaning that the game loads or somehow indexes everything in the pack, even if it's not used?
I'm wondering if that still applies to textures outside the 'minecraft' namespace...
Removing the large and numerous PSDs that I used to keep in my WIP resource pack increased the F3 reload time by more than 3x. Most of them were in subfolders that Minecraft doesn't have.
Why? I dunno...
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
I think I know why. If it's doing what I think it's doing, it's recursively searching through every single file and folder in the resource pack. I made a Java program to do the exact same thing as an exercise for a class I took. As you can tell, it's disgustingly inefficient. The benefit of doing it this way is that you never have to redo the code to search for files when you want to add a new texture, only the code that locates it in memory once it's been indexed. Crazy, but that's probably how it works.
I think I know the answer, but is there a way to turn off the in game particles for just the redstone torches using something in the blockstate or model files? I don't want to delete the stuff in the particle png since this will also remove smoke etc. I am aware they can be turned off in the video settings, but I would like to have some and eliminate others. From what I can tell it looks like this is hard coded in the block and can't be turned off in a resource pack but wanted to see if there was some way to remove them.
The reason for this is they kind of screw with the my block model for the redstone torch. I'm probably being a little too picky on this. Here are some of the redstone torch variants I have and how they look with the redstone particle in play.
Ok, thanks for the information.
I wonder if the old terrain.png versions also had that problem...
No way to disable them AFAIK. You can change the particle color using MCPatcher, though.
Nice models!
You can use them as blood candles used to light rooms while Demonic Rituals are happening. Those same candles are also sometimes use to light people on fire that are going to be used as sacrifice to Demonic Lord from Hell. So those aren't redstone particles, but rather the particles for blood being evaporated from the heat of the candle. If anything, your candles do look like that they have been use for demonic rituals, I mean it does have a slight red hue to it. Also no medieval type looking pack is TRULY complete without some blood/magic stuff in it. I mean while you're at it, make your villagers be Blood Mages. That can help.
But that is only my opinion on what you can do. Just some tips for you, that's it.
So you got that going for your block models :j
Also nice models!
Blood Candles it is! Here is a video of the demonic animations. (Primarily to test if I can do a video)
I would imagine, yes. It's a really simple way to load in all the files in a folder, so it's probably been there since the beginning and they've only changed which files they pick out.
I like the shifting light on the bases. That's a really nice touch!
The Mod Texturing Central is set up! Stop by if you wanna talk about doing mod support for resource packs or show off some of your work!
Hey, does anyone know what the model name for stone bricks is? I can't seem to find it. :/
Blood Candles will be a great thing for your pack.
Ugh. Can we all agree that double flowers are pretty much the biggest PITA there is when it comes to block texturing?
And I have to do three more...
Looks good but a little more rough than the rest of your textures. Is it a lower resolution than what you normally showcase your images as?
In any case, the actual design and shape of it is nice though and you definitely have my agreement about the double textures, so hard to fill the space....