It is.you break alot of grass to get the raido loop and craft them into the other two disks. but there is a ID conflict with the peanuts in Pams Harvest craft.
You smelt a companion cube to get the first disk. Grass should not be dropping disks.
Alright, I have a weird behavior. I'm using the release for 1.6 that's from your blog. I just wanted to make sure that this odd behavior isn't supposed to happen before I go correcting it. Valve records are dropping from grass when I cut it. If this isn't supposed to happen then it is obviously sharing an id or something with a seed from another mod and I should be able to track it down fairly quickly. I just want to be certain that it is a problema nd not an intentional part of the mod.
thank you, I tried using the rotation features, but without the option to change the actual coordinates, but instead rely on the offset coordinates, I can't get angles to line up cleanly.
as for the texture, how did the previous model manage to have such a detailed skin?
should I keep scaling up?
Yeah, rotations take some fiddling to get them close to where you want them. Techne is nice for simpler models because it automatically has a nice "boxy minecraft" feel to it. Techne doesn't handle anything else particularly well.
For the textures, mr_hazard was a great help with that. In fact, the final texture was all him. But you're more than welcome to use the current texture as a color pallet.
As for scaling up, I'll leave this here as an example of the mess it can make:
I was fiddling with making a more detailed version and experimenting with using blocks for curves. One reason I stopped was because the level of detail just for the gun would be monstrous, and I hadn't even started on the pedestal (which would have to have been just as detailed). I didn't have the time or patience to do it justice.
it's starting to look good, i agree with L5 that some rotated bits would be good to add to the back end at least
couldnt you go up in texture detail? from 32x32 (isnt that what the current gun is?) to 64x64 (maybe higher since forge supports up to 512 IIRC)
Current texture resolution is 128 x 64. It's probably a little smaller than that considering I left whitespace in the skin to organize it and not make it a headache for others to retexture.
It's possible to do the details in a texture, but unless the gun is gigantic it's difficult to get them scaled properly. It's a lot easier (and I think results in a better end product) if you model the details in and use the skin to add color / shading. The separation of the rear shell into two halves is the best example on the current model. The gap between them is too small at the current scale to be represented with a dark line of pixels, so it was easier to just make two halves slightly offset from one another.
You can use rotations for more than just the claws. Try playing with them on the rear shell, it can give you a smoother look.
Also, consider how you're going to texture it (each 1 x 1 square is a pixel). Some of the portal gun's smaller details (like the separation of the rear shell into two halves) are too small to add in later with a skin. Scaling up the gun becomes a much bigger challenge because smaller details have to be included.
It also might be easier to start with the pedestal, scale it to the detail you want, texture it, and then build the gun off of that.
I have a suggestion for a mod! It can make rails sideways, upside-down, etc. It also adds new minecarts. Minecarts that activate redstone, minecarts that hold dispensers, ones that lay down rails when moved, etc. New rails too! Rails that can be moved by pistons/sticky pistons, ones that launch the minecart (and the thing in it) into the air very fast and can cross gaps, ones that explode when a minecart gets set on them, etc. Please make this mod it would be awesome!
This is hopefully a awaiting feature. Really. i would love to see through portals. But i have no idea how Ichun want to code this. Many things have changed...
Last I heard he was trying to find a way to make it so that less capable machines wouldn't break down and cry every time you placed a portal. I don't think he has a timescale in mind as to when, and I don't know enough about Forge to say how difficult it would be. Probably very.
Watch his . Maybe you'll get lucky and catch him working on it.
I'm thinking about downloading the mod do I just download it and drag it to the mod folder or do I have to install forge and everything
1) Install Forge first.
2) Run the game to make sure you installed Forge correctly.
3) Put iChun Util in the mods folder.
4) Put the portal gun zip in the mods folder
5) Play Minecraft
I'm new to this mod and I'm wondering how do I use the PotatOS item? I right clicked the item in my hand a few times and it spoke but when I tried again, it didn't work.
It speaks depending on what you're looking at. Cake usually works.
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Can you post the crash report?
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That's the technically correct term, yes. But I wasn't trying to be technical.
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It's kind of a hilarious bug, though. Someone must have gone to a lot of trouble to plant all of those melted companion cubes
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You smelt a companion cube to get the first disk. Grass should not be dropping disks.
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I don't think that's intentional...
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Yes, he development from time to time.
Material Emancipation Grids haven't been fixed yet.
Did you try going to his blog?
Already updated
Yes, both were created by the same author.
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Yeah, rotations take some fiddling to get them close to where you want them. Techne is nice for simpler models because it automatically has a nice "boxy minecraft" feel to it. Techne doesn't handle anything else particularly well.
For the textures, mr_hazard was a great help with that. In fact, the final texture was all him. But you're more than welcome to use the current texture as a color pallet.
As for scaling up, I'll leave this here as an example of the mess it can make:
Current texture resolution is 128 x 64. It's probably a little smaller than that considering I left whitespace in the skin to organize it and not make it a headache for others to retexture.
It's possible to do the details in a texture, but unless the gun is gigantic it's difficult to get them scaled properly. It's a lot easier (and I think results in a better end product) if you model the details in and use the skin to add color / shading. The separation of the rear shell into two halves is the best example on the current model. The gap between them is too small at the current scale to be represented with a dark line of pixels, so it was easier to just make two halves slightly offset from one another.
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You can use rotations for more than just the claws. Try playing with them on the rear shell, it can give you a smoother look.
Also, consider how you're going to texture it (each 1 x 1 square is a pixel). Some of the portal gun's smaller details (like the separation of the rear shell into two halves) are too small to add in later with a skin. Scaling up the gun becomes a much bigger challenge because smaller details have to be included.
It also might be easier to start with the pedestal, scale it to the detail you want, texture it, and then build the gun off of that.
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Pretty good! The front nozzle's a little off, though.
Already done
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No, because reasons.
Last I heard he was trying to find a way to make it so that less capable machines wouldn't break down and cry every time you placed a portal. I don't think he has a timescale in mind as to when, and I don't know enough about Forge to say how difficult it would be. Probably very.
Watch his . Maybe you'll get lucky and catch him working on it.
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I recommend reading this page
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See iChun's FAQ
Did you try clicking on the download link?
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1) Install Forge first.
2) Run the game to make sure you installed Forge correctly.
3) Put iChun Util in the mods folder.
4) Put the portal gun zip in the mods folder
5) Play Minecraft
See-through portals are not currently implemented, but will be added back in at a later date.
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It speaks depending on what you're looking at. Cake usually works.