Jump to content

  • Curse Sites
Become a Premium Member! Help
Latest News Article

[1.3.2 snapshot, 1.2.5 full version] ZooCraftia Alpha: Animals, Exhibits, Enhanced Biomes and More!

zoo zoo tycoon biomes tuxedo pig fancy creeper vendors mesa safari savannah savanna

  • Please log in to reply
238 replies to this topic

#161

battlefield

Posted 05 October 2012 - 04:36 PM

View Postspiderking1008, on 05 October 2012 - 04:09 PM, said:

Did anyone see that post?

Allready in ;)
Posted Image

Register or log in to remove.

#162

spiderking1008
  • Location: in your closet
  • Minecraft: spiderking1008

Posted 06 October 2012 - 05:34 PM

hope it has Sgt.Byrd

#163

battlefield

Posted 14 October 2012 - 09:00 PM

New version of entity builder out, check the change log for features
Posted Image

#164

THOK12
    THOK12

    Tree Puncher

  • Members
  • 18 posts
  • Minecraft: thok13

Posted 15 October 2012 - 01:07 AM

Wait so, to make your own mob, you must use the entity program. But the zip is locked? wtf
Do i have to submit it first. If so I think that this mod would be much more popular if you allowed users to easily create a mob

#165

Bazaloy
    Bazaloy

    Zombie Killer

  • Members
  • 185 posts
  • Location: Below the bedrock
  • Minecraft: Bazaloy

Posted 15 October 2012 - 06:01 AM

View PostTHOK12, on 15 October 2012 - 01:07 AM, said:

Wait so, to make your own mob, you must use the entity program. But the zip is locked? wtf
Do i have to submit it first. If so I think that this mod would be much more popular if you allowed users to easily create a mob

You can. But you need to have made a model in techne and its skin. You then upload it into the entity builder and then you can set the characteristics of it. I havent checked out the newest version yet but im pretty sure it will be the same with that one too. Im happy to give a tutorial if you like?
Posted Image

#166

battlefield

Posted 15 October 2012 - 08:29 AM

You create the zip with the program and then you upload the zip on mediafire or any other hosting sites and give us the link, the password is there only to prevent stealing ideas and code. This program is allso there because the base of the entity is contained in the zoocraftia API and all I need is the sub extension of the entity - contains data
Posted Image

#167

THOK12
    THOK12

    Tree Puncher

  • Members
  • 18 posts
  • Minecraft: thok13

Posted 22 October 2012 - 02:44 PM

View PostBazaloy, on 15 October 2012 - 06:01 AM, said:

You can. But you need to have made a model in techne and its skin. You then upload it into the entity builder and then you can set the characteristics of it. I havent checked out the newest version yet but im pretty sure it will be the same with that one too. Im happy to give a tutorial if you like?
A tutorial would be nice. I'm familiar with the models, and used the zombie model as a test.

#168

nukularpower

Posted 22 October 2012 - 05:24 PM

Wow.  I am really excited about this mod.  Several of the friends I play MC with were HUGE fans of Zoo Tycoon and will be super excited when I tell them about this.

Hope there are ways to interact with the animals!    Like cleaning up poo, maybe healing sick, etc.. all the fun stuff from ZT2!  xD

Posted Image


#169

battlefield

Posted 22 October 2012 - 05:37 PM

Abut tutorial, I will make one when I finish the entity builder, that means releasing the new version, I'm bug testing it now.

As you can see this is in the WIP - work in progress section, that means I'm working on it, to let you know how te development goes I will just say that I have finally managed to teleport into dimension and stay there for 10 seconds before crashing, what is good compared to what it was before.
Posted Image

#170

THOK12
    THOK12

    Tree Puncher

  • Members
  • 18 posts
  • Minecraft: thok13

Posted 22 October 2012 - 08:59 PM

View Postbattlefield, on 22 October 2012 - 05:37 PM, said:

Abut tutorial, I will make one when I finish the entity builder, that means releasing the new version, I'm bug testing it now.

As you can see this is in the WIP - work in progress section, that means I'm working on it, to let you know how te development goes I will just say that I have finally managed to teleport into dimension and stay there for 10 seconds before crashing, what is good compared to what it was before.
lol ok. I hope it goes well! C# FTW!

#171

master1055

Posted 27 October 2012 - 06:21 PM

Hey zoocraftia crew one of my friends jurrorath has found a way to have hd textures without a texture pack. here the tutorial

Alright, I'm going to show you, step by step, how to give your models HD textures. I'll try to make the tutorial as clear as possible, but if you have any questions, just drop a quick post and the other modellers and I will be glad to help you out.

First, let's start at the very beginning, which would be setting up the texturemap. Don't set any texture offsets right now, as they will not remain the same anyway. Go to File -> Edit Project, and from there, edit the size of the texture map- I'm not certain, but I'm fairly sure you have to keep it relatively similar to the default size, ie 64x32, 128x64, 256x128, or 512x256. You could try to mix and match I suppose if your model end up with more tall than wide textures, just be cautious when doing so. Anyway, for this tutorial, I'll be using a 256x128 texturemap, which'll give me four times more room for texturing than the default 64x32. 128x64 would only give you twice as much [I'm not even too sure how that'd work tbh, anyway who wants to give that a try, please do share your findings], and 512x256 would give you a whopping eight times as much room. I won't need that much room for Seel obviously, as it's a very simple model, but for models that could use much more detail in their textures, well, there ya go!

Anyway, here's my settings for the texturemap now;

Posted ImagePosted Image

If you'll notice, the texture offsets in the top right suddenly look a lot tinnier than they normally do. Go ahead and export your texturemap now- yes without the texture offsets, as I said already, they don't matter right now. Got it exported? Alright then, let's move on. Set the texturemap back to 64x32, then take the 256x128 texturemap and fill it in with a random color- doesn't matter what color, though I think it'd be preferred if it was the model's base color, as that'd make texturing it easier, but you can do whatever you want. The reason for filling in the texturemap is so that the model doesn't go invisible when making the texture, which would obviously be incredibly annoying. Go ahead and move your texture offsets into place now as well, since we're not messing around with the texture sizes anymore.

Posted ImagePosted Image

Alright, so we've got our brand new texturemap, all the offsets have been set, time to load up the texture and begin experi-

Posted ImagePosted Image

Oh no, this message. Get used to it folks, you're going to see LOTS of it whilst you're editing the textures, as long as you're using this method anyway. Just hit 'No' every time you see it- if you hit yes, the texture you loaded onto the model will go back to the default size and you'll lose any HD textures you had. The worst part is that, while you're editing the texture, every time it loads onto the model, that message will pop up. Very frustrating, to say the least. I'd recommend saving a backup of your texture every time you edit it, just in case you accidentally hit 'Yes'.

Well, with that annoyance cleared up, let's move on to the textures. Load the texturemap into your pixel editing program of choice, and from here, it really is just trial and error, as unfortunately, as you'll no doubt notice, we've had to give up those helpful guidelines that showed us where each texture offset was located on the texturemap, so we'll just have to wing it from here. Though I do have one small tip that may help- when texturing, keep Techne open and never change the name of the texture file unless you really need to- such as creating a back-up. As long as you keep saving over the same file, Techne will update live with any new additions to the texture; you'll of course have to load the texture onto the model at least once, but afterwards, you won't need to do it again.

The only downside is, of course, that message- anytime you save changes to the texturemap, that message will end up popping up on Techne. Which is why I always recommend creating a backup first, especially if you're like me and like to save the texture after every little change to make sure it looks good on the model. Just keep fiddling with the textures, and you'll eventually be able to figure out where everything is relative to each texturemap.

Welp, that wraps up this tutorial- if you have any questions or need something cleared up, feel free to leave a post or message me or another modeller who's been able to get this to work, and we'll be glad to help clear up any confusion :3
GO subscribe to parafarcum on youtube

#172

Ezio195
    Ezio195

    Stone Miner

  • Members
  • 78 posts
  • Minecraft: dragonzrmetal

Posted 09 November 2012 - 06:58 PM

It's a nice mod, perhaps the dependencies are a bit much but I use MultiMC for that. Downloading now :D

Couldn't help but wonder if any of you know this website?
http://w11.zetaboards.com/Z_T_V/index/

Back in the day it was huge on ZTV, it's dying now because it refuses to shift towards newer technologies. It's got a MC section, it used to be the biggest ZT site.
I need help with plugins on a tekkit server, please message me.

#173

master1055

Posted 10 November 2012 - 06:34 AM

Great memories on ZTV ahhhh *thinks of the memories*
GO subscribe to parafarcum on youtube

#174

Kilyle
    Kilyle

    Obsidian Miner

  • Members
  • 1268 posts

Posted 13 November 2012 - 04:24 AM

You should be able to interact with the animals in various ways.  I'm really torn about cleaning up poo, though.  I certainly don't want poo in my zoo experience, and if there's poo and I just ignore it then it'll pile up all over the place.

On the other hand, people do seem to like that sort of thing when it comes to virtual pets (I recall the Tamagotchi!).  Perhaps we could have a setting (normally off) that allows animals to produce poo.

#175

master1055

Posted 14 November 2012 - 03:59 AM

sounds cool hows the mod coming along i havent heard of a update in such a long time
GO subscribe to parafarcum on youtube

#176

Bazaloy
    Bazaloy

    Zombie Killer

  • Members
  • 185 posts
  • Location: Below the bedrock
  • Minecraft: Bazaloy

Posted 14 November 2012 - 01:07 PM

View Postmaster1055, on 14 November 2012 - 03:59 AM, said:

sounds cool hows the mod coming along i havent heard of a update in such a long time


Hey sorry about there not being many updates. We have all been so busy lately and we havent had much of a chance to do much modding but im back now and i have a few months to work on it :D so expect alot of updates from me and tonnes of pictures :D and master 1055 im having a look at your tutorial now and it looks really useful thanks :D, im a big fan of the normal 16x16 minecraft textures but a know a lot of people like the hd ones. I think what i might end up doing using the normal 16x16 textures for the animals in the mod and ill release a hd texture pack to go with it. that way people have the option of each and everyone is happy. Your tutorial will also solve the problem iv been having with the small animals. its pretty much impossible to get much detail on them and this should help. :D thank you very much :D expect some animal photos in the next few days :D
Posted Image

#177

master1055

Posted 15 November 2012 - 03:38 AM

NP anything to help the mod. and glad to see that you guys have months of modding. and also i was thinking about the pooping thing i think you should program it so animals poop once a day (day and night) so you dont end up having your zoo a pig stie
GO subscribe to parafarcum on youtube

#178

Kilyle
    Kilyle

    Obsidian Miner

  • Members
  • 1268 posts

Posted 15 November 2012 - 10:34 PM

So long as there's an option to turn poo off entirely, the frequency of once or twice per day doesn't sound too bad.  Also, poo could easily be used as part of a recipe for fertilizer... or it could be that an animal "fertilizes" blocks of dirt now and then, and you just have to dig them up, replace them with regular dirt, and go use the fertilized block in your garden.  Or something.

The main mod should remain in normal 16x16 without any weirdness, to make sure people don't have any problems with it, especially when they're combining it with other mods.  I don't use HD textures myself, because I've had too many problems with them and have enough lag as it is, but I look forward to the possibility of using them eventually, and I like seeing Let's Plays and such using better textures... so I'm glad to know we'll be putting together an HD pack for players who want to enjoy a more realistic experience.

#179

battlefield

Posted 21 November 2012 - 06:54 PM

About poo, I'm thinking about making it relative to how much animal eats, if it will eat a lot it will poo a lot if it will eat nothing it will poo nothing(since it would probably be dead).

Otherwise, as said, most of us is busy with real life(I'm in my exam period ugh -.-) and we all do our best to try and keep woriking on our mod. I had some problems with dimension so it will be left out for now(will be contained in the binaries, but it will not load), currently I'm working on the core, slowly progressing to functional blocks(implementing safe). So if you wait for a bit there will soon(defined as less than two months) be another updated not really adding something major, just to get it working with 1.4(since it wasn't updated to 1.3)
Posted Image

#180

master1055

Posted 18 December 2012 - 02:11 AM

updates???
GO subscribe to parafarcum on youtube