I could make sprites, big stuff, and particles. But I cant code, I'll have to rely on you to put it all together. I would like to be commissioned, I need something to do.
I can model with blender, and texture... just not both at the same time.
I could help... I use gimp and blender
No offense but some of you're textures could use some dodge/burn
Um... Blender? Good luck implementing that in MC. And the textures are almost all temporary. I mean, I suppose you could add MD2/5 support, I think it's in LWJGL. But that would require a crapload of base class modding, and that is almost never a good idea, unless you're writing an API. And realistic texture implementation in Minecraft is just ridiculous. Minecraft itself runs pathetically on any machine that doesn't have dedicated graphics anyway, so hi-res stuff isn't the best idea.
Okay, I'm done being ridiculously technical.
Phew. That was intense.
Rollback Post to RevisionRollBack
"She's my carer; she cares so I don't have to." --The Twelfth Doctor
Um... Blender? Good luck implementing that in MC. And the textures are almost all temporary. I mean, I suppose you could add MD2/5 support, I think it's in LWJGL. But that would require a crapload of base class modding, and that is almost never a good idea, unless you're writing an API. And realistic texture implementation in Minecraft is just ridiculous. Minecraft itself runs pathetically on any machine that doesn't have dedicated graphics anyway, so hi-res stuff isn't the best idea.
Um... Blender? Good luck implementing that in MC. And the textures are almost all temporary. I mean, I suppose you could add MD2/5 support, I think it's in LWJGL. But that would require a crapload of base class modding, and that is almost never a good idea, unless you're writing an API. And realistic texture implementation in Minecraft is just ridiculous. Minecraft itself runs pathetically on any machine that doesn't have dedicated graphics anyway, so hi-res stuff isn't the best idea.
Okay, I'm done being ridiculously technical.
Phew. That was intense.
blender models import very nicely to minecraft and texturing them is as easy as anything else. there is an advanced model loader.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
After an extra month of lazy, I can now say with confidence that 0.2 will be out soon. As I'm looking at the changelog, there is actually a lot of stuff, so the delay these last few weeks is partially justified. I just have to fix ricochet, plop in the new turret code, and update my forge dev version, package, do final testing, then it will be release time.
After multiple lazy streaks which had many people worried, including myself, here it is.
I've not finished nearly as much stuff as I should have in this amount of time, nonetheless the changelog is still big.
Alpha 0.2 for 1.6.2, forge 9.10.0.789
Assume it will eat your worlds and all you hold dear. It is absolutely necessary to make backup Worlds before using.
Is still somewhat buggy/crashy, especially the nukes, do not detonate more than one at a time or shoot them into unloaded chunks. Sometimes guns don't work well on dedicated server.
Don't bother reporting bugs/crashes unless you think it's something especially freaky.
-Dedicated server works for everything, afaik
-"Open to LAN" may not work properly for some things. It probably never will as I dont care .
-Everything works in SMP, afaik. Report things which work in SP but not MP.
-Added creative tab
-Added explosions, very fast and realistic, multithreaded, fallout. Vfx are "done" but dont work.
-For demonstration/testing, TOW missiles are temporarily small nukes
-IRBMs no longer fly retard
-Added concrete. It flows and hardens and stuff. Thut is making it into a standalone mod, which I will still package with t1a.
-Added a client-server autosynchronizing GUI API (yes, I made an API for an API, vanilla is that bad), GUIs are easy to make now.
-Everything with equipment now has an equipment screen separate from its other GUIs
-Toggle button to make input coordinates for things either relative or absolute. [REL/ABS]
-Improved sentries overall; added a GUI with various behavior settings, unimplemented.
-Added handheld suspensors - fully working. Hold rmb and jump.
It's very difficult to implement fall damage based on player velocity, so I'm leaving fall damage off for now (the suspensor needs to be active).
I can now say with no doubt that T1A is the best gun mod.
-Added assault rifle
-Bullets shatter windows, glass, and glowstone. Will later add config option for which blocks can break.
-Fixed semi-autos being mashable.
-Fixed bullets in loading chunks causing recoil
-Added motion blur.
-Added muzzle flash.
-Rifle bolt animation finished
-Bullets now pass around corners perfectly.
-Bullets now spawn at the end of the gun barrel and not the center of the player. The placement is currently not good, will work on that later.
Ricochet mechanics
-Added realistic ricochet
This is what I've spent the bulk of my time on, and I only got it working by using an imperfect algorithm. Bullets have a tendency to think the ground is higher than it actually is. I have no idea why atm.
-Bullet Damage scales with speed.
-Faster bullet and steeper angle with less blast resistant block -> less chance to ricochet.
-Ricochet speed reduction decreases with higher blast resist.
Basically, shotgun in obsidian corridor = deadly. Use sand/dirt to catch enemy bullets in your forts' hallways.
-Fixed vehicles, then broke them again.
I will make a minor 0.25 update soon for a few things including adjusting gun visual positioning, tracer rounds, gernades, and bettering reloading.
Next big update will be focused on mechs/vehicles, will have prototype orbital lasers, and perhaps working nuke vfx.
[RAGE]
So, wait, wait, wait. My model was rejected because it wasn't "Minecraft-y" enough? I must say, while I wholly endorse motion blur and that kind of thing, motion blur doesn't sound any more "Minecraft-y" than my models. That, and I get an exception when installing it in my MCP environment.
[/RAGE]
Actually your model wasn't so much unminecrafty, it just had too many pieces, but more than anything I simply didn't like the shape of it. But don't get me wrong theres still parts that I like. Once we start really needing models I'll work with you on it.
Minecraft aesthetics are about looking good while being simple. Id est the GLSL shader mod vastly improves the visual quality while still preserving the same look of things. And how thut's nuke explosions have a realistic plume and spread, but the particles are cubes instead of a fog.
Oh and I also need someone todo some simple tweaking with guns, if you get on IRC ill tell you what I need.
And thanks for the bump, 0.2 only has 20 downloads so far which is horribly disappointing compared to the 1100 total.
Gernades are done. They have bounce and variable throw strength. Concussions destroy blocks, Frags have a large damage radius.
I've been trying to think about how I should do tracers, should I make it so that all non-silenced guns fire one out of every 3 shots, or should I make them an ammo type? Making them an ammo type would add more customization because I could additionally add AP and HV ammo, but that would require substantial work that I could be putting into mechs instead.
Feedback?
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
Currently I am working on smoke grenades. Hopefully ill be able to adapt the render method I use them for nukes. Update should be out in approx a week.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
add old version downloads plz, i strictly use my mods on single player worlds on 1.5.2
Added legacy versions to the downloads section.
Smoke is done for now, I still need to make it so its done with a shader on the GPU, but this works for low cube counts
Commpack GUI is almost done (this image is old).
Funny thing, when you open a GUI vanilla turns the sky black, I managed to fix it though.
Orbital lasers have basic functionality.
I'm at a sudden impasse on howto do calldowns-
So far I have three sliders
Power adjusts how strong a laser is, no effect on other calldown types
Focus affects how spread out an attack is
RoF will shoot all ammo at this rate until cannot shoot anymore, if set to 0 fires a single shot.
But I'm VERY undecided on the last one.... Should I instead change it to number of strikes, which would fire at a fixed rate?
Perhaps have energy effeciency as the inverse of RoF?
Also I've decided satellites remain 'dark' until used, after a faction launches or uses a satellite then it becomes targetable for some time.
Either that, or the list of targetable satellites is a stack, where only N most recently active ones are visible, regardless of time.
Both ways would lead to interesting tactics, but they are incompatible.
I'm at a sudden impasse on howto do calldowns-
So far I have three sliders
Power adjusts how strong a laser is, no effect on other calldown types
Focus affects how spread out an attack is
RoF will shoot all ammo at this rate until cannot shoot anymore, if set to 0 fires a single shot.
But I'm VERY undecided on the last one.... Should I instead change it to number of strikes, which would fire at a fixed rate?
Perhaps have energy effeciency as the inverse of RoF?
Also I've decided satellites remain 'dark' until used, after a faction launches or uses a satellite then it becomes targetable for some time.
Either that, or the list of targetable satellites is a stack, where only N most recently active ones are visible, regardless of time.
Both ways would lead to interesting tactics, but they are incompatible.
On the ROF point:
If these are lasers, then, realistically, their RoF would mainly be limited by two things: The power supply and Cooling. What you could do is have them require more energy to fire per shot at a higher RoF to account for more power used by the cooling systems? or have them weaker at higher RoFs, to account for the lower ability to cool, so uses lower energy beams?
Will the lasers be targeting an area of ground or an entity? If area of ground, then maybe have them fire that many shots, and ignore what I said above, If targeting an entity, then have them fire repeatedly until energy runs out, or target dies/gets out of range, and use what I said above.
On the sat topic:
what you could do is have radar or something for locating the sats, then have targeting of them based on that?
then have different orbits of sats(some low orbits, some medium and a stationary), which can "move" around?
say have them only be able to shoot an area for a small time window which repeats at a certain interval, and have them only targetable from the ground during this interval as well? This way, there is a reason to launch more than one (to cover as many time windows as possible) and gives a way to "protect" your sats, say by placing them in an "orbit" where they are only visible for a short time (but short time to shoot in as well).
For the player choosing orbit, it could be something simple as how high you put it determines the time windows, lower is shorter windows.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I genuinely think this mod could change Minecraft modpacks as we know them. As this would go great with a few certain industry-related mods.
Thanks, thats my goal. T1A won't just be a mod with mechs and guns and stuff. I aim for it to be a balanced combat system which fundamentally changes pvp.
Currently I'm working on getting gun barrels working again, then ill see if I can refine bullet and vehicle movement, then release.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
May I ask if I could join your team, I make models. Im a very advanced modelor I can send you some of my models if you wish they wont be of use to this mod I dont think but I am very capable of making alot of cool models for this mod and I beleive I could be of use to you guys :3
Skype: coolman7976
Minecraft: coolman7976I am also capable of HD textures...... I suck at texturing but I know my way in graphics I cant make things on short notice but if you give me like 3 hours I can make you a texture or so!
the world loaded up fineupon restart but the i believe a turret shot another turret https://docs.google.com/file/d/0BzhFWIrpSWTJbklsa2VnYkh6dzQ/edit?usp=sharing i think itstime to stop messing with turrets
Um... Blender? Good luck implementing that in MC. And the textures are almost all temporary. I mean, I suppose you could add MD2/5 support, I think it's in LWJGL. But that would require a crapload of base class modding, and that is almost never a good idea, unless you're writing an API. And realistic texture implementation in Minecraft is just ridiculous. Minecraft itself runs pathetically on any machine that doesn't have dedicated graphics anyway, so hi-res stuff isn't the best idea.
Okay, I'm done being ridiculously technical.
Phew. That was intense.
blender models import very nicely to minecraft and texturing them is as easy as anything else. there is an advanced model loader.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
partiallyjustified. I just have to fix ricochet, plop in the new turret code, and update my forge dev version, package, do final testing, then it will be release time.I'm not even sure you can animate OBJs. That's kinda why I suggested MD5s.
I've not finished nearly as much stuff as I should have in this amount of time, nonetheless the changelog is still big.
Alpha 0.2 for 1.6.2, forge 9.10.0.789
Assume it will eat your worlds and all you hold dear. It is absolutely necessary to make backup Worlds before using.
Is still somewhat buggy/crashy, especially the nukes, do not detonate more than one at a time or shoot them into unloaded chunks. Sometimes guns don't work well on dedicated server.
Don't bother reporting bugs/crashes unless you think it's something especially freaky.
-Dedicated server works for everything, afaik
-"Open to LAN" may not work properly for some things. It probably never will as I dont care .
-Everything works in SMP, afaik. Report things which work in SP but not MP.
-Added creative tab
-Added explosions, very fast and realistic, multithreaded, fallout. Vfx are "done" but dont work.
-For demonstration/testing, TOW missiles are temporarily small nukes
-IRBMs no longer fly retard
-Added concrete. It flows and hardens and stuff. Thut is making it into a standalone mod, which I will still package with t1a.
-Added a client-server autosynchronizing GUI API (yes, I made an API for an API, vanilla is that bad), GUIs are easy to make now.
-Everything with equipment now has an equipment screen separate from its other GUIs
-Toggle button to make input coordinates for things either relative or absolute. [REL/ABS]
-Improved sentries overall; added a GUI with various behavior settings, unimplemented.
-Added handheld suspensors - fully working. Hold rmb and jump.
It's very difficult to implement fall damage based on player velocity, so I'm leaving fall damage off for now (the suspensor needs to be active).
I can now say with no doubt that T1A is the best gun mod.
-Added assault rifle
-Bullets shatter windows, glass, and glowstone. Will later add config option for which blocks can break.
-Fixed semi-autos being mashable.
-Fixed bullets in loading chunks causing recoil
-Added motion blur.
-Added muzzle flash.
-Rifle bolt animation finished
-Bullets now pass around corners perfectly.
-Bullets now spawn at the end of the gun barrel and not the center of the player. The placement is currently not good, will work on that later.
Ricochet mechanics
-Added realistic ricochet
This is what I've spent the bulk of my time on, and I only got it working by using an imperfect algorithm. Bullets have a tendency to think the ground is higher than it actually is. I have no idea why atm.
-Bullet Damage scales with speed.
-Faster bullet and steeper angle with less blast resistant block -> less chance to ricochet.
-Ricochet speed reduction decreases with higher blast resist.
Basically, shotgun in obsidian corridor = deadly. Use sand/dirt to catch enemy bullets in your forts' hallways.
-Fixed vehicles, then broke them again.
I will make a minor 0.25 update soon for a few things including adjusting gun visual positioning, tracer rounds, gernades, and bettering reloading.
Next big update will be focused on mechs/vehicles, will have prototype orbital lasers, and perhaps working nuke vfx.
[RAGE]
So, wait, wait, wait. My model was rejected because it wasn't "Minecraft-y" enough? I must say, while I wholly endorse motion blur and that kind of thing, motion blur doesn't sound any more "Minecraft-y" than my models. That, and I get an exception when installing it in my MCP environment.
[/RAGE]
*sigh*...
Minecraft aesthetics are about looking good while being simple. Id est the GLSL shader mod vastly improves the visual quality while still preserving the same look of things. And how thut's nuke explosions have a realistic plume and spread, but the particles are cubes instead of a fog.
Oh and I also need someone todo some simple tweaking with guns, if you get on IRC ill tell you what I need.
And thanks for the bump, 0.2 only has 20 downloads so far which is horribly disappointing compared to the 1100 total.
I've been trying to think about how I should do tracers, should I make it so that all non-silenced guns fire one out of every 3 shots, or should I make them an ammo type? Making them an ammo type would add more customization because I could additionally add AP and HV ammo, but that would require substantial work that I could be putting into mechs instead.
Feedback?
Currently I am working on smoke grenades. Hopefully ill be able to adapt the render method I use them for nukes. Update should be out in approx a week.
Added legacy versions to the downloads section.
Smoke is done for now, I still need to make it so its done with a shader on the GPU, but this works for low cube counts
Commpack GUI is almost done (this image is old).
Funny thing, when you open a GUI vanilla turns the sky black, I managed to fix it though.
Orbital lasers have basic functionality.
New recruit to the dev team - LazarusGrey
Got vehicles working again.
So far I have three sliders
Power adjusts how strong a laser is, no effect on other calldown types
Focus affects how spread out an attack is
RoF will shoot all ammo at this rate until cannot shoot anymore, if set to 0 fires a single shot.
But I'm VERY undecided on the last one.... Should I instead change it to number of strikes, which would fire at a fixed rate?
Perhaps have energy effeciency as the inverse of RoF?
Also I've decided satellites remain 'dark' until used, after a faction launches or uses a satellite then it becomes targetable for some time.
Either that, or the list of targetable satellites is a stack, where only N most recently active ones are visible, regardless of time.
Both ways would lead to interesting tactics, but they are incompatible.
On the ROF point:
If these are lasers, then, realistically, their RoF would mainly be limited by two things: The power supply and Cooling. What you could do is have them require more energy to fire per shot at a higher RoF to account for more power used by the cooling systems? or have them weaker at higher RoFs, to account for the lower ability to cool, so uses lower energy beams?
Will the lasers be targeting an area of ground or an entity? If area of ground, then maybe have them fire that many shots, and ignore what I said above, If targeting an entity, then have them fire repeatedly until energy runs out, or target dies/gets out of range, and use what I said above.
On the sat topic:
what you could do is have radar or something for locating the sats, then have targeting of them based on that?
then have different orbits of sats(some low orbits, some medium and a stationary), which can "move" around?
say have them only be able to shoot an area for a small time window which repeats at a certain interval, and have them only targetable from the ground during this interval as well? This way, there is a reason to launch more than one (to cover as many time windows as possible) and gives a way to "protect" your sats, say by placing them in an "orbit" where they are only visible for a short time (but short time to shoot in as well).
For the player choosing orbit, it could be something simple as how high you put it determines the time windows, lower is shorter windows.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
P.S. what is the program that you make the models with
Either techne or anything that can do .obj, like Blender
Thanks, thats my goal. T1A won't just be a mod with mechs and guns and stuff. I aim for it to be a balanced combat system which fundamentally changes pvp.
Currently I'm working on getting gun barrels working again, then ill see if I can refine bullet and vehicle movement, then release.
Skype: coolman7976
Minecraft: coolman7976I am also capable of HD textures...... I suck at texturing but I know my way in graphics I cant make things on short notice but if you give me like 3 hours I can make you a texture or so!