I'm having an issue with the 1.11.2 voxelmap file, when i tell it to download it downloads a zip file, and there's no .litemod file in that zip file, I've tried putting both the zipped folder and the extracted folder in my mods folder and it doesn't load up the mod at all
any ideas?
Change the extinson from .zip to .litemod, do not add the zip to an archive.
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Minecraft mod developer. I will always answer pm's.
assets\minecraft\texctures\icons
zip file with a pack.mcmeta etc...
i used.. "drzhark.mocreatures.entity.passive.MoCEntityBunny.png"
Without any luck.
then I saw the following in the log...
[00:29:34] [Client thread/INFO] [STDOUT/]: [com.mamiyaotaru.voxelmap.o:do:677]: unknown type drzhark.mocreatures.entity.passive.MoCEntityBunny BLANKNEUTRAL
so on the off chance I tried... "drzhark.mocreatures.entity.passive.MoCEntityBunny BLANKNEUTRAL.png"
Any suggestions or is this just impossible. Using the latest mod_voxelMap_1.6.22_for_1.10.2.litemod
drzhark.mocreatures.entity.passive.MoCEntityBunny.png would be the correct filename, in the assets\minecraft\textures\icons folder (you have a typo in the folder path in your post, make sure it's not there in your resource pack) So those look correct.
That needs to be in a mod jar, or a resource pack (can you load resource packs from a .zip file? haha I don't know) and you'd have to have the resource pack selected in the resource pack screen. If nothing else you could stick it in the VoxelMap litemod file next to the icons that come with it
*EDIT* of course resource packs can be loaded from a zip, I was up a little too late last night!
Thanks MoCreatures was the only one with the "texctures" spelling error, not sure how I managed that. Works now I see bunny ears.
Another quick question, any reason why some squid icons are large [really large] and others are small.
A little insight on part of what I am working on...
I have some custom resourcepacks I'm working on.
VoxelMapAnimaniaPatch.zip
VoxelMapBoPPatch.zip
VoxelMapMinecraftPatch.zip
VoxelMapMoCreaturesPatch.zip currently going through creating icons for each mob, mostly based on the wiki images.
VoxelMapSophisticatedWolvesPatch.zip
BabyMobs is next.
One version will be standard icons for instance the minecraft pig icon for all variants of pigs. That type of thing.
The other version will be just dots.
Green - "mostly harmless"
Yellow - "attacked when provoked"
Orange - "you look like a decent meal"
Red - "they are out to get you"
the squid texture is a lot larger compared to the mob than most other mobs' textures. I shrink the vanilla squid body texture to half to create the icon. If there is another mob that is based on the squid it's probably picking up which part of the texture to use but not the shrinking part. You can either create a .png for it, or a .properties file (in the same folder, VoxelMap has some examples) named path.of.SquidDerivativeClass.properties with the line
scale:.5
in it.
There are some other possibilities with the .properties file, like specifying which parts of a model are used to make the icon, which way if any to rotate (to view from the side, like a horse, or the top, like an aether flower).
I like the idea of the dots, I know some people would prefer those to the icons. If you get your packs done I'd love to link to them
I like the idea of the dots, I know some people would prefer those to the icons. If you get your packs done I'd love to link to them
I'll post the links when I get them done and tested. Doing the dots first mostly because I can tell what I get wrong/test easier.
I have all the resource packs working except for the minecraft one.
found the names using eclipse looking at the reference library...
net.minecraft.entity.monster.EntitySpider
so I ended up with the zip file with the folder/file structure...
pack.mcmeta
assets\minecraft\textures\icons
with the following in the icons folder
net.minecraft.entity.monster.EntitySpider.png
that's a tough one. Never really considered replacing the icons for default mobs. If I had, I would have had to deal with the classnames changing. When you play (without Forge at least) the classnames are obfuscated. Voxelmap matches up icons to class names *at runtime*. I actually don't think it's possible to override the constructed icons, but if it were, the names would be something like bzd.png or ipfj.png And they'd be different with each version
I can probably add some code to recognize the unobfuscated classname for each mob. A pain, but doable at least since the set of vanilla mobs is finite Though TBH it might be easier for us both for me to add an option to the mod to use dots for everything, with colors chosen similar to the current ugly square with question mark when no icon can be found or made (and with mobs from mods still able to be overwritten, with some other color if desired)
I can probably add some code to recognize the unobfuscated classname for each mob.
I was hoping to make all the icons custom, try to make them look like one set done in one similar style.
Guess I can give up on that idea did not realize it would be that complicated.
Ultimately I thought of a device [addon] that controls what level of detail that VoxelMap shows. Thought it would be cool to start out with just dots then they could use upgrades to see more detail or access larger maps. [make the early game more interesting while opening up the late game to more detail]
Use the device to see the icons for each type based on different upgrades. maybe one upgrade that lets them single out a specific mob or group of mobs. Give it a little more of a tech theme I guess.
Change the extinson from .zip to .litemod, do not add the zip to an archive.
Minecraft mod developer. I will always answer pm's.
Sometimes the map has trouble recognizing certain multi-worlds. Is there any way to fix this?
Any news on when this will be updated?
does anyone know when it is ready for 1.12?
Yup... kinda need LiteLoader before you can VoxelMap. I'm spanking the OptiFine downloads too for the update.
liteloader already has a snapshot version available for 1.12
Liteloader already is ready.
Good! Now we just need mods to test it with.
Yeah, voxel map
Frohlocket!
Oh yes, oh yes, when do we get this? So stoked, can finally use it again!
new version
1.6.22
I love you <3
Quick question about DrZhark's MoCreatures...
I did the standard modpack setup.
assets\minecraft\texctures\icons
zip file with a pack.mcmeta etc...
i used.. "drzhark.mocreatures.entity.passive.MoCEntityBunny.png"
Without any luck.
then I saw the following in the log...
[00:29:34] [Client thread/INFO] [STDOUT/]: [com.mamiyaotaru.voxelmap.o:do:677]: unknown type drzhark.mocreatures.entity.passive.MoCEntityBunny BLANKNEUTRAL
so on the off chance I tried... "drzhark.mocreatures.entity.passive.MoCEntityBunny BLANKNEUTRAL.png"
Any suggestions or is this just impossible. Using the latest mod_voxelMap_1.6.22_for_1.10.2.litemod
drzhark.mocreatures.entity.passive.MoCEntityBunny.png would be the correct filename, in the assets\minecraft\textures\icons folder (you have a typo in the folder path in your post, make sure it's not there in your resource pack) So those look correct.
That needs to be in a mod jar, or a resource pack (can you load resource packs from a .zip file? haha I don't know) and you'd have to have the resource pack selected in the resource pack screen. If nothing else you could stick it in the VoxelMap litemod file next to the icons that come with it
*EDIT* of course resource packs can be loaded from a zip, I was up a little too late last night!
Thanks MoCreatures was the only one with the "texctures" spelling error, not sure how I managed that. Works now I see bunny ears.
Another quick question, any reason why some squid icons are large [really large] and others are small.
A little insight on part of what I am working on...
I have some custom resourcepacks I'm working on.
VoxelMapAnimaniaPatch.zip
VoxelMapBoPPatch.zip
VoxelMapMinecraftPatch.zip
VoxelMapMoCreaturesPatch.zip currently going through creating icons for each mob, mostly based on the wiki images.
VoxelMapSophisticatedWolvesPatch.zip
BabyMobs is next.
One version will be standard icons for instance the minecraft pig icon for all variants of pigs. That type of thing.
The other version will be just dots.
Green - "mostly harmless"
Yellow - "attacked when provoked"
Orange - "you look like a decent meal"
Red - "they are out to get you"
Thanks for the help.
the squid texture is a lot larger compared to the mob than most other mobs' textures. I shrink the vanilla squid body texture to half to create the icon. If there is another mob that is based on the squid it's probably picking up which part of the texture to use but not the shrinking part. You can either create a .png for it, or a .properties file (in the same folder, VoxelMap has some examples) named path.of.SquidDerivativeClass.properties with the line
scale:.5
in it.
There are some other possibilities with the .properties file, like specifying which parts of a model are used to make the icon, which way if any to rotate (to view from the side, like a horse, or the top, like an aether flower).
I like the idea of the dots, I know some people would prefer those to the icons. If you get your packs done I'd love to link to them
I'll post the links when I get them done and tested. Doing the dots first mostly because I can tell what I get wrong/test easier.
I have all the resource packs working except for the minecraft one.
found the names using eclipse looking at the reference library...
net.minecraft.entity.monster.EntitySpider
so I ended up with the zip file with the folder/file structure...
pack.mcmeta
assets\minecraft\textures\icons
with the following in the icons folder
net.minecraft.entity.monster.EntitySpider.png
Anything Obvious I missed?
that's a tough one. Never really considered replacing the icons for default mobs. If I had, I would have had to deal with the classnames changing. When you play (without Forge at least) the classnames are obfuscated. Voxelmap matches up icons to class names *at runtime*. I actually don't think it's possible to override the constructed icons, but if it were, the names would be something like bzd.png or ipfj.png And they'd be different with each version
I can probably add some code to recognize the unobfuscated classname for each mob. A pain, but doable at least since the set of vanilla mobs is finite Though TBH it might be easier for us both for me to add an option to the mod to use dots for everything, with colors chosen similar to the current ugly square with question mark when no icon can be found or made (and with mobs from mods still able to be overwritten, with some other color if desired)
I was hoping to make all the icons custom, try to make them look like one set done in one similar style.
Guess I can give up on that idea did not realize it would be that complicated.
Ultimately I thought of a device [addon] that controls what level of detail that VoxelMap shows. Thought it would be cool to start out with just dots then they could use upgrades to see more detail or access larger maps. [make the early game more interesting while opening up the late game to more detail]
Use the device to see the icons for each type based on different upgrades. maybe one upgrade that lets them single out a specific mob or group of mobs. Give it a little more of a tech theme I guess.
May be an idea one step too far.