I have this mod installed and everything was working fine, but I had to take it out to test something, then put it back and now none of the blocks have a texture. They get placed but they just become "invisible barriers" and there is no way to remove them. Is there a fix to this?
Don't answer this question if you don't want to but I have been trying to get models with such a smooth rounded sides for my own planed mod for a awhile now, how on earth did you do it?
With difficulty. :-) When I started, the vanilla model system in 1.8 wasn't up to the task (it could only represent blocky shapes) so I replaced it with one of my own that allows arbitrary triangle meshes and normals.
But the main problem was the lighting. In Greg's Blocks I went to a lot of trouble to make sure that the light values I used at the corners of the roof blocks matched what Minecraft would calculate for a vanilla block in the same place, so that a roof block and a vanilla block of the same material next to each other would blend together properly.
In ArchitectureCraft the requirement is even more stringent, due to the existence of curved surfaces. Not only do the light values at the corners need to match, but points in between need to smoothly interpolate between them, taking the surface normal into account.
To cap it all off, the official rendering system in 1.8 doesn't give you that much control over the lighting. You're supposed to construct a BakedModel and hand it off to be rendered, but you can't specify lightmap values for the vertices -- the renderer calculates those using an ad-hoc algorithm that's special-cased for cubical blocks and makes a mess of anything else. So I ended up hacking the rendering system to bypass the BakedModel phase altogether and render my models directly to the WorldRenderer (formerly Tesselator).
Now, depending on what you want to achieve, you might not need to go to such lengths. It seems that Forge for 1.8.9 has provision for loading OBJ files and lighting them using surface normals. It stlll won't get the ambient occlusion caclulations right as far as I can see, but that's only an issue if your block needs to blend perfectly with adjacent vanilla blocks. If not, then current Forge may provide everything you need.
I could go on at great length about how ArchitectureCraft's rendering system works, but this isn't the best place for it. I'll be happy to discuss it further by email if there's anything more you want to know.
With difficulty. :-) When I started, the vanilla model system in 1.8 wasn't up to the task (it could only represent blocky shapes) so I replaced it with one of my own that allows arbitrary triangle meshes and normals.
But the main problem was the lighting. In Greg's Blocks I went to a lot of trouble to make sure that the light values I used at the corners of the roof blocks matched what Minecraft would calculate for a vanilla block in the same place, so that a roof block and a vanilla block of the same material next to each other would blend together properly.
In ArchitectureCraft the requirement is even more stringent, due to the existence of curved surfaces. Not only do the light values at the corners need to match, but points in between need to smoothly interpolate between them, taking the surface normal into account.
To cap it all off, the official rendering system in 1.8 doesn't give you that much control over the lighting. You're supposed to construct a BakedModel and hand it off to be rendered, but you can't specify lightmap values for the vertices -- the renderer calculates those using an ad-hoc algorithm that's special-cased for cubical blocks and makes a mess of anything else. So I ended up hacking the rendering system to bypass the BakedModel phase altogether and render my models directly to the WorldRenderer (formerly Tesselator).
Now, depending on what you want to achieve, you might not need to go to such lengths. It seems that Forge for 1.8.9 has provision for loading OBJ files and lighting them using surface normals. It stlll won't get the ambient occlusion caclulations right as far as I can see, but that's only an issue if your block needs to blend perfectly with adjacent vanilla blocks. If not, then current Forge may provide everything you need.
I could go on at great length about how ArchitectureCraft's rendering system works, but this isn't the best place for it. I'll be happy to discuss it further by email if there's anything more you want to know.
I noticed in the last version I played with, some blocks either had missing break textures or just didn't render properly in the inventory. Weird.
Rollback Post to RevisionRollBack
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out https://minecraftnoobtest.com/test.php
You should probably change the link of /MODNAME/downloads to /ArchitectureCraft/downloads .... took me a while to figure out why the 1.7.10 version wasn't showing up.
Where did you find the download? I looked up and down the page and couldn't find a download for 1.7.10 anywhere, even did ctrl + f for 1.7.10 and the only hit I got was in the changelog where it says "backported to 1.7.10"
NVM, I found it I can't wait, I've been admiring this mod for so long, almost was tempted to just use strait up modded 1.8 > A<
java.lang.ArrayIndexOutOfBoundsException: 94
at gcewing.architecture.BaseModClient.onTextureStitchEventPre(BaseModClient.java:657)
at blusunrize.immersiveengineering.client.ClientProxy.init(ClientProxy.java:267)
at blusunrize.immersiveengineering.ImmersiveEngineering.init(ImmersiveEngineering.java:105)
I'm a big fan of your stargate mod so I decided to give this a try and I love it! Out of curiosity, is it possible to add the ability to the workbench to make stairs and/or slabs out of blocks that don't usually have those options?
I just discovered an... unexpected effect when applying cladding to a block made of a transparent material. It renders both the cladding material and the base material!
I can't decide whether this is a bug or a feature. What do people think? Should I leave it in?
I just discovered an... unexpected effect when applying cladding to a block made of a transparent material. It renders both the cladding material and the base material!
I can't decide whether this is a bug or a feature. What do people think? Should I leave it in?
are both triangular pieces in the picture topped with cladding on each side??
I have this mod installed and everything was working fine, but I had to take it out to test something, then put it back and now none of the blocks have a texture. They get placed but they just become "invisible barriers" and there is no way to remove them. Is there a fix to this?
With difficulty. :-) When I started, the vanilla model system in 1.8 wasn't up to the task (it could only represent blocky shapes) so I replaced it with one of my own that allows arbitrary triangle meshes and normals.
But the main problem was the lighting. In Greg's Blocks I went to a lot of trouble to make sure that the light values I used at the corners of the roof blocks matched what Minecraft would calculate for a vanilla block in the same place, so that a roof block and a vanilla block of the same material next to each other would blend together properly.
In ArchitectureCraft the requirement is even more stringent, due to the existence of curved surfaces. Not only do the light values at the corners need to match, but points in between need to smoothly interpolate between them, taking the surface normal into account.
To cap it all off, the official rendering system in 1.8 doesn't give you that much control over the lighting. You're supposed to construct a BakedModel and hand it off to be rendered, but you can't specify lightmap values for the vertices -- the renderer calculates those using an ad-hoc algorithm that's special-cased for cubical blocks and makes a mess of anything else. So I ended up hacking the rendering system to bypass the BakedModel phase altogether and render my models directly to the WorldRenderer (formerly Tesselator).
Now, depending on what you want to achieve, you might not need to go to such lengths. It seems that Forge for 1.8.9 has provision for loading OBJ files and lighting them using surface normals. It stlll won't get the ambient occlusion caclulations right as far as I can see, but that's only an issue if your block needs to blend perfectly with adjacent vanilla blocks. If not, then current Forge may provide everything you need.
I could go on at great length about how ArchitectureCraft's rendering system works, but this isn't the best place for it. I'll be happy to discuss it further by email if there's anything more you want to know.
i saw the curse page, blew my mind.
edit: how are the textures looking in 1.9?
Not sure what you mean by "safe to use". Everything works in multiplayer as far as I know.
I noticed in the last version I played with, some blocks either had missing break textures or just didn't render properly in the inventory. Weird.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!


To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
been workin on my build. looks cool, so i decided to post it.
this is the new center piece of my new world
courtesy of architecturecraft and others:
Hadn't finished uploading, sorry. Should be there now.
http://hastebin.com/iqefazifen.md
a similar error in SGCraft-1.11.0
Sorry for bad English
You should probably change the link of /MODNAME/downloads to /ArchitectureCraft/downloads .... took me a while to figure out why the 1.7.10 version wasn't showing up.
[Placeholder]
Where did you find the download? I looked up and down the page and couldn't find a download for 1.7.10 anywhere, even did ctrl + f for 1.7.10 and the only hit I got was in the changelog where it says "backported to 1.7.10"
NVM, I found itOkay, THIS time all the links are update properly... I hope...
Try 1.3.2-mc1.7.10.
java.lang.ArrayIndexOutOfBoundsException: 94
at gcewing.architecture.BaseModClient.onTextureStitchEventPre(BaseModClient.java:657)
at blusunrize.immersiveengineering.client.ClientProxy.init(ClientProxy.java:267)
at blusunrize.immersiveengineering.ImmersiveEngineering.init(ImmersiveEngineering.java:105)
Resource location: minecraft:textures/atlas/immersiveengineering/revolvers.png
0.7.2
Which version are you using? It works for me with 1.3.2.
I'm a big fan of your stargate mod so I decided to give this a try and I love it! Out of curiosity, is it possible to add the ability to the workbench to make stairs and/or slabs out of blocks that don't usually have those options?
Yes, that should be easy enough. I'll add it to my list.
I just discovered an... unexpected effect when applying cladding to a block made of a transparent material. It renders both the cladding material and the base material!
I can't decide whether this is a bug or a feature. What do people think? Should I leave it in?
Okay, got it -- working on a fix.
It should work with chisel now already -- have you tried recently?
are both triangular pieces in the picture topped with cladding on each side??
I didn't think transparent blocks worked, I get the funny black and purple block in the GUI so I never tried further
I just want to dig a small hole and stay in it now....