I just updated chisels and bits and chiseled leaves now have transparent parts, like normal leaves can have. I don't want this. Googling indicates it was a bug that they weren't like that, and that fixing that bug is what now makes them this way. Is there a setting to reverse this? It doesn't adhere to Optifine tree detail rules and now a bunch of hedges put there to hide underground systems are visible.
The transparency of Leaves is based on what layer they are rendered in, Either Solid or CUTOUT. The vanilla setting For Fancy Leaves is what controls this, I'm not sure how optifine factors into this. But in vanilla if you use Non-Fancy Leaves they should be opaque.
One little question, C&B now compatible with MCMultiPart, but now released ForgeMultiPart CBE (for ProjectRED). Because MCMP and FMP are not compatible (for now), whether it will be difficult to adapt C&B to new FMP?
I doubt I'll be adding support for this, at least in 1.10.2, MCMP was more or less the standard for multiparts in that version, and they made their own system. I'm backporting bug fixes to 1.10.2, but not much more then that.
I can't say what will happen in 1.11 yet however, the new version of MCMP wasn't been released yet. And any larger changes such as supporting a new Mutli-part system will be contained in the newer version.
Hi, I have just seen the new snapshot. I realize this is very early days and MCP and Forge will not be around for weeks. Out of personal curiosity will you look into porting for 1.12, will you try to bit the concrete and terra cotta blocks. No Vanilla stairs and slabs yet...
Hi, I have just seen the new snapshot. I realize this is very early days and MCP and Forge will not be around for weeks. Out of personal curiosity will you look into porting for 1.12, will you try to bit the concrete and terra cotta blocks. No Vanilla stairs and slabs yet...
C&B Will be ported to new versions when forge has moved to the new version, but necessarily the second that it happens.
Hang tight and give it time. Once forge is out, and some times passes while things stabilize I'll port things when I have some time. C&B has been around since 1.8, and it usually doesn't take long for it to jump to the latest version.
Just trying out this mod and it is brilliant, however I have discovered that you fall through chiselled blocks and not sure if this is intended behaviour. You cant walk through them from the side but fall through them from the top.
Just remove one bit from any block and this happens.
Using the latest version for 1.11
I tried 13.10 on 1.11 and 1.11.2 I was unable to reproduce the issue you describe.
Please confirm the exact version of forge, and the mod your are using.
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Quote from schismatix>>
Also quick question: when you remove 1 bit from the middle of the top of a block how does it render the block? Just curious so I know how much it will impact performance.
Assuming maximum optimization, it would render the minimum number of quads. In your example, the minimum number to represent the face will go from 1 to 9 (more than doubling the block's total from 6 to 14):
Thanks for that, however as I understand it if optimised it would be 5 blocks, top 4 with 4 rendered faces and bottom with 6 totalling 22. Or exterior 4 with 5 rendered faces and centre with 2 also 22. I just wondered how optimised it was.
Ok; that sounds like the same collection of the minimum number of non-overlapping cuboids used to represent the collision boxes are also skinned with maximally culled quads for rendering. If so, then yes 22 is the minimum number of quads using that method, rather than the absolute minimum of 14. But again, Algo will know.
My apologies I was using 13.8, I thought that was the latest as the link on the op downloads that version, that'll teach me to check next time.
Also quick question: when you remove 1 bit from the middle of the top of a block how does it render the block? Just curious so I know how much it will impact performance.
and thanks for a fantastic mod.
Removing one bit will produce 4 quads on the top, 5 for the inside, and the other faces of the cube will be unaffected, it won't look exactly like Phylogney's example, but the quad count is the same, 14 quads total for a top non-edge bit removed. ( Optimizing for Calculation speed rather then surface area )
I don't have a picture of that exact scenario, but here's one where I took out a large chunk randomly in single bit mode, you can see that it does a pretty good job at minimizing polygons.
As for collision, it uses a similar system but focuses on the cuboids instead, where as rendering focuses on quads.
Its been a while since I wrote the code for it. But I can't think of any cases off the top of my head that would resolve into cases with extra polygons, so it could very well be maximized. It does tend produce polygons that are longer, since the focus is on speed, and count, rather then count and surface area. A fair trade when the output is consumed only for rendering.
The method doesn't leave much room for error, and is optimized for speed with buckets based on face and distance and by extending the previous quad where applicable. This is done to minimize quad count early and then minimize search space for further merging.
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Addendum, Since posting I do see a few cases where it can generate sub maximized results based on directional. But I do stand by that the CPU saved in generation probably is worth the few extra polygons generated. Fully optimizing poly-count would probably be quite the cpu intensive process.
Modern GPUs make short work of polygons, especially since they are batched into VBO's and DisplayLists; Minecraft is almost always CPU limited unless the player sets their view distance too high in any-case.
I have this installed alongside Do It Yourself Decorative Blocks. The blocks are registered in the chisels and bits config file: B:net.malisis.ddb.block.DDBBlock=true, however when you take a bit out of any block made with the mod the texture disappears. The mod does handle textures differently and they are in a zip file In a folder: .minecraft\ddbpacks.
Is there anywhere I could put the textures to enable the chisels and bits functionality on the blocks?
I spoke too soon when you chisel the block down it rotates the texture through 90 degrees as below:
and those are the vanilla textures ie planks and stone bricks.Sorry to be a pain, especially as you put the work in and got the ddb textures to at least show.
I'll look at it when I have a moment, I might have put in the wrong defaults for the orientation.
I spoke too soon when you chisel the block down it rotates the texture through 90 degrees as below:
and those are the vanilla textures ie planks and stone bricks.Sorry to be a pain, especially as you put the work in and got the ddb textures to at least show.
Go ahead and download that file again, I updated it, the texture orientations should be working properly again, I goofed the calculation when I was changing things.
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Hey,
Just wanted to ask how exactly the clipboard and exporting using the /c&b.exportmodel command works. I want to be able to save the models I create and keep them elsewhere just in case I have to reset my modpack installation or something like that.
Just wanted to ask how exactly the clipboard and exporting using the /c&b.exportmodel command works. I want to be able to save the models I create and keep them elsewhere just in case I have to reset my modpack installation or something like that.
Thanks,
Sentinel
/c&b.exportmodel is used to output json models, these are in the minecraft storage format.
The Creative Clipboard board on the other hand saves the blocks to a file in the config folder, which you can back up and copy from one instance to another to back up your creations.
The transparency of Leaves is based on what layer they are rendered in, Either Solid or CUTOUT. The vanilla setting For Fancy Leaves is what controls this, I'm not sure how optifine factors into this. But in vanilla if you use Non-Fancy Leaves they should be opaque.
I doubt I'll be adding support for this, at least in 1.10.2, MCMP was more or less the standard for multiparts in that version, and they made their own system. I'm backporting bug fixes to 1.10.2, but not much more then that.
I can't say what will happen in 1.11 yet however, the new version of MCMP wasn't been released yet. And any larger changes such as supporting a new Mutli-part system will be contained in the newer version.
Actually, it's old multipart system, that was before MCMP, but i'm understand.
Please make a 1.7.10 version. Keep up the great work with one of the best mc mods!
From the OP:
From the FAQ page linked on the curse page:
Hi, I have just seen the new snapshot. I realize this is very early days and MCP and Forge will not be around for weeks. Out of personal curiosity will you look into porting for 1.12, will you try to bit the concrete and terra cotta blocks. No Vanilla stairs and slabs yet...
C&B Will be ported to new versions when forge has moved to the new version, but necessarily the second that it happens.
Hang tight and give it time. Once forge is out, and some times passes while things stabilize I'll port things when I have some time. C&B has been around since 1.8, and it usually doesn't take long for it to jump to the latest version.
I tried 13.10 on 1.11 and 1.11.2 I was unable to reproduce the issue you describe.
Please confirm the exact version of forge, and the mod your are using.
Assuming maximum optimization, it would render the minimum number of quads. In your example, the minimum number to represent the face will go from 1 to 9 (more than doubling the block's total from 6 to 14):
Algo will know how optimized things are.
Ok; that sounds like the same collection of the minimum number of non-overlapping cuboids used to represent the collision boxes are also skinned with maximally culled quads for rendering. If so, then yes 22 is the minimum number of quads using that method, rather than the absolute minimum of 14. But again, Algo will know.
Removing one bit will produce 4 quads on the top, 5 for the inside, and the other faces of the cube will be unaffected, it won't look exactly like Phylogney's example, but the quad count is the same, 14 quads total for a top non-edge bit removed. ( Optimizing for Calculation speed rather then surface area )
I don't have a picture of that exact scenario, but here's one where I took out a large chunk randomly in single bit mode, you can see that it does a pretty good job at minimizing polygons.
As for collision, it uses a similar system but focuses on the cuboids instead, where as rendering focuses on quads.
That answers that. How optimized? Maximally.
Its been a while since I wrote the code for it. But I can't think of any cases off the top of my head that would resolve into cases with extra polygons, so it could very well be maximized. It does tend produce polygons that are longer, since the focus is on speed, and count, rather then count and surface area. A fair trade when the output is consumed only for rendering.
The method doesn't leave much room for error, and is optimized for speed with buckets based on face and distance and by extending the previous quad where applicable. This is done to minimize quad count early and then minimize search space for further merging.
-
Addendum, Since posting I do see a few cases where it can generate sub maximized results based on directional. But I do stand by that the CPU saved in generation probably is worth the few extra polygons generated. Fully optimizing poly-count would probably be quite the cpu intensive process.
Modern GPUs make short work of polygons, especially since they are batched into VBO's and DisplayLists; Minecraft is almost always CPU limited unless the player sets their view distance too high in any-case.
Try https://dl.dropboxusercontent.com/u/9117298/cb/1_11_2/chiselsandbits-13.0.jar I have no idea what that mod is doing with its models and textures...
No matter how I try and find its models I always get the missing model instead, I think its doing something very irregular.
But I think I found a way to support it.
I'll look at it when I have a moment, I might have put in the wrong defaults for the orientation.
Go ahead and download that file again, I updated it, the texture orientations should be working properly again, I goofed the calculation when I was changing things.
Do you think there's a chance to get both mods for 1.7.10?
Its also here... https://algorithmx2.github.io/Chisels-and-Bits/frequently-asked-questions/
I have no intention of supporting a version of MC 3 years old.
Hey,
Just wanted to ask how exactly the clipboard and exporting using the /c&b.exportmodel command works. I want to be able to save the models I create and keep them elsewhere just in case I have to reset my modpack installation or something like that.
Thanks,
Sentinel
/c&b.exportmodel is used to output json models, these are in the minecraft storage format.
The Creative Clipboard board on the other hand saves the blocks to a file in the config folder, which you can back up and copy from one instance to another to back up your creations.