Probably not, it would cost at least 2 block states per "shade" of block to do that, and FCB uses a lot of ids for its shades, using 2/3 more ids for a "block that glows when you touch it." would probably be over kill.
Plus for C&B It would require doing some odd things to try and support it, and I'm constantly having to fight with complexity to keep performance high as I work on adding features.
Thanks for the explanation. Not being a modder myself I wasn't sure if it would be a simple (relatively speaking) addition.....sounds much more in depth and prone to issues than I had anticipated.
I am thrilled with both mods as is....I just have an unhealthy need to always want to 'turn it up to 11'.
Just a heads up but C&B v1.9 is slowly nearing release, and will be entering alpha testing, hopefully in the next week or so.
Checkout The new feature list here, along with a bunch of cpu/memory optimizations, including a new storage format that improves bandwidth/storage usage, and some new API features.
If anyone has any questions about new stuff let me know.
My next project will likely be to work on the sharing features that so many people are asking for.
Just a heads up but C&B v1.9 is slowly nearing release, and will be entering alpha testing, hopefully in the next week or so.
Checkout The new feature list here, along with a bunch of cpu/memory optimizations, including a new storage format that improves bandwidth/storage usage, and some new API features.
If anyone has any questions about new stuff let me know.
My next project will likely be to work on the sharing features that so many people are asking for.
Hey, neato! I imagine that the Fluid Bit Tank will support any forge liquid? And you can even swim in them! Really like the Clipboard, too, seems very convenient.
I appreciate your enthusiasm for wanting to play with the mod, but as I said when I responded to the private message you sent me, "Sorry but I do not intend on back porting C&B from 1.8-1.8.9 to any earlier versions."
Hey, neato! I imagine that the Fluid Bit Tank will support any forge liquid? And you can even swim in them! Really like the Clipboard, too, seems very convenient.
It should work with nearly any forge fluid, I've only tested it with Buildcraft Fuel and water/lava, but it should work.
We don't get any fancy stuff from the fluids.. like buffs, damage, or other shenanigans, but C&B is more or less about decorations so its probably fine... also has a fun side effect of making hidden entrances with lava XD and stuff.
The clipboard is my answer to an issue people have in creative where your building for a while and only accidentally click on something and blow it up and can't get it back, creative mode is fine for full size blocks, but when you spend a while building a chiseled block.. then one stray mouse click deletes your work it can be a bit frustrating, so the idea was to have a separate tab where you could access blocks you previously broke.. It has evolved a bit since then, but I'm sure that it will be pretty helpful to the creative builders.
Hmph, can you please send the source Code by the Mod i would change the version ^^"
Back porting a mod isn't as simple as changing a version, if it was we would all just support all versions of MC all the time.
You would need need to re-write large portions of it to work in the pre 1.8 rendering engine, and change all of the block state code to use blockid + meta as in prior versions of MC, as well as solve a number of issues that were solved by forge patches in 1.8 forge.
Honestly it would probably be easier write a new new mod on the older version, or port a 1.7.10 mod back to 1.6, such as DaVincing.
A while back I made a bukkit plugin that converted models (.obj) to Minecraft blocks, I think it would be cool to implement such a thing in this. From the looks of things (specifically that mini terrain) that shouldn't be too difficult. Just a suggestion
Also, a measuring tool would be nice. Nothing to do with the models, just in general. Perhaps the "Drawn Region" option could display the size of the selection somehow.
A while back I made a bukkit plugin that converted models (.obj) to Minecraft blocks, I think it would be cool to implement such a thing in this. From the looks of things (specifically that mini terrain) that shouldn't be too difficult. Just a suggestion
Also, a measuring tool would be nice. Nothing to do with the models, just in general. Perhaps the "Drawn Region" option could display the size of the selection somehow.
Pretty nice lamp.
As for rendering obj's in MC, i think theres another mod that does something like that.. maybe decocraft or something else? I don't remember... But thats essentially the opposite of what C&B is, since C&B is all about creating content in the game, rather then importing content from external editors.
Measuring and a displaying drawn region size would probably be nice, I'll add it to my idea list.
I've build a few more things I want to show. To avoid spamming the whole page I've attached them, just click on them to view them at a reasonable size.
Everything is using Vanilla, C&B, or FCB. No other mods.
I have the other Mod found what I meant, but unfortunately the mini-blocks are not compatible with the other blocks.
- MinePainter Mod 1.6.4
You see, unfortunately, the small blocks are not compatible with the other blocks, so they can not pushed in the block.
C&B is MCMultiPart compatible. Apparently, MinePainter isn't. Since two blocks in the same block space really means one MCMP block with two MCMP parts (as implemented by the mod authors of the respective blocks in part form), until MP is MCMP compatible, its blocks cannot be in the same space as C&B blocks.
As for rendering obj's in MC, i think theres another mod that does something like that.. maybe decocraft or something else? I don't remember... But thats essentially the opposite of what C&B is, since C&B is all about creating content in the game, rather then importing content from external editors.
Measuring and a displaying drawn region size would probably be nice, I'll add it to my idea list.
I didn't mean just render objs like normal, I meant convert them into the bits.
I've now seen it myself, but MinePainter is similar to this mod, now I have the scoure code of this mod, so I only want to know how I two different block types reinbekomme in one block area?
Your asking for help modifying the minepainter mod, you'll need to look into learning the source code and modify it to do what you want. That is off topic for this discussion thread however. Depending on your experience programming you might a decent amount of work ahead of you.
I didn't mean just render objs like normal, I meant convert them into the bits.
Converting a polygon model into a voxel representation is a bit messy.. not impossible.. not sure It really belongs in C&B specifically tho.. If someone really wanted such a thing they might make an addon or something for it, I don't think its something I'll be working on.
I've now seen it myself, but MinePainter is similar to this mod, now I have the scoure code of this mod, so I only want to know how I two different block types in one block area?
You'll have to use MCMultiPart. I've only ever used ForgeMultipart for 1.7, where you make a part version of the block / tile entity (has code from both) and code for the conversion of the block to that part version. I assume MCMP is similar (and hopefully less complicated than FMP implementation). It certainly won't be easy.
I know that Java is much work, but if the direct source code is not there. I can not just begin, the one from "DaVincing." is different than yours and does not function with it. I need the source code, please.
C&B source code won't help you make MP blocks and C&B blocks exist in the same block space, since C&B is already MCMP compatible. What must be done is make MP MCMP compatible (and good luck with that).
Converting a polygon model into a voxel representation is a bit messy.. not impossible.. not sure It really belongs in C&B specifically tho.. If someone really wanted such a thing they might make an addon or something for it, I don't think its something I'll be working on.
What I did for my plugin was (using triangulated models) connect the first vertex to the second with a ray to create a line of blocks, then from each block in that line to the other vertex. But I understand if you don't want to, it does sound kind of out of place.
Holy wow. How in the world did I miss that? I need to make friends with Captain Obvious.
Thank You
I have to say I love both mods....FCB adds so much more depth to designs.
Is it possible/have you thought of/are you inclined to add a "redstone ore" type block/bits?
Not necessarily one that produces a redstone signal but more for the asthetics...something that glows when stepped on/interacted with.
Just a thought.
Iz
Probably not, it would cost at least 2 block states per "shade" of block to do that, and FCB uses a lot of ids for its shades, using 2/3 more ids for a "block that glows when you touch it." would probably be over kill.
Plus for C&B It would require doing some odd things to try and support it, and I'm constantly having to fight with complexity to keep performance high as I work on adding features.
Thanks for the explanation. Not being a modder myself I wasn't sure if it would be a simple (relatively speaking) addition.....sounds much more in depth and prone to issues than I had anticipated.
I am thrilled with both mods as is....I just have an unhealthy need to always want to 'turn it up to 11'.
Regards,
Iz
Just a heads up but C&B v1.9 is slowly nearing release, and will be entering alpha testing, hopefully in the next week or so.
Checkout The new feature list here, along with a bunch of cpu/memory optimizations, including a new storage format that improves bandwidth/storage usage, and some new API features.
If anyone has any questions about new stuff let me know.
My next project will likely be to work on the sharing features that so many people are asking for.
Hey, neato! I imagine that the Fluid Bit Tank will support any forge liquid? And you can even swim in them! Really like the Clipboard, too, seems very convenient.
I appreciate your enthusiasm for wanting to play with the mod, but as I said when I responded to the private message you sent me, "Sorry but I do not intend on back porting C&B from 1.8-1.8.9 to any earlier versions."
It should work with nearly any forge fluid, I've only tested it with Buildcraft Fuel and water/lava, but it should work.
We don't get any fancy stuff from the fluids.. like buffs, damage, or other shenanigans, but C&B is more or less about decorations so its probably fine... also has a fun side effect of making hidden entrances with lava XD and stuff.
The clipboard is my answer to an issue people have in creative where your building for a while and only accidentally click on something and blow it up and can't get it back, creative mode is fine for full size blocks, but when you spend a while building a chiseled block.. then one stray mouse click deletes your work it can be a bit frustrating, so the idea was to have a separate tab where you could access blocks you previously broke.. It has evolved a bit since then, but I'm sure that it will be pretty helpful to the creative builders.
Back porting a mod isn't as simple as changing a version, if it was we would all just support all versions of MC all the time.
You would need need to re-write large portions of it to work in the pre 1.8 rendering engine, and change all of the block state code to use blockid + meta as in prior versions of MC, as well as solve a number of issues that were solved by forge patches in 1.8 forge.
Honestly it would probably be easier write a new new mod on the older version, or port a 1.7.10 mod back to 1.6, such as DaVincing.
A old looking lamp I made, thought I'd share:
And a bridge that I never finished:
In the back you can see the vanilla bridge I used to get a shape approximation.
A while back I made a bukkit plugin that converted models (.obj) to Minecraft blocks, I think it would be cool to implement such a thing in this. From the looks of things (specifically that mini terrain) that shouldn't be too difficult. Just a suggestion
Also, a measuring tool would be nice. Nothing to do with the models, just in general. Perhaps the "Drawn Region" option could display the size of the selection somehow.
Pretty nice lamp.
As for rendering obj's in MC, i think theres another mod that does something like that.. maybe decocraft or something else? I don't remember... But thats essentially the opposite of what C&B is, since C&B is all about creating content in the game, rather then importing content from external editors.
Measuring and a displaying drawn region size would probably be nice, I'll add it to my idea list.
I've build a few more things I want to show. To avoid spamming the whole page I've attached them, just click on them to view them at a reasonable size.
Everything is using Vanilla, C&B, or FCB. No other mods.
C&B is MCMultiPart compatible. Apparently, MinePainter isn't. Since two blocks in the same block space really means one MCMP block with two MCMP parts (as implemented by the mod authors of the respective blocks in part form), until MP is MCMP compatible, its blocks cannot be in the same space as C&B blocks.
I didn't mean just render objs like normal, I meant convert them into the bits.
Your asking for help modifying the minepainter mod, you'll need to look into learning the source code and modify it to do what you want. That is off topic for this discussion thread however. Depending on your experience programming you might a decent amount of work ahead of you.
Converting a polygon model into a voxel representation is a bit messy.. not impossible.. not sure It really belongs in C&B specifically tho.. If someone really wanted such a thing they might make an addon or something for it, I don't think its something I'll be working on.
You'll have to use MCMultiPart. I've only ever used ForgeMultipart for 1.7, where you make a part version of the block / tile entity (has code from both) and code for the conversion of the block to that part version. I assume MCMP is similar (and hopefully less complicated than FMP implementation). It certainly won't be easy.
C&B source code won't help you make MP blocks and C&B blocks exist in the same block space, since C&B is already MCMP compatible. What must be done is make MP MCMP compatible (and good luck with that).
What I did for my plugin was (using triangulated models) connect the first vertex to the second with a ray to create a line of blocks, then from each block in that line to the other vertex. But I understand if you don't want to, it does sound kind of out of place.