I like! The first part of the video made me LOL, as that's exactly what happened the first time I tried flying planes in Microsoft Flight Simulator. Video games'll teach you bad habits for flying planes, let me tell you!
In other news, I just put out an update. This one tweaks the engines to make them less fuel-hungry, and enables camera-following mode by default. There's also a config file to let you control the relative fuel consumption rate, as well as the relative speed of the planes. Expect the next update to contain either a plane or the ability to put chests inside a plane, as time permits.
Would you consider making a metal-bodied plane that could go faster/be more durable? Something like a WWII Mustang or a small cargo plane like this.
The plane I'm currently working on is similar to that one:
I'm being delayed a bit, though, by Minecraft's insistence on making everything cubes. I can get away with stuff like that for small planes, but larger planes don't turn out well if I can't make non-square quadrilaterals. Unless someone here knows a secret, I'm going to have to get creative with the Tessellator (which I don't like).
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Can the current plane be more like it's real counterpart, the Cessena 172, with things like a enclosed cabin, etc. I know that models are hard, but this is suppose to be realistic...
The plane I'm currently working on is similar to that one:
I'm being delayed a bit, though, by Minecraft's insistence on making everything cubes. I can get away with stuff like that for small planes, but larger planes don't turn out well if I can't make non-square quadrilaterals. Unless someone here knows a secret, I'm going to have to get creative with the Tessellator (which I don't like).
First of, awesome mod. I realy like idea of realistic flights.
To help you with rendering non-squarish planes:
-You can either use .obj format and ObjModelLoader, but i don't think model parts can be rotated based on entity's state in this case.
-You can also use tessellator with custom drawing mode. There are 3 modes GL11.GL_TRIANGLES, GL11.GL_QUADS and GL11.GL_POLYGON. Each one will draw it's figure(s) respectively. To set draw mode, when calling startDrawing, pass mode to tessellator to use. Also, it's good idea to use custom Tessellator instance.
One last thing: does air pressure and weather affect planes? By air pressure, i kinda mean weather, because while it's raining, pressure is different from when it's sunny (i don't remember higher or lower).
Although I can implement jets, I'm worried on how to balance them with the prop planes. As it stands, prop planes are pretty fast, and can exceed Minecraft's 'speed limits'. Implementing fast jets would mean I'd have to slow down the prop planes significantly to balance them out. Additionally, I'm worried that jets would break the Minecrafty-ness of the mod. I'll have to re-evaluate after I've added more prop planes.
@crazytmonkey
Unfortunately, Minecraft doesn't support those types of things. If you want to use non-keyboard controllers with Minecraft you'll have to bind their inputs to a key using a keybinder like JoyToKey or Xpadder.
@elix_x
I've worked with .obj models before, and while they're easy to spawn, they aren't native to Minecraft so carrying them over during updates is going to be a pain. There's also the matter of separate parts and dynamic rendering, which is better done in native Java code. I'll have to look into a custom tessellator class, as currently I'm using custom function calls with x,y,z parameters. They get the job done, but I'd like to reduce the code contained in model classes.
As to air density? It exists, but rain/snow has no effect. I use the function 1.225*Math.pow(2, -posY/500), which basically means that the air becomes unflyably thin around Y=400 for the MC-172. I'll add in something for weather, as it'll give one more reason to turn off the rain
@Snipe13051
I'm not wanting to make models as detailed as MCHeli. While I admit they're awesome and fun to play with, they don't really fit the theme of Minecraft. By non-square I mean models composed of cuboid shapes like quadrilaterals, trapezoids, and triangles. If done right, you can make really detailed things that still look like something Steve could cobble together. Like the new windows on the MC-172.
Double post time! Update time! Fun time! Version 2.0 is out!
Here's what's changed:
In-game control configuration GUI added! Just press P to open it (opening key configurable in the Controls options). Use it to change the controls to your hearts content!
Windows are now on the MC-172. If you didn't think you were flying an enclosed plane, think again!
Passenger seats now allow placement of chests inside of them. Chests act exactly like the ones in minecarts, which means I don't need to explain them.
Air density has been minecraftified to make flying ceilings more realistic. Although you can't fly thousands of blocks high, air in the higher altitudes is thinner and causes less drag. Find a happy altitude to minimize the fuel consumption on your trip.
Engines and propellers now show their metadata value as Model#. Use this if you're wanting to experiment with custom items.
Major changes to plane codebase. Mainly under the hood stuff, but it should result in a slight performance increase. Also results in new planes taking 3 classes instead of 7.
I've worked with .obj models before, and while they're easy to spawn, they aren't native to Minecraft so carrying them over during updates is going to be a pain. There's also the matter of separate parts and dynamic rendering, which is better done in native Java code.
Maybe, but in 1.8 official model format was established, b3d (vanilla mc models as chest use this). So no more format changing.
And in blender, you can import obj and export b3d. That's not that hard to convert.
I'll have to look into a custom tessellator class, as currently I'm using custom function calls with x,y,z parameters. They get the job done, but I'd like to reduce the code contained in model classes.
"Tessellator is a very powerful rendering tool, if you know how to use it." - Somebody over on MCF modding support.
No need to create your own class, just in your renderer, create new tessellator instance and save it. Then using normal methods, add vectors to form shapes. In startDrawing method, pass shape type to tessellator, different types give compltely different results with the same vectors.
As to air density? It exists, but rain/snow has no effect. I use the function 1.225*Math.pow(2, -posY/500), which basically means that the air becomes unflyably thin around Y=400 for the MC-172. I'll add in something for weather, as it'll give one more reason to turn off the rain
Ok.
And i just thought of it, but you should also do something temperature dependant. I don't know... Like wings covering with ice and falling...
You can take temperature from biome you are flying in and modify it based on day time.
Although I can implement jets, I'm worried on how to balance them with the prop planes. As it stands, prop planes are pretty fast, and can exceed Minecraft's 'speed limits'. Implementing fast jets would mean I'd have to slow down the prop planes significantly to balance them out. Additionally, I'm worried that jets would break the Minecrafty-ness of the mod. I'll have to re-evaluate after I've added more prop planes.
@crazytmonkey
Unfortunately, Minecraft doesn't support those types of things. If you want to use non-keyboard controllers with Minecraft you'll have to bind their inputs to a key using a keybinder like JoyToKey or Xpadder.
@elix_x
I've worked with .obj models before, and while they're easy to spawn, they aren't native to Minecraft so carrying them over during updates is going to be a pain. There's also the matter of separate parts and dynamic rendering, which is better done in native Java code. I'll have to look into a custom tessellator class, as currently I'm using custom function calls with x,y,z parameters. They get the job done, but I'd like to reduce the code contained in model classes.
As to air density? It exists, but rain/snow has no effect. I use the function 1.225*Math.pow(2, -posY/500), which basically means that the air becomes unflyably thin around Y=400 for the MC-172. I'll add in something for weather, as it'll give one more reason to turn off the rain
@Snipe13051
I'm not wanting to make models as detailed as MCHeli. While I admit they're awesome and fun to play with, they don't really fit the theme of Minecraft. By non-square I mean models composed of cuboid shapes like quadrilaterals, trapezoids, and triangles. If done right, you can make really detailed things that still look like something Steve could cobble together. Like the new windows on the MC-172.
I suspect your installation is fouled up, as your crash log doesn't show any version of Minecraft Forge installed. You are running Forge Mod Loader and Minecraft Coder Pack, but those alone aren't enough.
@crazytmonkey
Are you downloading and using the installer that gives you a profile? That's what I do, and I get all three mods out of it.
@ReTeYeZ
ParkBrake is for the parking brake, which makes the brake stay on without you having to press the B-key. I set up the key system so that pressing the right shift key modifies the effects of some keys. Makes for less keybindings.
I've gotten that feedback on the HUD before. As it stands, I'd like to put the dials for the HUD on the plane, but I haven't figured out how to transfer the GL11 rendering calls from the HUD to the plane model. Give me some time, and I may have a solution for you.
As to other mod's fuels, you should already be able to put bucket, burnable fuels of any kind into the fuel tank. Poll to the audience: has anyone else here been able to do this?
@elix_x
The only thing I can't figure out on the tessellator is how to make it do the repeated texture stitching like the ModelRenderer class does. It's so easy to say "make a box here", and get one that has a texture that's the same as the rest of the plane. ModelRenderer only does boxes, though, and has the annoying habits of butchering bordered texture mappings like glass (I use the tessellator for windows) and not allowing for the rotation of textures. That being said, it does force me to stay with the 'block' modelling style of Minecraft, so maybe that's a good thing.
As to temp dependencies, that shouldn't be hard to do. I can add in an abstract render method like renderIce() that'll get called when the plane's been in freezing temps for a few minutes. Only difficult thing is figuring out the exact formulas.
I like! The first part of the video made me LOL, as that's exactly what happened the first time I tried flying planes in Microsoft Flight Simulator. Video games'll teach you bad habits for flying planes, let me tell you!
In other news, I just put out an update. This one tweaks the engines to make them less fuel-hungry, and enables camera-following mode by default. There's also a config file to let you control the relative fuel consumption rate, as well as the relative speed of the planes. Expect the next update to contain either a plane or the ability to put chests inside a plane, as time permits.
Would you consider making a metal-bodied plane that could go faster/be more durable? Something like a WWII Mustang or a small cargo plane like this.
The plane I'm currently working on is similar to that one:
I'm being delayed a bit, though, by Minecraft's insistence on making everything cubes. I can get away with stuff like that for small planes, but larger planes don't turn out well if I can't make non-square quadrilaterals. Unless someone here knows a secret, I'm going to have to get creative with the Tessellator (which I don't like).
Can the current plane be more like it's real counterpart, the Cessena 172, with things like a enclosed cabin, etc. I know that models are hard, but this is suppose to be realistic...
That's exactly the plane I wanted in here :D. Good Luck on the modeling.
can it be joystick throttle and ruderpeddel compatible
First of, awesome mod. I realy like idea of realistic flights.
To help you with rendering non-squarish planes:
-You can either use .obj format and ObjModelLoader, but i don't think model parts can be rotated based on entity's state in this case.
-You can also use tessellator with custom drawing mode. There are 3 modes GL11.GL_TRIANGLES, GL11.GL_QUADS and GL11.GL_POLYGON. Each one will draw it's figure(s) respectively. To set draw mode, when calling startDrawing, pass mode to tessellator to use. Also, it's good idea to use custom Tessellator instance.
One last thing: does air pressure and weather affect planes? By air pressure, i kinda mean weather, because while it's raining, pressure is different from when it's sunny (i don't remember higher or lower).
Check out all my mods here: Link Removed!
@AMPL50
Although I can implement jets, I'm worried on how to balance them with the prop planes. As it stands, prop planes are pretty fast, and can exceed Minecraft's 'speed limits'. Implementing fast jets would mean I'd have to slow down the prop planes significantly to balance them out. Additionally, I'm worried that jets would break the Minecrafty-ness of the mod. I'll have to re-evaluate after I've added more prop planes.
@crazytmonkey
Unfortunately, Minecraft doesn't support those types of things. If you want to use non-keyboard controllers with Minecraft you'll have to bind their inputs to a key using a keybinder like JoyToKey or Xpadder.
@elix_x
I've worked with .obj models before, and while they're easy to spawn, they aren't native to Minecraft so carrying them over during updates is going to be a pain. There's also the matter of separate parts and dynamic rendering, which is better done in native Java code. I'll have to look into a custom tessellator class, as currently I'm using custom function calls with x,y,z parameters. They get the job done, but I'd like to reduce the code contained in model classes.
As to air density? It exists, but rain/snow has no effect. I use the function 1.225*Math.pow(2, -posY/500), which basically means that the air becomes unflyably thin around Y=400 for the MC-172. I'll add in something for weather, as it'll give one more reason to turn off the rain
@Snipe13051
I'm not wanting to make models as detailed as MCHeli. While I admit they're awesome and fun to play with, they don't really fit the theme of Minecraft. By non-square I mean models composed of cuboid shapes like quadrilaterals, trapezoids, and triangles. If done right, you can make really detailed things that still look like something Steve could cobble together. Like the new windows on the MC-172.
@MrAwesomCreeperFace32
This better?
Double post time! Update time! Fun time! Version 2.0 is out!
Here's what's changed:
I found an issue, the plane textures are only oak
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
Should be fixed in 2.0.1.
ok, but where is the download?
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
It's on curseforge, but it may not have propagated to other servers yet. Here's the direct link:
http://minecraft.curseforge.com/projects/minecraft-flight-simulator/files/2276504
Maybe, but in 1.8 official model format was established, b3d (vanilla mc models as chest use this). So no more format changing.
And in blender, you can import obj and export b3d. That's not that hard to convert.
"Tessellator is a very powerful rendering tool, if you know how to use it." - Somebody over on MCF modding support.
No need to create your own class, just in your renderer, create new tessellator instance and save it. Then using normal methods, add vectors to form shapes. In startDrawing method, pass shape type to tessellator, different types give compltely different results with the same vectors.
Ok.
And i just thought of it, but you should also do something temperature dependant. I don't know... Like wings covering with ice and falling...
You can take temperature from biome you are flying in and modify it based on day time.
Check out all my mods here: Link Removed!
Oh my god! Su cool! This mod is great!
help
http://pastebin.com/WSiUpx6e
Methinks you're missing something. Minecraft Forge, perhaps?
I suspect your installation is fouled up, as your crash log doesn't show any version of Minecraft Forge installed. You are running Forge Mod Loader and Minecraft Coder Pack, but those alone aren't enough.
i downloaded forge multiple times but it still only gives me the two
You use the right shift button, which won't dismount u
@crazytmonkey
Are you downloading and using the installer that gives you a profile? That's what I do, and I get all three mods out of it.
@ReTeYeZ
ParkBrake is for the parking brake, which makes the brake stay on without you having to press the B-key. I set up the key system so that pressing the right shift key modifies the effects of some keys. Makes for less keybindings.
I've gotten that feedback on the HUD before. As it stands, I'd like to put the dials for the HUD on the plane, but I haven't figured out how to transfer the GL11 rendering calls from the HUD to the plane model. Give me some time, and I may have a solution for you.
As to other mod's fuels, you should already be able to put bucket, burnable fuels of any kind into the fuel tank. Poll to the audience: has anyone else here been able to do this?
@elix_x
The only thing I can't figure out on the tessellator is how to make it do the repeated texture stitching like the ModelRenderer class does. It's so easy to say "make a box here", and get one that has a texture that's the same as the rest of the plane. ModelRenderer only does boxes, though, and has the annoying habits of butchering bordered texture mappings like glass (I use the tessellator for windows) and not allowing for the rotation of textures. That being said, it does force me to stay with the 'block' modelling style of Minecraft, so maybe that's a good thing.
As to temp dependencies, that shouldn't be hard to do. I can add in an abstract render method like renderIce() that'll get called when the plane's been in freezing temps for a few minutes. Only difficult thing is figuring out the exact formulas.