I'm having trouble with this too. Your advice didn't resolve the issue. Could you go into more detail? Thanks
From what i can see the "MC Path" should *not* have the "]" on the end of it. I don't know if the Path is valid, since you don't show it, but it should be the same as the texture.
Oh wow. Thank you so much, that got it working. It might have added a "]" cause It's been kinda funny typing and pasting the paths in there. Eitherway thank you so much for noticing my oversight. It works perfectly now .
Hey great model maker Opl! It's not complicated and gets the job done, works on my mac too. Which is more than I can say about some other Minecraft model makers. So thanks so much and keep up the good work! Though writing the paths for the texture manager is kinda fidgety. It adds "]" sometimes once I hit enter and now for the path-path it is reverting to "[path]" so that is kinda making it unusable at the moment. Hope you can fix it soon. Also I think it would be helpful for new users if you said how to assign the particle texture in hints or something. Cause I had to look through the comments to find out. Either way I managed to make a couple models pretty easily. Thanks.
Okay at this point no matter what I do the text in Path reverts too [path], rendering this app unusable. I'd really appreciate a quick fix. Thank you for all the hard work on the app so far!
Edit: Okay I figured out it was because I needed to click on the window again before I paste the path. Still kinda odd.
Hey great model maker Opl! It's not complicated and gets the job done, works on my mac too. Which is more than I can say about some other Minecraft model makers. So thanks so much and keep up the good work! Though writing the paths for the texture manager is kinda fidgety. It adds "]" sometimes once I hit enter and now for the path-path it is reverting to "[path]" so that is kinda making it unusable at the moment. Hope you can fix it soon. Also I think it would be helpful for new users if you said how to assign the particle texture in hints or something. Cause I had to look through the comments to find out. Either way I managed to make a couple models pretty easily. Thanks.
On of the reasons I wrote it in Java is so it runs on all platforms. As for the paths it shouldn't add "]"s by itself. Maybe you're not removing it? Path resets to "[path]" if it doesn't point to PNG file. The tip about setting particle texture I probably should have already added a long time ago... I'm going to do it now.
I had the bracket thing too a few times, it's because i double click all the time on the fields and only the text inbetween the brackets gets selected.
The one thing i also really miss is texture and element rotation; for now i make the models without rotations and add them in the end by hand.
Hmm... I'm used to pressing [ctrl] + [a] all the time, so that may be why I never noticed... I'll try to do something about it. Element rotation as I already said before is going to be a bit hard to make because of "rescale". I don't really know how I'll calculate those. The texture rotation I'm going to add in new dialog that will also contain cullface and tint. I hope I don't mess up anything.
Also: That is pretty sweet resource pack. Glad my program made it easier for you to make.
2. Once the element has been created, click on any of the faces to start editing it.
3. To edit the element drag with your mouse to make it smaller or bigger.
4. To make a face visible, click the letter "t"
5. To add textures click on view, however over dialogs, and enable, "Texture Manager" and "UV Editor"
6. In the texture manager there is 3 columns, "Name", "MC Path" and "Path".
Under "Name", place the name of the texture.
Under "MC Path", you place the folder inside textures] and the name of the file] like this: "blocks/mob_spawner".
Under "Path", place the directory of your where your resource pack is located (NOTE, IF YOU USE WINDOWS THE PATH MUST START WITH C:\) This path must end with your textures' name (eg: C:\Users\Guy\AppData\Roaming\.minecraft\resourcepacks\Crafty Craftiness\assets\minecraft\textures\blocks\mob_spawner.png)
7. With the uv editor, select the texture you have added. You can leave the uv where it is but if you don't want to do that, untick the box next to where you chose your texture and now you will be able to resize, and move the selected area freely.
Hmm... I'm used to pressing [ctrl] + [a] all the time, so that may be why I never noticed... I'll try to do something about it. Element rotation as I already said before is going to be a bit hard to make because of "rescale". I don't really know how I'll calculate those. The texture rotation I'm going to add in new dialog that will also contain cullface and tint. I hope I don't mess up anything.
Also: That is pretty sweet resource pack. Glad my program made it easier for you to make.
Thank you.
Yep, i can see why the rescale option is not easy to handle... it's so hard to do by hand when you try to place a few 2 pixel sized rotated and resized leaf planes to 3-dimensional reeds - i gave up. ;P Texture rotation - cool!
I'm not a coder, but i've worked with them on various projects. So my semi-educated guess is that these two features combine the most utility for artists, with the easiest implementation.
Copy/Paste of objects
Human-readable output. (if not tabbed at least with line breaks)
But even as it is now, it will certainly save me time, now that i've figured it out.
Copy and pasting is already done and the only thing preventing it from release is undo and redo which I'm working on today. If I finish it until tommorow I'm going to finally start working on tree view and that face settings dialog I was talking about. As for the output I'm going to split it into lines just because it's pretty popular request.
I'm not a coder, but i've worked with them on various projects. So my semi-educated guess is that these two features combine the most utility for artists, with the easiest implementation.
Copy/Paste of objects
Human-readable output. (if not tabbed at least with line breaks)
But even as it is now, it will certainly save me time, now that i've figured it out.
Copy and pasting is already done and the only thing preventing it from release is undo and redo which I'm working on today. If I finish it until tommorow I'm going to finally start working on tree view and that face settings dialog I was talking about. As for the output I'm going to split it into lines just because it's pretty popular request.
Hey, how did you curve the rails going upward? I can't seam to figure out how to do it in the modeler. Thanks .
Currently you have to do it manually by editing models file after you're done with it. Rotation is one of the things I don't really want to deal with and since I still have many other features to implement, so I'm just leaving it for later. Here's a link to block model format on Minecraft wiki.
I also created little something (that's going to crash even on v1.1.3 when you select some element) and saved it. It's quite long (~1000 lines). Here's a link to it since forum removed spaces: http://pastebin.com/FqK0ipt1
Thanks Opl. I really appreciate all the help. I'll try and figure out how to rotate these tracks. Also are you planning on adding isometric rotation anytime soon? Keep up the great work!
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this is probably me being dumb but when I open Model Creator.jar it opens but the window doesn't pop up. So I get the icon in my dock (using a mac) but it does not open a window.
Can you try to run it from terminal using java -jar "Model Creator.jar" and see if anything appears? You have to be in Model Creator's directory in order for this command to work.
From what i can see the "MC Path" should *not* have the "]" on the end of it. I don't know if the Path is valid, since you don't show it, but it should be the same as the texture.
Edit: Okay I figured out it was because I needed to click on the window again before I paste the path. Still kinda odd.
On of the reasons I wrote it in Java is so it runs on all platforms. As for the paths it shouldn't add "]"s by itself. Maybe you're not removing it? Path resets to "[path]" if it doesn't point to PNG file. The tip about setting particle texture I probably should have already added a long time ago... I'm going to do it now.
The one thing i also really miss is texture and element rotation; for now i make the models without rotations and add them in the end by hand.
Rails and other stuff made with your tool.
Hmm... I'm used to pressing [ctrl] + [a] all the time, so that may be why I never noticed... I'll try to do something about it. Element rotation as I already said before is going to be a bit hard to make because of "rescale". I don't really know how I'll calculate those. The texture rotation I'm going to add in new dialog that will also contain cullface and tint. I hope I don't mess up anything.
Also:
the letter "n" didn't do anything.
Was the main window focused?
Thank you.
Yep, i can see why the rescale option is not easy to handle... it's so hard to do by hand when you try to place a few 2 pixel sized rotated and resized leaf planes to 3-dimensional reeds - i gave up. ;P Texture rotation - cool!
Copy and pasting is already done and the only thing preventing it from release is undo and redo which I'm working on today. If I finish it until tommorow I'm going to finally start working on tree view and that face settings dialog I was talking about. As for the output I'm going to split it into lines just because it's pretty popular request.
I just beautify it.
Currently you have to do it manually by editing models file after you're done with it. Rotation is one of the things I don't really want to deal with and since I still have many other features to implement, so I'm just leaving it for later. Here's a link to block model format on Minecraft wiki.
I also created little something (that's going to crash even on v1.1.3 when you select some element) and saved it. It's quite long (~1000 lines). Here's a link to it since forum removed spaces: http://pastebin.com/FqK0ipt1
Exception in thread "main" java.lang.reflect.InvocationTargetException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)
Caused by: java.lang.NoSuchFieldError: DEBUG
at jogamp.opengl.GLDrawableFactoryImpl.<clinit>(GLDrawableFactoryImpl.java:79)
at jogamp.opengl.GLDrawableImpl.<clinit>(GLDrawableImpl.java:55)
at jogamp.opengl.GLDrawableHelper.<clinit>(GLDrawableHelper.java:74)
at javax.media.opengl.awt.GLCanvas.<init>(GLCanvas.java:164)
at javax.media.opengl.awt.GLCanvas.<init>(GLCanvas.java:210)
at javax.media.opengl.awt.GLCanvas.<init>(GLCanvas.java:200)
at opl.apps.mc.modelcreator.view.ModelView.<init>(ModelView.java:68)
at opl.apps.mc.modelcreator.ModelCreator.createFrame(ModelCreator.java:318)
at opl.apps.mc.modelcreator.ModelCreator.<init>(ModelCreator.java:87)
at opl.apps.mc.modelcreator.ModelCreator.main(ModelCreator.java:98)
... 5 more