You have to use the latest version of Minecraft(supposed to be released today). It messes with the Zombie textures which breaks backwards compatibility with 1.3 and older.
Sad so much confusion is coming about because of the zombie texture change, because the only reason it breaks is because apparently Jeb didn't revert it back to the original size after trying to fit the new villager zombie skin in it.
You have to use the latest version of Minecraft(supposed to be released today). It messes with the Zombie textures which breaks backwards compatibility with 1.3 and older.
Sad so much confusion is coming about because of the zombie texture change, because the only reason it breaks is because apparently Jeb didn't revert it back to the original size after trying to fit the new villager zombie skin in it.
Sad so much confusion is coming about because of the zombie texture change, because the only reason it breaks is because apparently Jeb didn't revert it back to the original size after trying to fit the new villager zombie skin in it.
I suspect this is because the zombie, zombie villager and zombie pigman still actually share the same mesh. Although they have their own textures now, they are still essentially reskins of the same entity.
I suspect this is because the zombie, zombie villager and zombie pigman still actually share the same mesh. Although they have their own textures now, they are still essentially reskins of the same entity.
Ah, that makes sense. Ya I didn't consider that, but at the same time I thought zombie villagers used the villager mesh(at least their texture would imply they're using the villager-sized heads... or again, the texture is large because it's holding unused graphics).
I so do love the style of your pack and I still delight at those flowers.
I also need to beg you for your creature models at some point for my own project.
While I could do them all by hand myself, that seems silly if you already have them done and are willing to share.
Of course that's assuming I can even read/convert 3dsMax data into something that works for me. Kinda learning this 3D rendering stuff as I go.
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Tis far better to be a witty fool than a foolish wit.
My files are a bit of a mess now, but I can give them to you if you want. I've got the materials set up with my own PSDs, though the paths should be easy enough to change to something else. For some of them, I linked the different parts for some simple posing, though I haven't done this consistently.
The following meshes I haven't made yet: ocelot, snowman, blaze, magma slime, wither
The following meshes I have made, but haven't thoroughly tested yet (by making my own skin on it): wolf, ghast
One possible issue is that the UV-mapping is done by hand, by zooming in and aligning them to the pixels as best as I could. I couldn't figure out how to make things snap to the pixels automatically, if such a thing is possible. This means the mapping on my models is ever so slightly inaccurate, compared to the complete accuracy of the ingame models, which are obviously done in code. I'm not sure if this will be a problem for your software.
On another note, I noticed that in your model definitions, the dimensions go by pixel. However, in rare cases, the game uses irregular sizes.
For example, the wart on the witch's nose is 1x1x1 pixel on the texture, but it's scaled down to a 0.5 x 0.5 x 0.5 pixel size ingame. Also, the top section of her hat is scaled larger than the pixel dimensions would suggest.
Another example is the head and armor layers, which are scaled bigger than their corresponding body parts, but they have the same pixel dimensions.
I have addressed the scale thing in my meshes by careful eyeballing, but I may have guessed wrong in areas.
Also note that some textures have extraneous pixels, so you can't accurately count them to determine the correct dimensions. The spider especially was a big offender here.
And lastly, there is ofcourse all the bottom faces, which are mirrored vertically in the texture. This doesn't just go for the cow's hindquarters, but it's actually consistent for every single box used in the entire game. If you study the models in the game closely, you'll notice that all of their hooves are on backwards as a result of this texture orientation change. I have kept this mirroring issue in mind for every mesh I have produced.
My files are a bit of a mess now, but I can give them to you if you want.
Cleaning up data might be easier than doing it from scratch. At the very least, having a model that I could stare at without trying to tell a spider to hold still in the game would help but I'm in absolutely no real rush on this so if you would rather polish things up before handing them out I can fully understand. There are something like 500 blocks+items so I've got quite a ways to go before I even get to the creatures.
On another note, I noticed that in your model definitions, the dimensions go by pixel. However, in rare cases, the game uses irregular sizes.
It figures that MC wouldn't be 100% consistent in it's scaling. Fortunately I can arbitrarily resize my units so that's not a huge issue. I'm just using pixels as a unit for the convenience.
And lastly, there is ofcourse all the bottom faces, which are mirrored vertically in the texture.
I did notice the flipped bottom textures. That was a source of some bother as initially I just flipped the entire bottom face rather than just the texture mapping which of course didn't work. (Flipping the face reverses the winding so it was getting culled on non-transparent blocks) On my to-do list is adding a way to just define a MC_BOX that will handle the mapping for me.
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Tis far better to be a witty fool than a foolish wit.
I still kind of wish the nether brick had that red tint so it was more distinguishable from obsidian. >.< That is the only thing I don't like.
I made the nether brick black so that it stands out from the netherrack. I think that makes the nether look more interesting. I also think the black works well to make an evil fortress out of! It's one of my favorite blocks, so I will definitely not change it.
I personally don't think it looks too much like obsidian. Obsidian has a natural cobble look to it, and does not work so well as a castle type brick.
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Curse PremiumSad so much confusion is coming about because of the zombie texture change, because the only reason it breaks is because apparently Jeb didn't revert it back to the original size after trying to fit the new villager zombie skin in it.
Ah. that would explain it. Thanks
Nice work. I love the endermen and witch
I am ninja'd far too often.
I suspect this is because the zombie, zombie villager and zombie pigman still actually share the same mesh. Although they have their own textures now, they are still essentially reskins of the same entity.
Indeed, they are 32x.
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Curse PremiumAh, that makes sense. Ya I didn't consider that, but at the same time I thought zombie villagers used the villager mesh(at least their texture would imply they're using the villager-sized heads... or again, the texture is large because it's holding unused graphics).
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Curse PremiumI also need to beg you for your creature models at some point for my own project.
Of course that's assuming I can even read/convert 3dsMax data into something that works for me. Kinda learning this 3D rendering stuff as I go.
The following meshes I haven't made yet: ocelot, snowman, blaze, magma slime, wither
The following meshes I have made, but haven't thoroughly tested yet (by making my own skin on it): wolf, ghast
One possible issue is that the UV-mapping is done by hand, by zooming in and aligning them to the pixels as best as I could. I couldn't figure out how to make things snap to the pixels automatically, if such a thing is possible. This means the mapping on my models is ever so slightly inaccurate, compared to the complete accuracy of the ingame models, which are obviously done in code. I'm not sure if this will be a problem for your software.
On another note, I noticed that in your model definitions, the dimensions go by pixel. However, in rare cases, the game uses irregular sizes.
For example, the wart on the witch's nose is 1x1x1 pixel on the texture, but it's scaled down to a 0.5 x 0.5 x 0.5 pixel size ingame. Also, the top section of her hat is scaled larger than the pixel dimensions would suggest.
Another example is the head and armor layers, which are scaled bigger than their corresponding body parts, but they have the same pixel dimensions.
I have addressed the scale thing in my meshes by careful eyeballing, but I may have guessed wrong in areas.
Also note that some textures have extraneous pixels, so you can't accurately count them to determine the correct dimensions. The spider especially was a big offender here.
And lastly, there is ofcourse all the bottom faces, which are mirrored vertically in the texture. This doesn't just go for the cow's hindquarters, but it's actually consistent for every single box used in the entire game. If you study the models in the game closely, you'll notice that all of their hooves are on backwards as a result of this texture orientation change. I have kept this mirroring issue in mind for every mesh I have produced.
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Curse PremiumCleaning up data might be easier than doing it from scratch. At the very least, having a model that I could stare at without trying to tell a spider to hold still in the game would help but I'm in absolutely no real rush on this so if you would rather polish things up before handing them out I can fully understand.
It figures that MC wouldn't be 100% consistent in it's scaling. Fortunately I can arbitrarily resize my units so that's not a huge issue. I'm just using pixels as a unit for the convenience.
I did notice the flipped bottom textures. That was a source of some bother as initially I just flipped the entire bottom face rather than just the texture mapping which of course didn't work. (Flipping the face reverses the winding so it was getting culled on non-transparent blocks) On my to-do list is adding a way to just define a MC_BOX that will handle the mapping for me.
I still kind of wish the nether brick had that red tint so it was more distinguishable from obsidian. >.< That is the only thing I don't like.
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Curse PremiumWell, I haven't downloaded yet, but I love the creepers from the OP.
Yea, most beautiful site I've seen in a long time in a video game.
I made the nether brick black so that it stands out from the netherrack. I think that makes the nether look more interesting. I also think the black works well to make an evil fortress out of! It's one of my favorite blocks, so I will definitely not change it.
I personally don't think it looks too much like obsidian. Obsidian has a natural cobble look to it, and does not work so well as a castle type brick.