That's the 'placeholder' model it uses when it can't find the actual model. It's a black and pink cube.
You can also find 'missingno' referenced in other places in MC if you do stuff like use a bad ID value in a data tag. It's a nod to the original pokemon where a bug let you find an undefined pokemon creature who's name showed as 'missingno'. (It also had random pixel noise for it's picture, probably the result of looking at some random memory location for the image data.)
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Tis far better to be a witty fool than a foolish wit.
That's the 'placeholder' model it uses when it can't find the actual model. It's a black and pink cube.
You can also find 'missingno' referenced in other places in MC if you do stuff like use a bad ID value in a data tag. It's a nod to the original pokemon where a bug let you find an undefined pokemon creature who's name showed as 'missingno'. (It also had random pixel noise for it's picture, probably the result of looking at some random memory location for the image data.)
I know about the glitch from Red and Blue. I found another missingno in MC when I tried to give myself an iron shovel that could break an iron ingot ({CanDestroy:["iron_ingot"]})
Ok, so finally got around to making a model in the newest snapshot:
I get the coord system for making cubes (it's little confusing, but I can say if you're using pixel coords, remember to add 1 for the right or bottom edges of pixels). Although, the UV mapping is quite lost on me. I got it on the sides, but not the top. It's kinda confusing because I thought the first part was offset, but it seems to stretch the texture, too. I want the pixels (1,0) to (2,1) to be used (a 2x2 square 1 px from the left edge, at the top).
EDIT: Fix to shading issue thanks to KnightMiner748
Also fixed UV mapping.....
Here's my sugarcane.json if anyone wants to use it:
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Ok, so finally got around to making a model in the newest snapshot:
I get the coord system for making cubes (it's little confusing, but I can say if you're using pixel coords, remember to add 1 for the right or bottom edges of pixels). Although, the UV mapping is quite lost on me. I got it on the sides, but not the top. It's kinda confusing because I thought the first part was offset, but it seems to stretch the texture, too. I want the pixels (1,0) to (2,1) to be used (a 2x2 square 1 px from the left edge, at the top).
Here's my sugarcane.json if anyone wants to help or use it:
It doesn't seem to be culling, if that's what you're suggesting. It does that because I turned on ambient occlusion. I did that because it seems to me that if it is off, it doesn't use smooth lighting.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
It doesn't seem to be culling, if that's what you're suggesting. It does that because I turned on ambient occlusion. I did that because it seems to me that if it is off, it doesn't use smooth lighting.
I did try that in minecraft and it worked, though it might not be the best solution. It seems to be what the eragon egg uses
It's really odd, because culling shouldn't do that at all, the faces should have been invisible, not darkened! With smooth lighting (full brightness) and ambient occlusion on for me, the faces were just a little darkened.....
Also, you should change it to
"cull": [ true, true, false, false, false, false]
because the top and bottom faces don't need to render if they're covered.
But this is not even optimal, because they still render when other sugar canes are on top of them, because it is a transparent block.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
It's really odd, because culling shouldn't do that at all, the faces should have been invisible, not darkened! With smooth lighting (full brightness) and ambient occlusion on for me, the faces were just a little darkened.....
Also, you should change it to
"cull": [ true, true, false, false, false, false]
because the top and bottom faces don't need to render if they're covered.
But this is not even optimal, because they still render when other sugar canes are on top of them, because it is a transparent block.
They might darken because of the fix for an old cactus bug (MC-9584)
Anyways, thanks for the model.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Thank you, and you also inspired me to start a new model.
-snip-
It's not finished yet, but the Mini-fortress Endframe in my pack now looks a lot better.
Okay, finished with the model. Removed the "fake" air spots. Had to cheat a little with an "HD" texture and .5 locations. Will finish up the shading later.
Only downside is you seem to float when standing on it, but since this is not a standard block, that is not too much of a problem. Now if I can just find the end portal itself.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
No matter how they change it, it will still likely have the same or very similar parameters (provided it's a json) so it shouldn't be too hard to convert (I hope). Best outcome is that they keep the format and just add in more unique names so we can everything in the game separately. I would LOVE that so hard.
I'm really hoping for the ability to specify which leaves you're editing. I want to turn off tint for just my jungle leaves (and turn it ON for birch, if I can), so I can add random CTM tiles with bright colours. Flowers and berries and bugs and stuff.
I think most people are waiting on making tutorials until they are sure the format will not change in the next snapshot. Until then, try to figure things out by looking at various different default models.
You can also find 'missingno' referenced in other places in MC if you do stuff like use a bad ID value in a data tag. It's a nod to the original pokemon where a bug let you find an undefined pokemon creature who's name showed as 'missingno'. (It also had random pixel noise for it's picture, probably the result of looking at some random memory location for the image data.)
I know about the glitch from Red and Blue. I found another missingno in MC when I tried to give myself an iron shovel that could break an iron ingot ({CanDestroy:["iron_ingot"]})
I get the coord system for making cubes (it's little confusing, but I can say if you're using pixel coords, remember to add 1 for the right or bottom edges of pixels). Although, the UV mapping is quite lost on me. I got it on the sides, but not the top. It's kinda confusing because I thought the first part was offset, but it seems to stretch the texture, too. I want the pixels (1,0) to (2,1) to be used (a 2x2 square 1 px from the left edge, at the top).
EDIT: Fix to shading issue thanks to KnightMiner748
Also fixed UV mapping.....
Here's my sugarcane.json if anyone wants to use it:
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Can you make them diagonal more like the vanilla plants?
Slight bug, when sugar cane is against a wall, the texture turns black.
It doesn't seem to be culling, if that's what you're suggesting. It does that because I turned on ambient occlusion. I did that because it seems to me that if it is off, it doesn't use smooth lighting.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I did try that in minecraft and it worked, though it might not be the best solution. It seems to be what the eragon egg uses
Huh, I guess you're right on this one.
It's really odd, because culling shouldn't do that at all, the faces should have been invisible, not darkened! With smooth lighting (full brightness) and ambient occlusion on for me, the faces were just a little darkened.....
Also, you should change it to
"cull": [ true, true, false, false, false, false]
because the top and bottom faces don't need to render if they're covered.
But this is not even optimal, because they still render when other sugar canes are on top of them, because it is a transparent block.
Huh, you mean like an x?
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
They might darken because of the fix for an old cactus bug (MC-9584)
Anyways, thanks for the model.
Well, thanks for helping (I edited my post above with the fix and credited you).
Also, I finally figured out how to do the UV mapping
I originally thought this was meaning
[x offset, y offset, x resolution, y resolution, "facename"]
But I was an idiot, it's really just like the box creation,
[x1, y1, x2, y2, "facename"]
Now I'm much less confused.
Fix to shading issue thanks to KnightMiner748
Also fixed UV mapping.....
Here's my sugarcane.json if anyone wants to use it:
To use this, your reeds texture should have a reed in the 2nd and 3rd vertical strips, and the top 2 rows of that will be the top/bottom.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Thank you, and you also inspired me to start a new model.
It's not finished yet, but the Mini-fortress Endframe in my pack now looks a lot better.
Only downside is you seem to float when standing on it, but since this is not a standard block, that is not too much of a problem. Now if I can just find the end portal itself.
Thanks
UGHHHH
OHHHHH YESSSSSS
I love the fact that we change models now!
just think how much easier it would be if I could F3+t.......
Also, so far I'm not changing the textures to accommodate for the models, just making do with my existing textures.
Do you guys think I should make a tutorial?
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I really like those ladders though!
Maybe I should learn how to do it myself when a format is finalised.
because I sure cant sort it out >.<
also uhhhh.... oops...
big oops....yeah a tutorial would be very nice xD
edit: aha! fixed!
Hard to tell, but added a smaller 'box' inside each leaf block to make it look more full.
...now if I just understood it enough to make my ladder...