I recently moved all my cobblestone random CTM to vanilla alternate textures. The issue I'm having is that I have no idea how to set a texture to an element in a model with multiple elements.
I'm just doing it with notepad, because it seems like this way will be easier in the long run for me.
What are you trying to do? I'm going to assume (because of "multi-element") that you want your random cobblestone textures on cobblestone walls? If that's what you're doing, it should be more-or-less the same as plain random blocks, although MUCH more tedious because there are multiple files.
Basically, you need to turn the normal models into a inherited versions that has the same amount as the number of random textures you have. Normally you would need to make a "parent file" with only texture references (no defined textures) for your inherited files to fill in references to, but this is how the wall models already function, so basically all you have to do is make more of them with different textures defined.
So, as an example, if you had 5 random cobblestone textures, you'd make
cobblestone_wall_post_0.json
cobblestone_wall_post_1.json
cobblestone_wall_post_2.json
cobblestone_wall_post_3.json
cobblestone_wall_post_4.json
(just using different textures for the "wall" specification)
and then just load those into the blockstate files... but you have to do this for each state of the wall.
Now, if I'm wrong and you mean multi-element models with random textures on one or more of the textured elements, it's pretty much the same process, only your "child" files will contain more filled in texture specifications. If you have textures that are randomized but some that aren't, you can leave that texture specified in the model file itself and then fill in the randomized one(s) inside the inherited file as described above.
As always, remember that you can put textures and model files in their own directory, so I recommend using those to cut down on bloat. I have ~/textures/custom_blocks/ctm and ~/models/block/random. Just remember to specify the paths correctly in their respective files.
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"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 was actually trying to set up mossy cobblestone to have both a cobble and moss element. I wasn't entirely sure on how to set what faces use what textures, but I've figured that much out.
Now since most models cannot have transparency, I have to do it all by planes. But more on that later. Much more.
On another topic, I've been redoing lots of my oft. used random CTM to vanilla's Alternate Textures. I hope, in the end, to make a pack that uses few enough of MCPatcher features that it can be used with shaders while avoiding the whole shader MCPatcher set of issues.
This leaves me at a loss as to what to do with my dirt and stone, two textures relying on pattern CTM... But perhaps I can make them work with random. Or in the case of the dirt, possibly without any models or CTM.
I was actually trying to set up mossy cobblestone to have both a cobble and moss element. I wasn't entirely sure on how to set what faces use what textures, but I've figured that much out.
Now since most models cannot have transparency, I have to do it all by planes.
If you think planes will allow you to use transparency(more "3D" moss, maybe?), planes don't exist anymore (not like they did anyways, now planes are just a box with no depth on 1 dimension and only 1-2 visible faces), though, so that won't work
Unless of course you mean splitting 1 cube into 24 (or more!) planes, in which I'd say say that might not stitch too well (especially on old/bad computers, but hey, it's a little present for everybody) and is gonna get over-complicated fast especially if you want each face to be random independently.... and then there's not much reason to do that instead of making a ton of random textures with different moss patterns on them.
If by "set what faces use what textures" you mean "have faces independently randomized, you'd need to inherit from a parent model with texture references for each side, like block/cube:
So to do that you would need to make a ton of different model files with different combos of different textures, and you can somewhat reduce the amount needed by using blockstate rotation to get some of the combos. Although it'd be really complex to pull off 100% with even a few textures to do that.
Also, not sure if you mean you're trying to replicate repeat CTM or just redo it to be normal or random vanilla, but it's not currently possible to replicate yet. If we had a little more control over culling [long-winded technical explain removed because I don't understand it right now, at least not to esplain it]* some sort of hacky-classic-CTM replacement could be made. If we had full control over culling? Maybe the same could be done with repeat CTM.... (plus, maybe more advanced CTM)
*= required to make "connected models". I tried to make glass "rods" that disappeared when blocks are placed, the problem being that it only works on 1 axis (and even then you sacrifice the culling needed for the faces that would actually be hidden). So what happens is you make a cube that doesn't show up when there is a block above? Fine, but then they all render on that axis even in blocks you shouldn't see. This would make the most sense if we could make an "inverted cull argument" like "only show if UP is opaque && NOT DOWN && NOT EAST && NOT WEST" but since Mojang is "anti-silly things" they probably would never allow us that much control, and they certainly don't need cull control at that level
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
Any sort of feedback, good or bad i'd be interested in hearing.
The textures are quite good, simple but detailed enough. And I like the colors, particularly the green of the grass. But I would add more contrast to dirt. It looks too... plastic? Btw, is it 32x or 64x?
But two questions: what's that stone around the church door and why has the gravel (?) such square-shaped stones? They look a little misplaced.
That's the cobblestone w/ grout that I plan on replacing a block with since I can't actually add it any other way, and I do want it for building purposes. Although it does still need a lot of work.
The gravel has square stone because they're only 2x2 so I can't really make them many other shapes.
I was actually trying to set up mossy cobblestone to have both a cobble and moss element. I wasn't entirely sure on how to set what faces use what textures, but I've figured that much out.
Now since most models cannot have transparency, I have to do it all by planes. But more on that later. Much more.
On another topic, I've been redoing lots of my oft. used random CTM to vanilla's Alternate Textures. I hope, in the end, to make a pack that uses few enough of MCPatcher features that it can be used with shaders while avoiding the whole shader MCPatcher set of issues.
This leaves me at a loss as to what to do with my dirt and stone, two textures relying on pattern CTM... But perhaps I can make them work with random. Or in the case of the dirt, possibly without any models or CTM.
But, without further ado...
I love the cobblestone and wood. The tops of grasses looks great with the dark green colours.
Well, I learned HTML&CSS in depth in a month, I pretty much knew everything useful in JavaScript in a week, C++ in the the rest of the time, and C# as a hobby.
And now, I'm ready to have another take texturing.
HTML & CSS is pretty easy to learn (I took a class in it in high school). I some a little bit of JavaScript from working in Adobe AfterEffects.
C++ & C# sound hard. Those are the languages that I want to learn.
You won't get anywhere with the "sound hard" attitude, just make small steps, C++ is the easier one, but you will make only console programs if you don't want to learn some GUI libraries(Qt and GTK come to mind). C# is the more complicated one, but you will have a graphical editor for your GUI.
Also, you won't actually be able to find a working place only by knowing those, there are a lot of mediocre programmers at the queue, so, yeah.
I actually find C# to be much easier than C++. Part of that is needing to know libraries to make GUIs in C++; QT is evil and should never see the light of day in a modern environment. Or at the very least no one should have to learn it in a week while also writing code for an Arduino. They key thing to note is the fact that C++ can be written in literally any IDE (even Notepad if you're particularly masochistic), whereas C# absolutely requires Visual Studio. Which, if you don't get a student discount (and aren't okay with piracy), can be majorly expensive if you want the good versions.
A good thing to do when learning a language for the first time is to take a well-commented program, recompile the code, and then dissect it to figure out how it works. You can pick up a lot of things that everyone does but no one really explains how to do like that, which is hugely helpful when you're trying to condense your code or even debug something that you've already written. And Stack Overflow is one of the best resources, along with cplusplus if you're writing C or C++.
And I can definitely attest to not being able to find a job only knowing a couple languages. I've got C, C++, C#, Java, Assembly, HTML, CSS, Javascript, ASP.NET, JSP, PHP, jQuery, and SQL and I'm still having issues finding jobs. Because for some reason, hobby development and school projects don't count as experience, so I need to get a programming job to have experience to get a programming job.
Well, I'm still at high school, so I have plenty of time to do ****, right now I'm thinking of a project for the summer, a game of some kind, but it's pretty hard to get something started.
Should we get back to texturing?
If you're thinking about making a game, I'd check out the Unity engine. It uses C++, and makes it pretty easy to get started with game development. And yeah, we probably should get back to texturing. Umm... I have things!
If you're thinking about making a game, I'd check out the Unity engine. It uses C++, and makes it pretty easy to get started with game development. And yeah, we probably should get back to texturing. Umm... I have things!
I wonder, should I start working on Desque again? I remember that I promised Seradicus that he won't be disappointed by my continuation, so I don't want to leave it like that...
You also need to know that I've been working on the same project for like 2 years now and I don't even have 25 blocks done. It's pretty difficult to dissapoint with my progress.
I'm never ever ever ever touching Assembly ever again. Not even with a hundred foot pole. Learning it for two different controllers at the same time, plus having a midterm where we had to write code for both with no references whatsoever, has turned me off of it for life. Other people can do low level stuff. C is the lowest I'm willing to code, and even that is reluctantly.
http://en.wikipedia.org/wiki/Image_scaling
http://forums.getpaint.net/index.php?/topic/24270-hawkynts-2d-imagefilter-library/
I have a image scaling plugin for Paint.net that includes several algorithms. For my images I used XBR no blend so it uses the same colours. It's not perfect so manual touch ups to ensure tiling are still required.
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What are you trying to do? I'm going to assume (because of "multi-element") that you want your random cobblestone textures on cobblestone walls? If that's what you're doing, it should be more-or-less the same as plain random blocks, although MUCH more tedious because there are multiple files.
Basically, you need to turn the normal models into a inherited versions that has the same amount as the number of random textures you have. Normally you would need to make a "parent file" with only texture references (no defined textures) for your inherited files to fill in references to, but this is how the wall models already function, so basically all you have to do is make more of them with different textures defined.
So, as an example, if you had 5 random cobblestone textures, you'd make
cobblestone_wall_post_0.json
cobblestone_wall_post_1.json
cobblestone_wall_post_2.json
cobblestone_wall_post_3.json
cobblestone_wall_post_4.json
(just using different textures for the "wall" specification)
and then just load those into the blockstate files... but you have to do this for each state of the wall.
Now, if I'm wrong and you mean multi-element models with random textures on one or more of the textured elements, it's pretty much the same process, only your "child" files will contain more filled in texture specifications. If you have textures that are randomized but some that aren't, you can leave that texture specified in the model file itself and then fill in the randomized one(s) inside the inherited file as described above.
As always, remember that you can put textures and model files in their own directory, so I recommend using those to cut down on bloat. I have ~/textures/custom_blocks/ctm and ~/models/block/random. Just remember to specify the paths correctly in their respective files.
"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
@insomniac
I was actually trying to set up mossy cobblestone to have both a cobble and moss element. I wasn't entirely sure on how to set what faces use what textures, but I've figured that much out.
Now since most models cannot have transparency, I have to do it all by planes. But more on that later. Much more.
On another topic, I've been redoing lots of my oft. used random CTM to vanilla's Alternate Textures. I hope, in the end, to make a pack that uses few enough of MCPatcher features that it can be used with shaders while avoiding the whole shader MCPatcher set of issues.
This leaves me at a loss as to what to do with my dirt and stone, two textures relying on pattern CTM... But perhaps I can make them work with random. Or in the case of the dirt, possibly without any models or CTM.
But, without further ado...
If you think planes will allow you to use transparency(more "3D" moss, maybe?), planes don't exist anymore (not like they did anyways, now planes are just a box with no depth on 1 dimension and only 1-2 visible faces), though, so that won't work
Unless of course you mean splitting 1 cube into 24 (or more!) planes, in which I'd say say that might not stitch too well (especially on old/bad computers, but hey, it's a little present for everybody) and is gonna get over-complicated fast especially if you want each face to be random independently.... and then there's not much reason to do that instead of making a ton of random textures with different moss patterns on them.
If by "set what faces use what textures" you mean "have faces independently randomized, you'd need to inherit from a parent model with texture references for each side, like block/cube:
{
"parent": "block/cube",
"textures": {
"particle": "custom_blocks/ctm/cobblestone_0",
"down": "custom_blocks/ctm/cobblestone_0",
"up": "custom_blocks/ctm/cobblestone_0",
"north": "custom_blocks/ctm/cobblestone_1",
"east": "custom_blocks/ctm/cobblestone_0",
"south": "custom_blocks/ctm/cobblestone_0",
"west": "custom_blocks/ctm/cobblestone_0"
}
}
So to do that you would need to make a ton of different model files with different combos of different textures, and you can somewhat reduce the amount needed by using blockstate rotation to get some of the combos. Although it'd be really complex to pull off 100% with even a few textures to do that.
Also, not sure if you mean you're trying to replicate repeat CTM or just redo it to be normal or random vanilla, but it's not currently possible to replicate yet. If we had a little more control over culling [long-winded technical explain removed because I don't understand it right now, at least not to esplain it]* some sort of hacky-classic-CTM replacement could be made. If we had full control over culling? Maybe the same could be done with repeat CTM.... (plus, maybe more advanced CTM)
*= required to make "connected models". I tried to make glass "rods" that disappeared when blocks are placed, the problem being that it only works on 1 axis (and even then you sacrifice the culling needed for the faces that would actually be hidden). So what happens is you make a cube that doesn't show up when there is a block above? Fine, but then they all render on that axis even in blocks you shouldn't see. This would make the most sense if we could make an "inverted cull argument" like "only show if UP is opaque && NOT DOWN && NOT EAST && NOT WEST" but since Mojang is "anti-silly things" they probably would never allow us that much control, and they certainly don't need cull control at that level
"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
The textures are quite good, simple but detailed enough. And I like the colors, particularly the green of the grass. But I would add more contrast to dirt. It looks too... plastic? Btw, is it 32x or 64x?
Radiant Pixels - Vibrant, Colorful and Eye-Pleasing Resource Pack
That's the cobblestone w/ grout that I plan on replacing a block with since I can't actually add it any other way, and I do want it for building purposes. Although it does still need a lot of work.
The gravel has square stone because they're only 2x2 so I can't really make them many other shapes.
I really do like the planks
I love it Looks great
I love the cobblestone and wood. The tops of grasses looks great with the dark green colours.
They both look great!
@Cozzmy: I like that cobblestone.
WIP Iron armor. Helmet's done:
Welcome back. Was easy for you to learn those languages?
Nice helmet!!!
True
HTML & CSS is pretty easy to learn (I took a class in it in high school). I some a little bit of JavaScript from working in Adobe AfterEffects.
C++ & C# sound hard. Those are the languages that I want to learn.
I actually find C# to be much easier than C++. Part of that is needing to know libraries to make GUIs in C++; QT is evil and should never see the light of day in a modern environment. Or at the very least no one should have to learn it in a week while also writing code for an Arduino. They key thing to note is the fact that C++ can be written in literally any IDE (even Notepad if you're particularly masochistic), whereas C# absolutely requires Visual Studio. Which, if you don't get a student discount (and aren't okay with piracy), can be majorly expensive if you want the good versions.
A good thing to do when learning a language for the first time is to take a well-commented program, recompile the code, and then dissect it to figure out how it works. You can pick up a lot of things that everyone does but no one really explains how to do like that, which is hugely helpful when you're trying to condense your code or even debug something that you've already written. And Stack Overflow is one of the best resources, along with cplusplus if you're writing C or C++.
And I can definitely attest to not being able to find a job only knowing a couple languages. I've got C, C++, C#, Java, Assembly, HTML, CSS, Javascript, ASP.NET, JSP, PHP, jQuery, and SQL and I'm still having issues finding jobs. Because for some reason, hobby development and school projects don't count as experience, so I need to get a programming job to have experience to get a programming job.
If you're thinking about making a game, I'd check out the Unity engine. It uses C++, and makes it pretty easy to get started with game development. And yeah, we probably should get back to texturing. Umm... I have things!
I really like the ores!
You also need to know that I've been working on the same project for like 2 years now and I don't even have 25 blocks done. It's pretty difficult to dissapoint with my progress.
Y'all blabbing about C++ and C# and everything else... try learning machine code and / or assembler, see what's really going on in that box of yours
I'm never ever ever ever touching Assembly ever again. Not even with a hundred foot pole. Learning it for two different controllers at the same time, plus having a midterm where we had to write code for both with no references whatsoever, has turned me off of it for life. Other people can do low level stuff. C is the lowest I'm willing to code, and even that is reluctantly.
So I decided to go in a different direction, after realizing how much my computer hates the default resolution with mods. Yay, 8x pack!