So can you sift through my 200+ model files and cleanly convert them (100% same rotations) to 1.9+? No?
Were you one of the people who attempted to make a converter? If so, did you see the post that I made about the incomplete converter someone made (doesn't convert rotations properly) and me suggesting for someone to make a mod (or I suppose technically 2) that runs in 1.8 and takes measurements (be it screenshots or raycast distance) of all custom models and then attempts to most closely match that via brute-force minute changes (think machine learning!) until a closest match is found for each model. Perhaps using recorded data you could make some complicated formula that is able to do conversions outright.
Well I could probably get through them eventually (provided it is actually possible to have an equivalent 1.9+ version of their model code) but 200 is definitely a lot more than I'd be keen on doing!
I wasn't one of the people attempting to make a converter but depending on what I'm doing for uni this semester in my coding subjects it could actually be something I could do as a project. Means doing uni work and helping the community at the same time which would be a big plus.
Roughly a year ago I made some mushroom variants and I decided to remake them to see if I'm getting any better lol.
Yes it does. And thanks!
Both types of mushrooms look nice. They are different styles though, with the lower one being more of a retro style, color-wise. They are definitely more differentiated.
I got a problem with my magma texture. I seems that this blocks texture does not react to environemental lighting. Is there any way to set it like the other non-illuminated blocks?
I got a problem with my magma texture. I seems that this blocks texture does not react to environemental lighting. Is there any way to set it like the other non-illuminated blocks?
It's hardcoded behavior. You can edit the model, but it will never be darkened by in-game lighting.
Tried out some different colour schemes for forest leaves; which of these do you guys like better? I prefer the blue-green oak leaves and the orange birch leaves, but they don't look as good when you put them together.
I see what you mean. I absolutely love the bluish green oak leaves and the orange birch leaves, but when put together, it doesn't really work. IMO I would go with the 2nd picture and edit the colourmap so that in birch forests have that stunning orange colour. (IDK if you can do it with a colourmap with MCPatcher, I only know how to make all birch leaves look a specific colour, but I'm sure it's possible! )
Tried out some different colour schemes for forest leaves; which of these do you guys like better?
None of those look bad IMO, but I like 3 the best. I feel like 2 is supposed to be the 'bad' one but it's not an ugly color, just a bit muted which is good in its own way. I like 3 because it 'pops' the most. Wait, is 3 the option you don't like? They all look good to me, just depends on what you're going for, I guess.
What changes were made from 1.8 to 1.9 regarding the models?
I can probably pull something off.
It was more of a rhetorical request (the work, not the converter)...
The biggest change was to the display settings... every way it could've broke (how the values are used at least), IT DID. Items from 1.8 that had scaling are now gigantic in 1.9, rotation has changed completely, and translation/scale has also changed.
Scale is already convertible, translation (at least for GUI, not sure for other display types) can likely be dropped since in most situations (ones where scaling moved an item in 1.8!) translation won't be needed. Rotation is the biggest issue here because it's not a 'simple' conversion.
So converting ONE file with a high level of similarity is going to be very difficult, annoying, and time-consuming... you'd likely have to run 2 instances of Minecraft (I'm not sure if that would cause account issues or not, would suck losing your account because of trying to convert files) with a different resource pack on each and try and match up the rotation. And it's not that I have 200 files that need this done, just that I have a decent amount that need it but you'd have to look through each file to see if it needs to be converted so that's going to be tedious keeping track of on its own.
TL;DR: for someone with programming knowledge it'd be easier to perfect the existing converter (or make a brute one as I mentioned earlier) than it would be to convert a pack (plus unreleased models) like mine by hand.
I wasn't one of the people attempting to make a converter but depending on what I'm doing for uni this semester in my coding subjects it could actually be something I could do as a project. Means doing uni work and helping the community at the same time which would be a big plus.
hey its me ur profesor
i now its alittle od d for me to contac u here but i was lockd out of blackboard and i found you here this by using facail regicnition on google
you're new asingement is to make a converter progrem that changs compatibilty of a JSONE file fram one impletmntatation to a mother.
asinemeant's are do at tje end of the trimester. dont' bot her post on blahbord (ITT guys say its down for good thes tim i geuss its juts the year fro skedaddled mentaintince) just nake a therad about it hera on this form
oh btw is 102.7% of ur grade
goop luck classe
Sent from my iphone using tapatalk
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
Does anyone know how to change the "held block" biome colour for things like grass and leaves? I've set all my colourmaps to white and used the McPatcher grid format, but they still show up with green shading when in my inventory.
I also can't seem to get rid of the Roofed Forest colour overlay; I've created a custom grid-format colourmap in the /mcpatcher/colormap folder and specified it to apply to grass blocks, but I still get the brown-green biome shading in-game.
I'm pretty new to texturing but I've been working on this pack. A lot of it is vanilla edits/recolors but also a lot is new. It's 16x. It's supposed to be vanilla styled pack, with a bit of a darker feel and a bit of rpgish... orignally i was making just a few edits to make a nether map (cause default nether is horrible)
Obviously theres a few blocks that are an older version or just not changed yet. also a lot of blocks are minor changes you probably wouldn't even notice. But either way, enjoy! what do you think so far?
Great job Vexilius. Is it actually curved outward on the side facing us, as indicated by the lighting? Or is it flat and it's just the shading making it look like that?
On a side note, I'm still working on that new pack. See if you can guess what this texture is!
Great job Vexilius. Is it actually curved outward on the side facing us, as indicated by the lighting? Or is it flat and it's just the shading making it look like that?
On a side note, I'm still working on that new pack. See if you can guess what this texture is!
.properties usage in ctm.properties just search for 'overlay'.
It's almost like an inverted classic CTM with a special case, you use CTM basic rules to say what it applies to and then the new connectBlocks/connectTiles to what blocks CAUSE the connection.
Grass is temporary, wanted to see how it would look with grass giving a dirt edge on some things (interesting with stone floors surrounded by grass in extreme hills), the layer line is how you can use partial transparency to get a better look.
Now if only I had an easy way to de-stitch that odd-size atlas so it'd be easier to work with. I'd use Texture Unstitcher by DTDsphere but the Linux version needs some specific Qt library (or maybe it just needs that specific name as a symlink)... I have Qt, but then again Texture Unstitcher is pretty old so it might want to use an old version of Qt that would conflict with the version I currently have. I didn't feel like mucking around with it, a simple GIMP or Krita plugin that can split an image at guides and give names 0.png-16.png would be great.
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
I don't know how i like this glowstone texture... looks like solid lava. Doesn't nessacarily fit into the pack either... But I'm not sure. I'm torn. Either way, my lava could take some notes from it.
Bonus:
The sky above the port was the color of television, tuned to a dead channel.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/16/2011
Posts:
105
Member Details
Hi it's been a while since I've posted here. Please look at my texture trash! It's all supposed to be a kind of plastic world.
stone and its derivatives are supposed to be plastic panels. Grass is supposed to be some synthetic material. Iron blocks are a tougher plastic. They're naturally in 32x32, I upscaled to 128x128 for ease of viewing
As a little experiment, I've been working on a creeper texture:
I like where this is going, but I feel like the design would be more effective without the thread eyebrows. It just looks a bit too silly for a creeper IMO.
Structure blocks. I found the default icons completely unintuitive, so I changed them.
Putting the CENDENT back in transcendent!
Does your avatar anyway correspond to http://www.breadfish.co.uk/ ?
And nice graphics on the structure blocks!
Roughly a year ago I made some mushroom variants and I decided to remake them to see if I'm getting any better lol.
Servers Rules|Support Forum Rules|Show Your Creation Rules|Off Topic Rules
Well I could probably get through them eventually (provided it is actually possible to have an equivalent 1.9+ version of their model code) but 200 is definitely a lot more than I'd be keen on doing!
I wasn't one of the people attempting to make a converter but depending on what I'm doing for uni this semester in my coding subjects it could actually be something I could do as a project. Means doing uni work and helping the community at the same time which would be a big plus.
Yes it does. And thanks!
Both types of mushrooms look nice. They are different styles though, with the lower one being more of a retro style, color-wise. They are definitely more differentiated.
Putting the CENDENT back in transcendent!
Hey
I got a problem with my magma texture. I seems that this blocks texture does not react to environemental lighting. Is there any way to set it like the other non-illuminated blocks?
It's hardcoded behavior. You can edit the model, but it will never be darkened by in-game lighting.
@Crimso
I see what you mean. I absolutely love the bluish green oak leaves and the orange birch leaves, but when put together, it doesn't really work. IMO I would go with the 2nd picture and edit the colourmap so that in birch forests have that stunning orange colour. (IDK if you can do it with a colourmap with MCPatcher, I only know how to make all birch leaves look a specific colour, but I'm sure it's possible! )
What about the green oak leaves and the greenish birch leaves together?
None of those look bad IMO, but I like 3 the best. I feel like 2 is supposed to be the 'bad' one but it's not an ugly color, just a bit muted which is good in its own way. I like 3 because it 'pops' the most. Wait, is 3 the option you don't like? They all look good to me, just depends on what you're going for, I guess.
It was more of a rhetorical request (the work, not the converter)...
The biggest change was to the display settings... every way it could've broke (how the values are used at least), IT DID. Items from 1.8 that had scaling are now gigantic in 1.9, rotation has changed completely, and translation/scale has also changed.
Scale is already convertible, translation (at least for GUI, not sure for other display types) can likely be dropped since in most situations (ones where scaling moved an item in 1.8!) translation won't be needed. Rotation is the biggest issue here because it's not a 'simple' conversion.
So converting ONE file with a high level of similarity is going to be very difficult, annoying, and time-consuming... you'd likely have to run 2 instances of Minecraft (I'm not sure if that would cause account issues or not, would suck losing your account because of trying to convert files) with a different resource pack on each and try and match up the rotation. And it's not that I have 200 files that need this done, just that I have a decent amount that need it but you'd have to look through each file to see if it needs to be converted so that's going to be tedious keeping track of on its own.
TL;DR: for someone with programming knowledge it'd be easier to perfect the existing converter (or make a brute one as I mentioned earlier) than it would be to convert a pack (plus unreleased models) like mine by hand.
hey its me ur profesor
i now its alittle od d for me to contac u here but i was lockd out of blackboard and i found you here this by using facail regicnition on google
you're new asingement is to make a converter progrem that changs compatibilty of a JSONE file fram one impletmntatation to a mother.
asinemeant's are do at tje end of the trimester. dont' bot her post on blahbord (ITT guys say its down for good thes tim i geuss its juts the year fro skedaddled mentaintince) just nake a therad about it hera on this form
oh btw is 102.7% of ur grade
goop luck classe
Sent from my iphone using tapatalk
"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
Does anyone know how to change the "held block" biome colour for things like grass and leaves? I've set all my colourmaps to white and used the McPatcher grid format, but they still show up with green shading when in my inventory.
I also can't seem to get rid of the Roofed Forest colour overlay; I've created a custom grid-format colourmap in the /mcpatcher/colormap folder and specified it to apply to grass blocks, but I still get the brown-green biome shading in-game.
Flowing water textures are tiled 2x2, so they are double resolution.
Putting the CENDENT back in transcendent!
Hey guys I finally released Excalibur which is the successor to Chivalry. Check it out and let me know what you think
Forum Page Link
I'm pretty new to texturing but I've been working on this pack. A lot of it is vanilla edits/recolors but also a lot is new. It's 16x. It's supposed to be vanilla styled pack, with a bit of a darker feel and a bit of rpgish... orignally i was making just a few edits to make a nether map (cause default nether is horrible)
Obviously theres a few blocks that are an older version or just not changed yet. also a lot of blocks are minor changes you probably wouldn't even notice. But either way, enjoy! what do you think so far?
http://imgur.com/a/M5AXM
Great job Vexilius. Is it actually curved outward on the side facing us, as indicated by the lighting? Or is it flat and it's just the shading making it look like that?
On a side note, I'm still working on that new pack. See if you can guess what this texture is!
Dropper
...i'm back again
I've been here for a loooooooooong time.
Asymmetrical!
EDIT: Just thought you guys should know that Optifine just got a dev update that makes connecting 2 different blocks a real thing, my first test:
-source
To download, go to the downloads page (http://optifine.net/downloads) and hit 'Preview versions'.
Tile number template.
.properties usage in ctm.properties just search for 'overlay'.
It's almost like an inverted classic CTM with a special case, you use CTM basic rules to say what it applies to and then the new connectBlocks/connectTiles to what blocks CAUSE the connection.
Here's mine:
matchBlocks=stone coal_ore
method=overlay
tiles=0-16
connect=block
connectBlocks=dirt grass
layer=translucent
Grass is temporary, wanted to see how it would look with grass giving a dirt edge on some things (interesting with stone floors surrounded by grass in extreme hills), the layer line is how you can use partial transparency to get a better look.
Now if only I had an easy way to de-stitch that odd-size atlas so it'd be easier to work with. I'd use Texture Unstitcher by DTDsphere but the Linux version needs some specific Qt library (or maybe it just needs that specific name as a symlink)... I have Qt, but then again Texture Unstitcher is pretty old so it might want to use an old version of Qt that would conflict with the version I currently have. I didn't feel like mucking around with it, a simple GIMP or Krita plugin that can split an image at guides and give names 0.png-16.png would be great.
"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 don't know how i like this glowstone texture... looks like solid lava. Doesn't nessacarily fit into the pack either... But I'm not sure. I'm torn. Either way, my lava could take some notes from it.
Bonus:
The sky above the port was the color of television, tuned to a dead channel.
Hi it's been a while since I've posted here. Please look at my texture trash! It's all supposed to be a kind of plastic world.
stone and its derivatives are supposed to be plastic panels. Grass is supposed to be some synthetic material. Iron blocks are a tougher plastic. They're naturally in 32x32, I upscaled to 128x128 for ease of viewing
I like where this is going, but I feel like the design would be more effective without the thread eyebrows. It just looks a bit too silly for a creeper IMO.