If I "Upload" from the MCSkin3D, does it automatically upload it to my character, or is there some sort of file changing or placing that I need to do in order to make sure that I am the skin that I created?
If I "Upload" from the MCSkin3D, does it automatically upload it to my character, or is there some sort of file changing or placing that I need to do in order to make sure that I am the skin that I created?
It uploads directly to Minecraft.net.
To the general beta-testing public:
I realized that the last beta may have an odd issue where the whole model's x axis is inverted. This has been fixed in the next beta, which I will release as soon as we fix the color wheel.
HELP!! When uploading to minecraft.. I typed in my password but must of made a typo. I clicked save pw and auto login... When i do upload to minecraft it says "Oops wrong password!" And Is there a way to CHANGE the password I put in?? :unsure.gif:
I have a simple skin request because i suck at these kind of programs. Can someone pls add 3D glasses and a beard at this skin? Its Gordon Freeman and i just need 3D glasses and a beard. ThxLink of skins page
HELP!! When uploading to minecraft.. I typed in my password but must of made a typo. I clicked save pw and auto login... When i do upload to minecraft it says "Oops wrong password!" And Is there a way to CHANGE the password I put in?? :unsure.gif:
use a different browserI have a simple skin request because i suck at these kind of programs. Can someone pls add 3D glasses and a beard at this skin? Its Gordon Freeman and i just need 3D glasses and a beard.THX. Heres The Link My email is [email protected] you can send it there too i will be greatful
HELP!! When uploading to minecraft.. I typed in my password but must of made a typo. I clicked save pw and auto login... When i do upload to minecraft it says "Oops wrong password!" And Is there a way to CHANGE the password I put in?? :unsure.gif:
Hold shift as you click on the Upload button - it will re-open the dialog for you. If all else fails, delete "settings.ini" in the MCSkin3D folder.
I have a simple skin request because i suck at these kind of programs. Can someone pls add 3D glasses and a beard at this skin? Its Gordon Freeman and i just need 3D glasses and a beard. ThxLink of skins page use a different browserI have a simple skin request because i suck at these kind of programs. Can someone pls add 3D glasses and a beard at this skin? Its Gordon Freeman and i just need 3D glasses and a beard.THX. Heres The Link My email is [email protected] you can send it there too i will be greatful
Please don't reply unless you know what you're talking about; also, this isn't for skin requests. Ask in a shop. This is about discussion of the program itself.
Love it.I use it in combination with skincraft and now i can make much better skins.
Thanks! Our hope is to make it easier for skin editors to simply just use one program rather than having to switch between many of them to get the job done. Let us know if there's anything that our program may be missing.
Common question; common answer is "no". It's only for mob/block support in the future.
-P
I was wondering if your future mob skinning feature might be able to skin the Mo' Creatures mobs?
I'm attempting to do so but for a noob, it's pretty daunting. I'm horrible with shading, and can never get things quite right. So if you could it would be incredibly appreciated. I suppose this is more of a request than a question.. But I'd appreciate an answer all the same.
P.S. Maybe have the editor allow you to choose the class files of the creature you are attempting to re-skin, so it knows the 3D model of it, and then the .png that goes with it so that it can compile the two and allow editing of any mob? Not sure of it's practicality, just a theory.
Thanks! Our hope is to make it easier for skin editors to simply just use one program rather than having to switch between many of them to get the job done. Let us know if there's anything that our program may be missing.
-P
I use skincraft as well, it's simple and allows you to jump right in. One of the features it has that I love is the way it lets you build in layers, later compiling them all into one finished product. The other most appealing feature is pre-made layers. I use them and usually create a custom layer lot lay over it to change the colors as I need, basically giving me full color control over what would have been a single-color item, sword, hat, crown, ect.
Wether or not that could be fit into your program, I'm not sure, but it would be interesting if possible.
Love the program btw, it's very in depth and easy to use. It's also very pleasant to edit a skin and see it as it would be in the game.
A++
I was wondering if your future mob skinning feature might be able to skin the Mo' Creatures mobs?I'm attempting to do so but for a noob, it's pretty daunting. I'm horrible with shading, and can never get things quite right. So if you could it would be incredibly appreciated. I suppose this is more of a request than a question.. But I'd appreciate an answer all the same.P.S. Maybe have the editor allow you to choose the class files of the creature you are attempting to re-skin, so it knows the 3D model of it, and then the .png that goes with it so that it can compile the two and allow editing of any mob? Not sure of it's practicality, just a theory.
It's indeed a possibility. Supporting straight-up class files would be too much of an issue due to requiring decompilation, different versions have different decompiled function names, etc. We will however support Techne models.
I use skincraft as well, it's simple and allows you to jump right in. One of the features it has that I love is the way it lets you build in layers, later compiling them all into one finished product. The other most appealing feature is pre-made layers. I use them and usually create a custom layer lot lay over it to change the colors as I need, basically giving me full color control over what would have been a single-color item, sword, hat, crown, ect.Wether or not that could be fit into your program, I'm not sure, but it would be interesting if possible.Love the program btw, it's very in depth and easy to use. It's also very pleasant to edit a skin and see it as it would be in the game.A++
We had thought of parts, but removed the idea from the roadmap due to the fact that it tends to mostly be used just by people to create unoriginal remix skins. As a site moderator on PlanetMinecraft I see way too many of these to enjoy implementing a feature I know I'd regret.
It's indeed a possibility. Supporting straight-up class files would be too much of an issue due to requiring decompilation, different versions have different decompiled function names, etc. We will however support Techne models.
We had thought of parts, but removed the idea from the roadmap due to the fact that it tends to mostly be used just by people to create unoriginal remix skins. As a site moderator on PlanetMinecraft I see way too many of these to enjoy implementing a feature I know I'd regret.
It's indeed a possibility. Supporting straight-up class files would be too much of an issue due to requiring decompilation, different versions have different decompiled function names, etc. We will however support Techne models.
We had thought of parts, but removed the idea from the roadmap due to the fact that it tends to mostly be used just by people to create unoriginal remix skins. As a site moderator on PlanetMinecraft I see way too many of these to enjoy implementing a feature I know I'd regret.
Layering will be supported in the future however.
-P
Just looked into Techne, and I understand why you'd support it. It's a preset and any models made with it would have roughly the same base, making them easier for the program to fabricate, and you to program. (At least that's my conclusion, I could be wrong.) I also see now why it would be difficult to allow just any mob to be skinned. Let me ask you though, if a few of the more popular, big-name mods that introduce new mobs were to give you any of the information you need for their models, would that make it easier or more likely to be included? (Mo' Creatures, for example.) If this is the case I would be more than happy to be the one to ask for their support in your place, if it would make things that much easier.
And, yes, I hadn't thought of that. it's probably better that way. But I am glad to hear layering will be incorporated.
On another topic, I can't wait to see the next version. I apologize if this information is already posted somewhere else, but, is there an E.T.A. on the next version? Or is that just too much of a variable to start guesstimating?
Just looked into Techne, and I understand why you'd support it. It's a preset and any models made with it would have roughly the same base, making them easier for the program to fabricate, and you to program. (At least that's my conclusion, I could be wrong.) I also see now why it would be difficult to allow just any mob to be skinned. Let me ask you though, if a few of the more popular, big-name mods that introduce new mobs were to give you any of the information you need for their models, would that make it easier or more likely to be included? (Mo' Creatures, for example.) If this is the case I would be more than happy to be the one to ask for their support in your place, if it would make things that much easier.
And, yes, I hadn't thought of that. it's probably better that way. But I am glad to hear layering will be incorporated.
On another topic, I can't wait to see the next version. I apologize if this information is already posted somewhere else, but, is there an E.T.A. on the next version? Or is that just too much of a variable to start guesstimating?
Techne is the most used model editor from my understanding, and it has an easy-to-use XML format (similar to mine, but easier-to-use), so I'll probably end up supporting it. I had talked with the owner, and we had a pretty good discussion about future possibilities, so we'll see what happens.
If you're able to get the source files to the models for any mods you'd like to get supported, or at the very least get them to contact me directly about it (ie, "MCSkin3D would like to support your mod in the new release"), I would be able to support them no problem.
My bad, hah, meant lighting option. I think it would help out with light colors that people use to see them better.
Thanks for the fast reply!
I'll do that in 1.4 - putting at the top of the list now.
-P
Common question; common answer is "no". It's only for mob/block support in the future.
-P
If I "Upload" from the MCSkin3D, does it automatically upload it to my character, or is there some sort of file changing or placing that I need to do in order to make sure that I am the skin that I created?
It uploads directly to Minecraft.net.
To the general beta-testing public:
I realized that the last beta may have an odd issue where the whole model's x axis is inverted. This has been fixed in the next beta, which I will release as soon as we fix the color wheel.
-P
I wish, but I don't have the time to support Mac/Linux on my own. We're looking for a Mac compilator currently.
-P
If I remember. :smile.gif:
There are three versions available for download; a ZIP or RAR version for portable installations, and an EXE as a convenience for quick setup.
For ZIP/RAR, extract it somewhere (such as c:\mcskin3d\) and run the exe from there.
-P
use a different browserI have a simple skin request because i suck at these kind of programs. Can someone pls add 3D glasses and a beard at this skin? Its Gordon Freeman and i just need 3D glasses and a beard.THX. Heres The Link My email is [email protected] you can send it there too i will be greatful
Hold shift as you click on the Upload button - it will re-open the dialog for you. If all else fails, delete "settings.ini" in the MCSkin3D folder.
Please don't reply unless you know what you're talking about; also, this isn't for skin requests. Ask in a shop. This is about discussion of the program itself.
Thanks! Our hope is to make it easier for skin editors to simply just use one program rather than having to switch between many of them to get the job done. Let us know if there's anything that our program may be missing.
-P
Honestly? Honestly.
We'd like to, but we have nobody who can compile it on Mac. :sad.gif:
-P
I was wondering if your future mob skinning feature might be able to skin the Mo' Creatures mobs?
I'm attempting to do so but for a noob, it's pretty daunting. I'm horrible with shading, and can never get things quite right. So if you could it would be incredibly appreciated. I suppose this is more of a request than a question.. But I'd appreciate an answer all the same.
P.S. Maybe have the editor allow you to choose the class files of the creature you are attempting to re-skin, so it knows the 3D model of it, and then the .png that goes with it so that it can compile the two and allow editing of any mob? Not sure of it's practicality, just a theory.
I use skincraft as well, it's simple and allows you to jump right in. One of the features it has that I love is the way it lets you build in layers, later compiling them all into one finished product. The other most appealing feature is pre-made layers. I use them and usually create a custom layer lot lay over it to change the colors as I need, basically giving me full color control over what would have been a single-color item, sword, hat, crown, ect.
Wether or not that could be fit into your program, I'm not sure, but it would be interesting if possible.
Love the program btw, it's very in depth and easy to use. It's also very pleasant to edit a skin and see it as it would be in the game.
A++
It's indeed a possibility. Supporting straight-up class files would be too much of an issue due to requiring decompilation, different versions have different decompiled function names, etc. We will however support Techne models.
We had thought of parts, but removed the idea from the roadmap due to the fact that it tends to mostly be used just by people to create unoriginal remix skins. As a site moderator on PlanetMinecraft I see way too many of these to enjoy implementing a feature I know I'd regret.
Layering will be supported in the future however.
-P
Let us know your opinions!
-P
Just looked into Techne, and I understand why you'd support it. It's a preset and any models made with it would have roughly the same base, making them easier for the program to fabricate, and you to program. (At least that's my conclusion, I could be wrong.) I also see now why it would be difficult to allow just any mob to be skinned. Let me ask you though, if a few of the more popular, big-name mods that introduce new mobs were to give you any of the information you need for their models, would that make it easier or more likely to be included? (Mo' Creatures, for example.) If this is the case I would be more than happy to be the one to ask for their support in your place, if it would make things that much easier.
And, yes, I hadn't thought of that. it's probably better that way. But I am glad to hear layering will be incorporated.
On another topic, I can't wait to see the next version. I apologize if this information is already posted somewhere else, but, is there an E.T.A. on the next version? Or is that just too much of a variable to start guesstimating?
Techne is the most used model editor from my understanding, and it has an easy-to-use XML format (similar to mine, but easier-to-use), so I'll probably end up supporting it. I had talked with the owner, and we had a pretty good discussion about future possibilities, so we'll see what happens.
If you're able to get the source files to the models for any mods you'd like to get supported, or at the very least get them to contact me directly about it (ie, "MCSkin3D would like to support your mod in the new release"), I would be able to support them no problem.
As for future ETAs: I update a lot more frequently on our Facebook page @ https://www.facebook.com/pages/MCSkin3D/227232704017686. That's a good place to watch for any ETAs (none were given at the moment).
-P