When I upload my skin using the program it finishes with no errors but when i log onto minecraft my skin hasntbeen changed. I tried looking into to see if i could manually get the skin from the files and after locating it and trying to upload it myself to minecraft.net it told me that its was not in the 64x32 dimensions
P.S: I solved my problem i had my resultion set higher then normal, I assume I did it while playing around with
the program. you may want to add somthing about to your FAQ so other people can avoid this
other then that i fealt the that it worked really well i would just like to ask for more options to save the template onto your computer for people who like to manually upload, or want to pass it over to a friend so they dont have to go into the depths of program files and what not to find it.
When I upload my skin using the program it finishes with no errors but when i log onto minecraft my skin hasntbeen changed. I tried looking into to see if i could manually get the skin from the files and after locating it and trying to upload it myself to minecraft.net it told me that its was not in the 64x32 dimensions
P.S: I solved my problem i had my resultion set higher then normal, I assume I did it while playing around with
the program. you may want to add somthing about to your FAQ so other people can avoid this
other then that i fealt the that it worked really well i would just like to ask for more options to save the template onto your computer for people who like to manually upload, or want to pass it over to a friend so they dont have to go into the depths of program files and what not to find it.
There is drag/drop support - you can drag your skins out of the program to a folder and it will copy/move them. 1.4 also includes a "Browse to Location" right-click button to find it easier.
Just want to say again how much I love this program. Thank you for working so hard to make this just for us.
Far be it from me to tell you how to make your program, but some features I would like to see:
-Overlaying parts of one skin on top of the other, by separate body parts or by transparency.
-Full texture pack editing support (I know you said it was coming, just want you to know that I'm looking forward to it!)
--Animated texture support (like for Optifine and MCPatcher, etc.)
--Importing individual blocks from other texture packs, for making remixes and custom compilations
-Moving the default Skins folder into the .minecraft folder, perhaps just making an option to set that manually. (OCD, sorry.)
Anywho, keep up the great work!
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When I open the editor, after a few minutes of this being on i get the message: "Index was outside the bounds of the array." Then no matter what skin I open it is a white backround and a shaking red X. This has probably been answered in the thread before, but there are over 100 pages...
Just want to say again how much I love this program. Thank you for working so hard to make this just for us.
Far be it from me to tell you how to make your program, but some features I would like to see:
-Overlaying parts of one skin on top of the other, by separate body parts or by transparency.
-Full texture pack editing support (I know you said it was coming, just want you to know that I'm looking forward to it!)
--Animated texture support (like for Optifine and MCPatcher, etc.)
--Importing individual blocks from other texture packs, for making remixes and custom compilations
-Moving the default Skins folder into the .minecraft folder, perhaps just making an option to set that manually. (OCD, sorry.)
Anywho, keep up the great work!
Actually, I expect you to tell me how to make this program. That's how the development process is supposed to work - I try things, users play with them and tell me what to fix.
- A part picker has been suggested, but due to some concerns with stealing and remixed content it's very low priority. We will, however, have layer support in the future, with full copy/paste and selection support, which should at least help a little bit.
- Indeed planned.
-- Will make sure both of the sub-items are part of it.
- In 1.4, you can set the Skins directory anywhere you want via Options < Skin Directories. You can even have multiple skin directories!
When I open the editor, after a few minutes of this being on i get the message: "Index was outside the bounds of the array." Then no matter what skin I open it is a white backround and a shaking red X. This has probably been answered in the thread before, but there are over 100 pages...
Sorry, I didn't read 104 pages... but I was wondering... is there any way you can have this import a model class? Say, we wanted to reskin a pig? Or armor? Or if someone made a cool mod, and we wanted to reskin a weapon or vehicle?
Only thing cooler would be a way to easily modify models at this point.
Sorry, I didn't read 104 pages... but I was wondering... is there any way you can have this import a model class? Say, we wanted to reskin a pig? Or armor? Or if someone made a cool mod, and we wanted to reskin a weapon or vehicle?
Only thing cooler would be a way to easily modify models at this point.
The 1.4 supports custom models from Techne (but not directly from classes), but haven't got an easy way of importing them.
Sorry, I didn't read 104 pages... but I was wondering... is there any way you can have this import a model class? Say, we wanted to reskin a pig? Or armor? Or if someone made a cool mod, and we wanted to reskin a weapon or vehicle?
Only thing cooler would be a way to easily modify models at this point.
Grab the latest beta from here: http://alteredsoftworks.com/mcskin3d/betas/
It supports custom models. We don't plan to have a model editor, though - we'll have Techne support however.
Grab the latest beta from here: http://alteredsoftwo...mcskin3d/betas/
It supports custom models. We don't plan to have a model editor, though - we'll have Techne support however.
Thanks for the quick reply. I have the program but I'm still ignorant on the difference between a model and a class. I'm trying to repaint something from Flan's mod and I have Techne, but I don't know how to import the model, and there's very little I can seem to find on Techne.
I have the Lancaster.class in Models but... aside from directly editing the .png in photoshop (and being a retard and not knowing what part goes to what so it's a pain-in-the-ass trial-and-error process) I don't know how to rope it in. Of course, I'd love to fart around with the actual models too, but that's a different can of creeper.
Thanks for the quick reply. I have the program but I'm still ignorant on the difference between a model and a class. I'm trying to repaint something from Flan's mod and I have Techne, but I don't know how to import the model, and there's very little I can seem to find on Techne.
I have the Lancaster.class in Models but... aside from directly editing the .png in photoshop (and being a retard and not knowing what part goes to what so it's a pain-in-the-ass trial-and-error process) I don't know how to rope it in. Of course, I'd love to fart around with the actual models too, but that's a different can of creeper.
Ah. I don't think Techne can rebuild models from the class/java files - that would be way too much trouble.
The way models are "built" right now is just via converting the Java code to C#, and having it export to the MCXML format.
MCP apparently is the way I'm supposed to do it I just found. I've been having problems with a lot of the steps but, through trial and error, I've been getting bits and pieces to work (as there's a lot they leave out between step 1 and step 2). So putting all the crap into MCP, MCP then decompiles .class in .java which you should then be able to import and modify from there... I think... I'm still fighting this crap to work and will try to let folks know if it works. Or, like most people, if you NEVER HEAR FROM ME AGAIN, it probably means it worked... since, I guess, when most people figure it out, they never come back as they're consumed with the project they figured out.
MCP apparently is the way I'm supposed to do it I just found. I've been having problems with a lot of the steps but, through trial and error, I've been getting bits and pieces to work (as there's a lot they leave out between step 1 and step 2). So putting all the crap into MCP, MCP then decompiles .class in .java which you should then be able to import and modify from there... I think... I'm still fighting this crap to work and will try to let folks know if it works. Or, like most people, if you NEVER HEAR FROM ME AGAIN, it probably means it worked... since, I guess, when most people figure it out, they never come back as they're consumed with the project they figured out.
I'm pretty sure Techne can't import Java either.. but I could be wrong.
To get the model into MCSkin3D you may need to do a bit of work behind the scenes with its source code for the time being. All of the code for it is in ModelLoader.cs - copying and slightly translating the Java code into C# isn't that difficult.
1.4 has the Pony model supported. When 1.4 is stable and released, it'll come shipped with the model. You can see the beta on our Facebook page.
-P
Thanks!
make Linux version?
If we had somebody who could compile it, maybe.
-P
When I upload my skin using the program it finishes with no errors but when i log onto minecraft my skin hasntbeen changed. I tried looking into to see if i could manually get the skin from the files and after locating it and trying to upload it myself to minecraft.net it told me that its was not in the 64x32 dimensionsP.S: I solved my problem i had my resultion set higher then normal, I assume I did it while playing around with
the program. you may want to add somthing about to your FAQ so other people can avoid this
other then that i fealt the that it worked really well i would just like to ask for more options to save the template onto your computer for people who like to manually upload, or want to pass it over to a friend so they dont have to go into the depths of program files and what not to find it.
There is drag/drop support - you can drag your skins out of the program to a folder and it will copy/move them. 1.4 also includes a "Browse to Location" right-click button to find it easier.
Thanks for the opinions!
-P
Far be it from me to tell you how to make your program, but some features I would like to see:
-Overlaying parts of one skin on top of the other, by separate body parts or by transparency.
-Full texture pack editing support (I know you said it was coming, just want you to know that I'm looking forward to it!)
--Animated texture support (like for Optifine and MCPatcher, etc.)
--Importing individual blocks from other texture packs, for making remixes and custom compilations
-Moving the default Skins folder into the .minecraft folder, perhaps just making an option to set that manually. (OCD, sorry.)
Anywho, keep up the great work!
Actually, I expect you to tell me how to make this program. That's how the development process is supposed to work - I try things, users play with them and tell me what to fix.
- A part picker has been suggested, but due to some concerns with stealing and remixed content it's very low priority. We will, however, have layer support in the future, with full copy/paste and selection support, which should at least help a little bit.
- Indeed planned.
-- Will make sure both of the sub-items are part of it.
- In 1.4, you can set the Skins directory anywhere you want via Options < Skin Directories. You can even have multiple skin directories!
Can you save a report and send it to me?
-P
I guess you don't keep older versions in that location since it came up with a "404 - Page Not Found" error.
But, I kept incrementing the number until I found that you had a Beta Version 215 there at this time.
Only thing cooler would be a way to easily modify models at this point.
The 1.4 supports custom models from Techne (but not directly from classes), but haven't got an easy way of importing them.
well, whatever was wrong seemed to fix itself, the message won't come up anymore.
You can have the directory display its contents as well: http://alteredsoftworks.com/mcskin3d/betas/
Grab the latest beta from here: http://alteredsoftworks.com/mcskin3d/betas/
It supports custom models. We don't plan to have a model editor, though - we'll have Techne support however.
Okay!
-P
Thanks for the quick reply. I have the program but I'm still ignorant on the difference between a model and a class. I'm trying to repaint something from Flan's mod and I have Techne, but I don't know how to import the model, and there's very little I can seem to find on Techne.
I have the Lancaster.class in Models but... aside from directly editing the .png in photoshop (and being a retard and not knowing what part goes to what so it's a pain-in-the-ass trial-and-error process) I don't know how to rope it in. Of course, I'd love to fart around with the actual models too, but that's a different can of creeper.
Ah. I don't think Techne can rebuild models from the class/java files - that would be way too much trouble.
The way models are "built" right now is just via converting the Java code to C#, and having it export to the MCXML format.
-P
I'm pretty sure Techne can't import Java either.. but I could be wrong.
To get the model into MCSkin3D you may need to do a bit of work behind the scenes with its source code for the time being. All of the code for it is in ModelLoader.cs - copying and slightly translating the Java code into C# isn't that difficult.
-P