Well still waiting for that MCMP release, but I had some time to work on some stuff tonight so I thought I'd add one of the features I get asked for all the time, https://gfycat.com/AccurateInfiniteFulmar
Undo + Redo Support - Survival and Creative Support.
In survival mode, too. Interesting. Is there there a time limit or distance constraint when not in creative mode? And does this apply only to one block, where modifying another block will clear the actions for the last? How about drawn mode; is the removal of bits from many blocks at once counted as one action? Can the removal of all bits be undone, resulting in a one-click survival mode set block or fill command, of sorts? Can a player remove nearly all the bits from a block or collection of blocks, redo the action(s), then undo from a distance as a trap when another player is standing on them? How about removing them, then undoing the removal to suffocate another player?
Also, would your implementation of this feature be approximated with a static client-side map or list of bit accesses, where bit access(es) are sent to the server in packets to perform the undo/redo action? Or are you saving the data for each player's actions on the server?
That final one was actually me referring to the initial request to exporting models, not the sharing patterns, I wish I had that ready to go, but I'm not quite there yet. ( I also clarified in the issue itself. )
Wow, that scarcely could have been more obvious... my bad. The second quote's been removed.
any way you can link me to any of those mods? i couldn't find any other than this
"Those" mods? What mods? And find where? It is not at all clear to who you are referring. Or to what comment. Or to what mods. Context seemed to imply that it's a response to my comment, but nay; it's completely unrelated. Another page of this thread? Perhaps. Another thread all together? Possible as well. I'm afraid your comment is contextually nonsensical.
EDIT: Wait, you don't mean the bold, link-laden, image-replete presentations of two mods (of which "this" is one of) that comprises 3/4 of the OP? That wouldn't even be internally consistent. No.
any possibility of the glowestone bits actually glowing???
They glow at the light level of the full block if the percentage of bits in the block is at or above a value set in the configs (under 'balance settings'): "Percentage of block for max light level". Anything less glows proportional to the percentage of the maximum. If you want even a single bit to emit maximum light, set it to 0.
A while back I made a bukkit plugin that converted models (.obj) to Minecraft blocks, I think it would be cool to implement such a thing in this. From the looks of things (specifically that mini terrain) that shouldn't be too difficult. Just a suggestion
Converting a polygon model into a voxel representation is a bit messy.. not impossible.. not sure It really belongs in C&B specifically tho.. If someone really wanted such a thing they might make an addon or something for it, I don't think its something I'll be working on.
What I did for my plugin was (using triangulated models) connect the first vertex to the second with a ray to create a line of blocks, then from each block in that line to the other vertex. But I understand if you don't want to, it does sound kind of out of place.
I think you should give it a try. While I agree that it doesn't belong in C&B, I don't think it would be out of place at all as an addon. Sure some models would do better/worse (less/more 'messy') than others, but that doesn't prevent it from being worth while. And it would be completely doable with the C&B API. I would love to see other people using the API; the possibilities are incredible.
I know that Java is much work, but if the direct source code is not there. I can not just begin, the one from "DaVincing." is different than yours and does not function with it. I need the source code, please.
C&B source code won't help you make MP blocks and C&B blocks exist in the same block space, since C&B is already MCMP compatible. What must be done is make MP MCMP compatible (and good luck with that).
I've now seen it myself, but MinePainter is similar to this mod, now I have the scoure code of this mod, so I only want to know how I two different block types in one block area?
You'll have to use MCMultiPart. I've only ever used ForgeMultipart for 1.7, where you make a part version of the block / tile entity (has code from both) and code for the conversion of the block to that part version. I assume MCMP is similar (and hopefully less complicated than FMP implementation). It certainly won't be easy.
I have the other Mod found what I meant, but unfortunately the mini-blocks are not compatible with the other blocks.
- MinePainter Mod 1.6.4
You see, unfortunately, the small blocks are not compatible with the other blocks, so they can not pushed in the block.
C&B is MCMultiPart compatible. Apparently, MinePainter isn't. Since two blocks in the same block space really means one MCMP block with two MCMP parts (as implemented by the mod authors of the respective blocks in part form), until MP is MCMP compatible, its blocks cannot be in the same space as C&B blocks.
Actually I forgot to put the Menu on the page.. ( added it now. ) The optional key binds mentioned on the page are the extra buttons, you can bind a key to a specific mode, so you could set J to single bit, and k to drawn region for instance.
I generally recommend using the menu, and setting your most commonly used mode to a second key bind so its easy to "reset"
Still getting comfortable with the controls and modes of chiseling. My main question is - when I was placing bits one at a time, bit by bit, via right clicking, there was a moment when I did something different or perhaps pressed an additional key, and instead of going on placing one bit at a time I had the option to drag out a line or a cuboid shape of my choosing and that area would be filled with the bits. Which is *so* much easier for certain times, ie like when I just want to fill the interior of that duck with all brown wool bits and not do it one by one. However I cannot for the life of me remember now how I did that xD How is it done? Help would be great appreciated!
Right Click - to changes between one of several different modes.
Shift + Mouse Wheel - cycle modes up/down.
Optional Key Binds - set specific chisel mode without cycling.
Right click cycles modes forwards and shift right click cycles mode backwards. The optional key bind is Left Alt by default; it opens a radial menu (press the key, hold cursor over the mode you wish to set it to, then release the key).
0
In survival mode, too. Interesting. Is there there a time limit or distance constraint when not in creative mode? And does this apply only to one block, where modifying another block will clear the actions for the last? How about drawn mode; is the removal of bits from many blocks at once counted as one action? Can the removal of all bits be undone, resulting in a one-click survival mode set block or fill command, of sorts? Can a player remove nearly all the bits from a block or collection of blocks, redo the action(s), then undo from a distance as a trap when another player is standing on them? How about removing them, then undoing the removal to suffocate another player?
Also, would your implementation of this feature be approximated with a static client-side map or list of bit accesses, where bit access(es) are sent to the server in packets to perform the undo/redo action? Or are you saving the data for each player's actions on the server?
0
Wow, that scarcely could have been more obvious... my bad. The second quote's been removed.
0
There will be, somewhere down the line:
<removed second quote, as it was unrelated and incorrectly indicated that this feature will be in C&B 8.0>
0
Nah, you're fine. It was perfectly sensical; the confusion was on my end.
0
Without question. It made sense all along! I stand corrected.
0
"Those" mods? What mods? And find where? It is not at all clear to who you are referring. Or to what comment. Or to what mods. Context seemed to imply that it's a response to my comment, but nay; it's completely unrelated. Another page of this thread? Perhaps. Another thread all together? Possible as well. I'm afraid your comment is contextually nonsensical.
EDIT: Wait, you don't mean the bold, link-laden, image-replete presentations of two mods (of which "this" is one of) that comprises 3/4 of the OP? That wouldn't even be internally consistent. No.
0
That's answered in the OP. It's also answered and elaborated on in C&B's Curse Forge FAQ.
0
They glow at the light level of the full block if the percentage of bits in the block is at or above a value set in the configs (under 'balance settings'): "Percentage of block for max light level". Anything less glows proportional to the percentage of the maximum. If you want even a single bit to emit maximum light, set it to 0.
0
I think you should give it a try. While I agree that it doesn't belong in C&B, I don't think it would be out of place at all as an addon. Sure some models would do better/worse (less/more 'messy') than others, but that doesn't prevent it from being worth while. And it would be completely doable with the C&B API. I would love to see other people using the API; the possibilities are incredible.
0
C&B source code won't help you make MP blocks and C&B blocks exist in the same block space, since C&B is already MCMP compatible. What must be done is make MP MCMP compatible (and good luck with that).
0
You'll have to use MCMultiPart. I've only ever used ForgeMultipart for 1.7, where you make a part version of the block / tile entity (has code from both) and code for the conversion of the block to that part version. I assume MCMP is similar (and hopefully less complicated than FMP implementation). It certainly won't be easy.
0
C&B is MCMultiPart compatible. Apparently, MinePainter isn't. Since two blocks in the same block space really means one MCMP block with two MCMP parts (as implemented by the mod authors of the respective blocks in part form), until MP is MCMP compatible, its blocks cannot be in the same space as C&B blocks.
0
Ahh; gotcha.
0
Controls:
Right click cycles modes forwards and shift right click cycles mode backwards. The optional key bind is Left Alt by default; it opens a radial menu (press the key, hold cursor over the mode you wish to set it to, then release the key).
0
Excellent.