• 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»

    I'd try to write up a "how-to" document for reference, but I'm wrong WAY too often.

    If it's a collaborative effort among the forum then it's not so bad. Need a good place on the forums for how-to's and tutorials though.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    @Everyone: Okay I see now. I knew about the possibility of spawning random block choices, as a comma separated list, I missed the entries of CommandBlock before the RUINSTRIGGER for multiple entries and just didn't manage to put 2 and 2 together with Gillymoth's reply.


    I see snippets of information about all the functions you guys are talking about as I search the thread looking for the answer to my specific problem/s but usually can't correlate it back to something that makes sense.


    So thanks for all the clarification and I apologize for repeating myself. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)
    Quote from Gillymoth»

    Also, in the /testruin command, the optional fourth argument after the X, Y, and Z, can be listed a number from 0 to 3 corresponding to the rotation of the ruin being "tested", which is useful in some circumstances.



    @Gillymoth: sorry, bad copy and paste habits. What do you mean by rotation? Something similar to load order? I assume it requires a leading tilda like the other arguments?


    Just to be clear, I'm a moron and had an error but fixed it, and now this works 3/3 times I tried it:




    # Created by Ruins mod version 16.9 Ingame Parser
    # authoring Player: Thaylar


    weight=1
    embed_into_distance=0
    acceptable_target_blocks=
    unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
    dimensions=1,31,30
    allowable_overhang=0
    max_leveling=10
    leveling_buffer=-1
    preserve_water=0
    preserve_lava=0
    preventRotation=1


    rule1=0,100,minecraft:preserveBlock
    rule2=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/thaylarhgenE ~0 ~ ~0:@
    rule3=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/thaylarhgenS ~0 ~ ~0:@
    rule4=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/thaylarhgenW ~0 ~ ~0:@
    rule5=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/thaylarhgenN ~0 ~ ~0:@


    layer
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
    1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,4,1,1,1,1,1,1,1,1,1,1,1,1,1
    endlayer

    This on the other hand, regardless of if I have a space after the comma or not, does not work 100% of the time:


    # Created by Ruins mod version 16.9 Ingame Parser
    # authoring Player: Thaylar


    weight=1
    embed_into_distance=0
    acceptable_target_blocks=
    unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
    dimensions=1,1,1
    allowable_overhang=0
    max_leveling=2
    leveling_buffer=0
    preserve_water=0
    preserve_lava=0
    preserve_rotation=1


    rule1=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/thaylarhgenE ~10 ~ ~10:@, RUINSTRIGGER /testruin thaylar/thaylarhgenE ~-10 ~ ~-10:@


    layer
    1
    endlayer

    The first house will generate if I don't include a second command, but as soon as there is a comma and/or second command it fails to do anything. So I don't know what I'm doing wrong with the above. Although I did notice the command block spawns where I am instead of 10 x 10 blocks away. I guess I assumed the template spawn location would be the origin with the goal to simulate the above template that does work but allowing it more easily spawn in uneven terrain.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    What causes incomplete template rendering? Seems to be completely hit or miss. I probably did /testruin a combined 30 times of this template with 4 command blocks all spawning the same house, or a different house on a flattened piece of grass to ensure no terrain generating issues. It wouldn't be a problem if it failed to generate a template due to the rules and the command block disappeared (which also happens in natural generation), but the command block remaining means the commands stalled out? It seems to be completely random as to which of the 4 houses will spawn, but I can't have command blocks littering the world.


    I was trying to experiment with custom village generation, but I couldn't seem to get this working hence the above template of four command blocks running one command rather than one command block running four commands.


    This command block line works:


    rule1=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/ThaylarHGenE ~10 ~ ~10:@


    Neither of these work for me (space after the comma being the difference) although the command block disappears so it is doing something:


    rule1=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/ThaylarHGenE ~10 ~ ~10:@, RUINSTRIGGER /testruin thaylar/ThaylarHGenE ~-10 ~ ~-10:@


    rule1=0,100,CommandBlock:RUINSTRIGGER /testruin thaylar/ThaylarHGenE ~10 ~ ~10:@,RUINSTRIGGER /testruin thaylar/ThaylarHGenE ~-10 ~ ~-10:@


    On a side note, those house templates are 9kb a piece. Which I think is reasonable? It doesn't seem to have any problem generating 300+ kb templates across the landscape naturally, but I'm not calling for those to generate on command and maybe that's the difference. And it does work, there's a failed natural generation attempt and a completely successful natural generation (the only one that has ever completed all 4 houses).


    Are both of these issues related to the same problem? On another side note, I've loaded Gillymoth's ruins and the adobe villages all spawn in just fine, maybe a bit too much which is only intended as a statement of it seems to work, just not for me.


    And thanks for all the help so far, I've figured out more from the help I've gotten and from combing through the rules file a couple more times. Realized all 30 of my templates need rebuilding as I get over zealous thinking everything is golden just let them all spawn naturally and realize I missed something. But I'm really diggin' what I've got so far. Included an image of the Savanna build set for fun.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    @QuarterAnimal: Ah okay. I had experimented with my flawed scientific method but had also checked many naturally spawning wells.


    Okay, I finally got it working on a hit or miss basis for natural spawns. More miss on the fact it spawns the Well in uh...less than ideal places. I figured out that any distance closer than 15 and it won't spawn. I am assuming the templates are colliding? I do have rather large pyramids everything is sitting on.


    How does ruins decide which block in the adjoining template is going to be the spawn point?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    @QuarterAnimal, Thanks for the information and for helping. (I forgot to include the x;y;z;% in my original post)


    adjoining_template=plains/ThaylarPlainsHouse1;15;16;17;100.0

    I don't know why but it doesn't get me anything. Does the template that is being called on need to have some sort of a tag? I've got 5 wells and no adjacent house, other than where it naturally spawned on the ground in the bottom of the image.




    I copied and pasted your line, then I tried a few different x/z coordinates and changing the chance to ;100.0 but no dice. Here is the header part of the Well template that is calling for an adjacent template:


    weight=1
    embed_into_distance=8
    acceptable_target_blocks=
    unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
    dimensions=16,7,7
    allowable_overhang=0
    max_leveling=2
    leveling_buffer=0
    preserve_water=0
    preserve_lava=0
    adjoining_template=plains/ThaylarPlainsHouse1;30;16;30

    House template that is being called on:


    weight=1
    embed_into_distance=6
    acceptable_target_blocks=
    unacceptable_target_blocks=flowing_water,water,flowing_lava,lava
    dimensions=22,23,31
    allowable_overhang=0
    max_leveling=2
    leveling_buffer=-1
    preserve_water=0
    preserve_lava=0


    I'll have to try the forcing air trick again. I filled a tower with sand using worldedit replacing all the air, then specified that rule as "air". I'll try it again tomorrow with "preserveBlock" instead as it naturally fell down to the 4th or 5th rule.

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.15.2] Ruins (Structure Spawning System)

    Is there a wiki/repository/tutorial guide of information on how to edit the template files? I found the template rules and Gilly's uh..tips and tricks?


    I've tried searching the thread multiple times and I looked into reverse engineering Gilly's templates in order to use the adjacent_template function. but I'm not getting anywhere. From the information within the Ruins mod it doesn't say anything about using command blocks. I'm not familiar with command block usage so I don't know what Gilly's are doing or how to adapt the code to what I want it to do. Let alone Gilly's templates going like, 5 templates deep on the RUINSTRIGGERS let alone how many instances of the trigger there are in a single template.


    I even tried manually going though each page. But is it just me or are the forums running incredibly slow today? Anyways, using: "adjacent_template=plains/ThaylarPlainsHouse1" results in a big fat nothing.


    Also, does the preserve_plants function do anything? I tried both 1 and 0 and got plants in my structures either way. is there an inverse to the "preserveBlock" function? Or the forcing of air within a specific interior of a template.


    Thanks.


    PS: Thanks Gilly for the tips on blending the template into the landscape. I got them nearly seemless considering how big they are. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Aurora Revival - 128/256 Creative Modern Style - WIP

    New Black Concrete and Gray Concrete:


    https://img00.deviantart.net/b9c7/i/2017/323/c/6/2017_11_19_11_05_10_by_thaylar-dbu7vfo.png


    New Granite, Andesite, Diorite:



    New Quartz:


    That building is not mine, but you can download the schematic for that building here: Onyx Coast Hotel by seventy6

    Obviously, you need Schematica or maybe MCEdit to use it.

    Posted in: Resource Packs
  • 1

    posted a message on Aurora Revival - 128/256 Creative Modern Style - WIP

    Thanks, I figured there'd be something to do about the permission part of it. Added a spoiler with the reply I got from Ancient on Deviant Art.


    There seems to be a rather lacking number of modern style resource packs, although I'm not much for photorealism either. But I always liked Aurora. Flow's HD was always an excellent resource pack also, but I see it's entered community upkeep also.



    Thanks for straightening me out, hopefully the screen shot works for permission and I see I've been pushed over to the correct forum. :)

    Posted in: Resource Packs
  • 0

    posted a message on Aurora Revival - 128/256 Creative Modern Style - WIP

    11/19/17 - Minor update with some new textures and some remade textures.


    If anyone is interested in joining in to help fill in the considerable number of missing blocks feel free to msg me. I'm fairly decent at hacking textures and I plan to add shader support and CTM support where applicable, which is something I can do. but when it comes to actual creation I fall well short.


    Once upon a time, back in v1.5, there was this texture pack and a world project by Ancient. It's always been one of my favorites and at the time I asked for permission to maintain the texture pack and it was given so long as Ancient always remains the original author and I don't make any money of it. Which is all fine and good....except I'm a crap texture artist.


    I have a version of the pack that is updated to the format of 1.12. I'm working on streamlining the Dakimura bed pack into the main resource pack and I've moved a few of the textures around as well as created a few new things. Nothing spectacular.


    Outline for the Resource Pack:


    • Restore the Quartz block to an original block type and move the "Cabinets" to replace concrete powders with various designs for base and upper cabinets.
    • Colored Concrete to become various building materials, black asphalt with white and yellow painted variants are there.
    • Restore Pumpkin to a normal Pumpkin and Jack-O-Lantern. Moved the Paper Lantern to the Prismarine Lamp. Animation is still WIP.
    • Replace the colored beds with Ancient's Dakimura bed pack. Finish left overs as needed.
    • Tree Leaves need work / new textures for Dark Oak and Acacia and clean up edges.
    • Flowers need new textures.
    • Plant crops need new textures to clean up edges.
    • All missing textures need creation.
    • Create normal and specular maps for shaders.
    • Provide CTM support where logical.

    Download the pack from Deviant Art here: Download

    Pretty sure you'll need Optifine but...who isn't playing with Optifine?


    Screenshots:


    Seus Shaders

    *SEUS shaders v.11


    Update History


    v1.2 -

    Another new Quartz block texture.

    New Stone, Andesite, Diorite, Granite textures.

    2 new concrete textures. Gray Concrete which is lighter and smoother. Black Concrete which is darker and rougher.

    v1.1 -

    Updated some plant life. New Quartz Block texture. Rearranged the concrete blocks and created some new modern tile textures. Basic GUI enhancements with new font - still a WIP. New white kitchen cabinet with dark counter top textures in concrete blocks/powders.

    v1.0 - Initial Release



    Aurora


    Credits:


    Ancient - for the original Aurora texture pack creation

    Ancient - for the creation of the Dakimura Bed Pack addon

    QMagnet - for the awesome test world that is always kept up to date. Check It Out

    Haruchan037 - for cherry blossom brushes. I can't seem to find them again to post a link, sorry.


    Permission:


    Posted in: Resource Packs
  • 0

    posted a message on CTM: An outdated guide
    Quote from Piano_Creeper

    After a long talk with insomniac_lemon yesterday, I took some time on the overlay...
    I'll improve that later (and I'll add slabs & stairs of that kind too)
    Let me introduce you to LED stripes in planks!
    [spoiler='Screenshots inside']

    For those who wondered about the default textures in the background:
    For testing new features on my (pretty crappy) machine, I usually make a new pack that only includes the updated textures.
    Some of many applications of that could be airport / street lights, bar tables & walls, but also swimming pool borders or balconies ;)



    Looks like the proper way of making a Tron resource pack.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Untitled WIP - 128x Clean, Colorful, semi-Victorian/Steampunk
    Quote from tmt97

    I probably won't be of much help to you, because I know next to nothing about how to make a Victoria/steampunk pack, and the only resolutions I ever work with is 16x or 32x. However I do understand what you were trying to do with your stonebrick. I've always wanted a stonebrick texture with a lighter almost sandstonish color, rather than the typical grey that is used. Unfortunately I dont know a single texture pack that does that apart from my own(Petrean Kin). I don't want to seem like I'm showing off my own pack but it might help with inspiration since we seem to have similar tastes in stone brick textures.


    I'll have to check it out. Thanks for spotting this and telling me. :)
    Posted in: WIP Resource Pack
  • 0

    posted a message on CTM: An outdated guide
    Quote from Deonyi

    Thaylar, try filling in the unused space with various striped lines and see where they are.


    I have done that for other problems, but the gate seems unique.
    The problem is that I simply can't find the value assigned to the texture. Here is a brief description of the methodology used up till the posting above:

    Make 16 images, all identical, but numbered 1 through 15.
    Make 16 .properties files all identical, except for each one having a specific metadata that matched the numbered images.
    Play with the gate in the game placing/using it in different ways.

    I guess, I didn't try metadata values past 15. I just run out of ideas.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Does a color palette template exist?
    Does anyone have or does a color palette template exist for use with minecraft?

    This is a basic thing I've started with a middle value, 3 shades lighter and 3 shades darker. It seems to work well enough for me and the way I approach it, but does anyone use or have ideas behind a good way of organizing colors based on the blocks or themes of blocks used in the game?

    I don't have any training in design, the use of color, use of photoshop, or otherwise much training in the arts at all and most of the time I feel like I'm just fumbling around. I feel that if I had a solid base (the color palette to refer to) then texturing the blocks would flow more easily and present a unified color theme.

    Posted in: Resource Pack Help
  • 0

    posted a message on Untitled WIP - 128x Clean, Colorful, semi-Victorian/Steampunk
    Quote from Alvoria

    I'm going to agree with you on this. These themes, especially steampunk, automatically conjure op a certain image. All of your textures are good... but they're just not steampunk. :)

    Heck, I think you could probably even get away with calling it a "Colorful Victorian" pack. Then classy people will immediately be like "I see. It evokes the Victorian architectural style but with a more contemporary color scheme. Interesting."

    You could still incorporate steampunk elements into the pack... as long as you don't make it a huge focus and make them seem natural with the overall style. So, effectively what you're already doing. ;)


    Yes, I think that was more of what I was unable to articulate very well with my first description. But the colors are still not right. :P

    Now if I only hadn't screwed around at work yesterday doing my bosses homework for his foundry class instead of working...I could work on fun work rather than work, work...or not.
    Posted in: WIP Resource Pack
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