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    posted a message on Tree Farm Designs

    déjà vu


    (I actually thought several posts were deleted until i realized I was in a different thread) :P

    Posted in: Survival Mode
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    posted a message on Tree Farm Ideas
    Quote from rodabon»

    Nice idea and looks great too.....what resource pack you using in that shot?


    Thanks! It was fun, and by the time I was done tinkering with it I had an impressive stock pile of bones, wood, and saplings built up. ;)


    The texture pack is a personal mashup of excellent existing work from mostly John Smith Legacy and Conquest . I used John Smith as a base and have been folding in elements of Conquest that I like when I need a break from building. If you were looking at the album, the redstone dust is adapted from Chroma Hills, and I have a bit of Glimmar's Steampunk in there too, but I don't think anything of Glimmar's is visible in these shots (I find Glimmar's lava is especially awesome).


    Most of the textures are taken directly from these packs; a few I have modified slightly or adapted, like the cobble steps and walls, the raw andesite (the odd stone in the underground redstone shot) and the polished andesite (the pillar blocks).

    Posted in: Survival Mode
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    posted a message on Tree Farm Ideas

    This won't win any awards for efficiency, but i have fun farming my trees here:






    I chose this spot as there is a skeleton spawner only a few blocks below the surface. I set up a drop trap for the skellies with a hopper filter at the bottom. Only bones pass through to an item elevator which continuously pumps bones (for bonemeal) up to the surface as long as I'm within the stone circle's ruins.


    imgur album

    Posted in: Survival Mode
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    posted a message on Custom creation
    6
    Posted in: Recent Updates and Snapshots
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    posted a message on Fill Command
    This should replace all air blocks with stone starting at the player's location out 20 blocks to the south and east, and 20 blocks up.

    /fill ~ ~ ~ ~20 ~20 ~20 stone 0 replace air

    *Note, starting at ~ ~ ~ will include the air blocks the player is standing or flying in.
    Posted in: Creative Mode
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    posted a message on Vanilla Model Tutorial
    Quote from Meringue

    Thank you; i was afraid of that... so far 18 blocks, 4 to 6 variations / 4 to 6 sides each... ouch. But i think i have to do it.

    Edit: Wasn't so bad at all, thanks again!

    I didn't really understand the suggestion with rotations you recieved, but for what it's worth I didn't need to mess with that to achieve the effect in your screenshot.

    If anyone else is interested, my lazy solution for this problem was to create 3 alternate models for each "default" model I wanted a "special" texture on. Then I would only reference the special texture for two opposing sides on a given model ("up" and "down", "north" and "south", etc.). The other four sides reference the default texture. This way the special texture is only visible on one face of the block at any given time while in game.

    code:
    // blockstates/stone.json
    // stone_1 is the "default" model
    // stone_1a, 1b, 1c are the "special" models
    {
     "variants": {
     "normal": [
     { "model": "stone_1", "weight": 10 },
     { "model": "stone_1a1", "weight": 1 },
     { "model": "stone_1a2", "weight": 1 },
     { "model": "stone_1a3", "weight": 1 }
     ]
     }
    }
    
    // models/block/stone_1.json
    {
     "parent": "block/cube_all",
     "textures": {
     "all": "blocks/stone/stone_1"
     }
    }
    
    // models/block/stone_1a1.json
    // stone_1a.png is my "random" alternate version of stone_1.png
    {
     "parent": "block/cube_all",
     "textures": {
     "down": "blocks/stone/stone_1",
     "up": "blocks/stone/stone_1",
     "north": "blocks/stone/stone_1a",
     "east": "blocks/stone/stone_1",
     "south": "blocks/stone/stone_1a",
     "west": "blocks/stone/stone_1"
     }
    }
    
    // ... etc. 
    Posted in: Resource Pack Discussion
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