AEModernMCPort / Applied-Energistics-3-Fork

A Minecraft Mod about Matter, Energy and using them to conquer the world..
http://ae-mod.info/
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JSON models to do #9

Open Elix-x opened 8 years ago

Elix-x commented 8 years ago

List of all json models to do.

@dpeter99 names are names of things in code, for registry names (model paths) use F3+H in game. When model is complete and approved, attach screenshot below it and mark it off. Note: some item models are already created, but they may have invalid rotations / textures. Check them. Multipart related models may have gotten in lists. Don't do them. @yueh you're responsible for approving models of conformity to AE style.

Items:

Blocks:

Elix-x commented 8 years ago

In most cases, no. But some may (like matter cannon?). You have @yueh for that.

dpeter99 commented 8 years ago

@elix-x @JosephRymer

2016-06-29_20 33 38 2016-06-29_20 33 41 2016-06-29_20 33 44 2016-06-29_20 33 47 2016-06-29_20 34 04 2016-06-29_20 34 07 2016-06-29_20 34 09 2016-06-29_20 34 12 2016-06-29_20 34 15

Elix-x commented 8 years ago

@dpeter99 Edited links in OP for you. Actually, can you edit OP?

dpeter99 commented 8 years ago

Yes I can

Elix-x commented 8 years ago

Then whenever you complete something and post image, copy image's url and hyperlink it in the list.

yueh commented 8 years ago

By the way I hope the normal full blocks are reusing the already existing model for them and just change the texture. Not something spit out from a generator with an ridiculous amount of overhead.

I am currently not sure about the certus ore. The charged on emits particles and has some other changes. Maybe a custom lightmap. But I currently cannot remember it exactly.

In terms of items, it is pretty easy. It is still a minecraft mod and not its own game. So stay to the conventions minecraft already uses. Can it be placed as block? 3D model for the item version. Otherwise it is an item and has a 2D model. No need to change anything about it and potentially confuse players.

Elix-x commented 8 years ago

@yueh Ok, no 3D for cannons. I'm currently refactoring old items jsons (translations & parents are off). Particles for charged certus ore - nothing to do with model. Lightmap - ??? As for full normal blocks, @dpeter99.

@dpeter99 could you commit current models? Or if you're working on next ones, when you finish them?

dpeter99 commented 8 years ago

@yueh What do you mean under:

I hope the normal full blocks are reusing the already existing model for them and just change the texture.

yueh commented 8 years ago

There are already models for fullblocks in minecraft, which you can just use as parent model and just define a different texture. It like 2 lines of json and done.

Something along the line of

{
  "parent": "block/cube_all",
  "textures": { "all": "mod:path/to/texture" }
}

There are even models for different texture per side. Reading one of the many tutorials about is certainly easier. And that is one of the few cases, where some documentation actually exists.

dpeter99 commented 8 years ago

Oh ok. I'm using them already.

Elix-x commented 8 years ago

@dpeter99 marked off all the items fixed in https://github.com/AEModernMCPort/Applied-Energistics-2/commit/0be0635a8f6f51b12d78a8ad9511f0fe3465f94a. May have missed some.

StrayCargo commented 8 years ago

ok so i recognized that the TODO isn't quite updated ill try to update it tonight but if i dont get to it @dpeter99 or @yueh can you update it with the current build on the site thanks

Elix-x commented 8 years ago

@JosephRymer updated in which way? I did not add multipart blocks here as those will be done and discussed later.

@dpeter99 unmarked all cells, as those are going to get new model (from you) (or not).

yueh commented 8 years ago

Keep in mind that energy cells can be used in free form multiblocks. So they need to look good in any combination. Not just a single energy cell. Like they could be used in a line/pillar, 2D shapes like T or L, 3D shapes like a cube/cuboid, just the corners of a cuboid, fill the spaces inside a controller etc.

Also the whole block indicates the level through its texture. This might not be perfectly visible for a single one using a progress bar on the texture itself, but the difference is still very noticable, when paying a bit attention. In multiblock form it is way more noticable, because the whole structure acts as visual indicator, not just a small bar somewhere.

They do not form an energy cell multiblock themselves, to share their state. But the network uses the nearest cell first and then moves on the next one. Thus something like using the same texture for the whole structure is not possible. But then you lose an option like using a pillar as indicator, which slowly fades away from the top or bottom.

Elix-x commented 8 years ago

But in 1.7.10, they didn't have special connected textures? Or did they? I know pylons had.

yueh commented 8 years ago

Only pylons and only for valid combinations. So only straight lines.

If in doubt, the 1.7.10 version still exists and runs. :wink:

Elix-x commented 8 years ago

So can we implement pylons as logs?

yueh commented 8 years ago

Not really. The default state for invalid pylon uses a cube_all, Logs would only work for the non corner blocks, these behave the same. But the corner ones have different side and top/bottom textures. Additionally it also indicates error states about the whole SCS with different textures.

Elix-x commented 8 years ago

Error states are not a problem. Pylons being corner block is also first time hearing this but it is not a big problem either.

yueh commented 8 years ago

Yes, it should not be that might of a problem. Just a couple of different properties (rotation, corner, valid, error). Just not reuse the logs model. The rotation is also not decided on block placement but by a valid pylon structure.

StrayCargo commented 8 years ago

ok just so i can understand what im dong do y'all mind if i work on some of the models or do you want to leave that for @dpeter99 or @yueh and have a different thing for me to do

Elix-x commented 8 years ago

You can work on some internal rendering:

StrayCargo commented 8 years ago

appliedenergistics.slack.com join us

Elix-x commented 8 years ago

appliedenergistics.slack.com join us

Me not haz slack :cry: ...

StrayCargo commented 8 years ago

you can use the web Client

Elix-x commented 8 years ago

Sure, i will join you... When i will register, etc.

StrayCargo commented 8 years ago

also its been a while since i have done in depth modding so either if you guys could give me a quick voice to voice crash course on modding or i can just dust up on some tutorials for modding that would be great

StrayCargo commented 8 years ago

my email is josephrymer983@gmail.com

StrayCargo commented 8 years ago

google hangouts has a great option system for presentations

Elix-x commented 8 years ago

I can't quite help you right now (nor probably during weekend), so try to look at some tutorials. You won't need something advanced like reflection, but you will certainly need knowldge of basics (blocks, items, basic models...). Then whever you decide to do something, just look it up, there are plenty of tutorials out there for most things. If there are none though, leave me a todo there or drop comment in #14.

BTW, this was supposed to be modelling thread... I think we should create specific thread for IDE problems and issues... Because you 2 seem to non-stop having them.

StrayCargo commented 8 years ago

true I will do that also i will be trying to work on the models as well so that we can get most of them finished up for 1.10 then work on advanced rendering for things like inscribers or leave that for you or @yueh to look at

https://github.com/AEModernMCPort/Applied-Energistics-2/issues/15

Elix-x commented 8 years ago

@yueh is here for design checks. At least, that's why we brought him here.

StrayCargo commented 8 years ago

alright well ill be working on models let me know if you need anything

dpeter99 commented 8 years ago

Updated links Images can be found in: #18

StrayCargo commented 8 years ago

thanks

Elix-x commented 8 years ago

@dpeter99 please commit charger and/or inscriber (or send them via gist). I need those to work on TESRs.

dpeter99 commented 8 years ago

I think they are committed.

https://github.com/AEModernMCPort/Applied-Energistics-2/blob/1.10-rv3-rendering/src/main/resources/assets/appliedenergistics2/models/block/tile.BlockCharger.json

https://github.com/AEModernMCPort/Applied-Energistics-2/blob/1.10-rv3-rendering/src/main/resources/assets/appliedenergistics2/models/block/tile.BlockInscriber.json

Elix-x commented 8 years ago

I get what's wrong, blockstates are invalid. In https://github.com/AEModernMCPort/Applied-Energistics-2/commit/524dc52dd6d95f0980868beb5292ef2c10fc2330 i implemented automatic ignore of rotation properties, as we decided with @yueh. So you can remove those from ignore files and fix blockstates to simply use normal variant.

dpeter99 commented 8 years ago

Oh. ok

Fredi100 commented 8 years ago

Why are the items cell1k trhough cell64k not finished? They have a texture ingame

Elix-x commented 8 years ago

Drive bay...

Fredi100 commented 8 years ago

But, wouldn't that consider the drive bay model and not the cell model?

Elix-x commented 8 years ago

Not quite. Dirve bay will show drives in it, thus drives will need in-drive model.

Fredi100 commented 8 years ago

Hmm, Do the different drives look different inside the drive bay. Or do they look the same as soon as they are inside of it? Because i thought. Wouldn't it be easer to just define different blockstates for the drive bay depending on the drives inside of it?

Elix-x commented 8 years ago

Hahahaha... Sorry, Nope. Drive bay will use dynamic runtime model baking (base model + drives).

Fredi100 commented 8 years ago

Okay, didn't know that. Don't even know what dynamic runtime model baking is. But it sound... dynamic

Elix-x commented 8 years ago

It's very simple: it's the reason of me not committing for 7 days...

Fredi100 commented 8 years ago

Haha okay i see

Fredi100 commented 8 years ago

Could you or someone else explain me how exactly AE registers all its models. I only know the plain

ModelResourceLocation mrl = new ModelResourceLocation("item/block registry name", "inventory");
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register("item", o, mrl);

And this for every Item/Block.

Either i can't find the place where all the models get registered or I don't get the way it registers them.

For example. In my mod, I had an ArrayList with every Block I added and an ArrayList with every Item and then it iterates through them and registers every single one.

Elix-x commented 8 years ago

Look in my recent commits :wink: .