Open Elix-x opened 8 years ago
In most cases, no. But some may (like matter cannon?). You have @yueh for that.
@elix-x @JosephRymer
@dpeter99 Edited links in OP for you. Actually, can you edit OP?
Yes I can
Then whenever you complete something and post image, copy image's url and hyperlink it in the list.
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.
@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?
@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.
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.
Oh ok. I'm using them already.
@dpeter99 marked off all the items fixed in https://github.com/AEModernMCPort/Applied-Energistics-2/commit/0be0635a8f6f51b12d78a8ad9511f0fe3465f94a. May have missed some.
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
@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).
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.
But in 1.7.10, they didn't have special connected textures? Or did they? I know pylons had.
Only pylons and only for valid combinations. So only straight lines.
If in doubt, the 1.7.10 version still exists and runs. :wink:
So can we implement pylons as logs?
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.
Error states are not a problem. Pylons being corner block is also first time hearing this but it is not a big problem either.
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.
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
You can work on some internal rendering:
//TODO 1.10-R
s, there are still some left.getActualState
, example of passing rotations can be found in AEBaseTileBlock
).appliedenergistics.slack.com join us
appliedenergistics.slack.com join us
Me not haz slack :cry: ...
you can use the web Client
Sure, i will join you... When i will register, etc.
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
my email is josephrymer983@gmail.com
google hangouts has a great option system for presentations
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.
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
@yueh is here for design checks. At least, that's why we brought him here.
alright well ill be working on models let me know if you need anything
Updated links Images can be found in: #18
thanks
@dpeter99 please commit charger and/or inscriber (or send them via gist). I need those to work on TESRs.
I think they are committed.
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.
Oh. ok
Why are the items cell1k trhough cell64k not finished? They have a texture ingame
Drive bay...
But, wouldn't that consider the drive bay model and not the cell model?
Not quite. Dirve bay will show drives in it, thus drives will need in-drive model.
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?
Hahahaha... Sorry, Nope. Drive bay will use dynamic runtime model baking (base model + drives).
Okay, didn't know that. Don't even know what dynamic runtime model baking is. But it sound... dynamic
It's very simple: it's the reason of me not committing for 7 days...
Haha okay i see
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.
Look in my recent commits :wink: .
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: