AEModernMCPort / Applied-Energistics-3-Fork

A Minecraft Mod about Matter, Energy and using them to conquer the world..
http://ae-mod.info/
Other
37 stars 12 forks source link

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:

Fredi100 commented 8 years ago

Okay, now i kinda got it. I still don't understand why so much code, but i guess if one writes a mod with this size thats the only way to register everything without writing it for every single thing extra

Elix-x commented 8 years ago

Yup. And good idea would be to not mess with these.

Also, if you have questions, please go here #10 or here #14 (depending on type of questions). In this thread, you can find what to do with models, in #14 you may find things to do in code.

Elix-x commented 8 years ago

@dpeter99 You can work on stairs now (https://github.com/AEModernMCPort/Applied-Energistics-2/commit/dc7ddfe107089420f3d608d87ff47ee822477989). Standard vanilla format.

StrayCargo commented 8 years ago

@elix-x @dpeter99 @yueh I am currently now working on some models for the crafting storage multi block is that alright with yall. I ran to this problem after creating a model and giving it the block state and the png for the 4k crafting storage.For some reason its till coming no texture and is now crashing my client any ideas. { "__comment": "Model generated using MrCrayfish's Model Creator (http://mrcrayfish.com/modelcreator/)", "textures": { "0": "appliedenergistics2:blocks/BlockCraftingStorage4k" }, "elements": [ { "name": "Cube", "from": [ 0.0, 0.0, 0.0 ], "to": [ 16.0, 16.0, 16.0 ], "faces": { "north": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }, "east": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }, "south": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }, "west": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }, "up": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }, "down": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] } } } ] } Blockstate file { "variants": { "normal": { "model": "appliedenergistics2:tile.BlockCraftingStorage4k", "y": 180 } } }

dpeter99 commented 8 years ago

You shouldn't make a new model for each off them you can use the parent:cube solution. Look up the vanilla blocks (coblestone). If you want I can make the models latter this day

StrayCargo commented 8 years ago

what do you mean I dont need to make a model for it

Elix-x commented 8 years ago

what do you mean I dont need to make a model for it

"from": [ 0.0, 0.0, 0.0 ], "to": [ 16.0, 16.0, 16.0 ]

No. Just no.

You shouldn't make a new model for each off them you can use the parent:cube solution.

StrayCargo commented 8 years ago

then what would you suggest @elix-x

Elix-x commented 8 years ago

You shouldn't make a new model for each off them you can use the parent:cube solution.

StrayCargo commented 8 years ago

ok how exactly do i do that again

Elix-x commented 8 years ago

Look up the vanilla blocks (coblestone). If you want I can make the models latter this day

Elix-x commented 8 years ago

No, but srsly.

StrayCargo commented 8 years ago

i konw how to make the models and blockstates the problem is the texture is not pulling over

StrayCargo commented 8 years ago

I have tried multiple methods of getting the texture to load in but for some reason its just wont any ideas

Elix-x commented 8 years ago

Check that you are referencing texture from corrent location, check that you are referencing model from correct location, check that they are in correct locations...

You know, that they work for me and @dpeter99, so either you are doing something wrong or you are doing something wrong.

StrayCargo commented 8 years ago

@elix-x then perhaps you can help me understand what im doing wrong look back to seethe code for the blockstate file and model file

Elix-x commented 8 years ago

what do you mean I dont need to make a model for it

"from": [ 0.0, 0.0, 0.0 ], "to": [ 16.0, 16.0, 16.0 ] No. Just no.

You shouldn't make a new model for each off them you can use the parent:cube solution.

StrayCargo commented 8 years ago

explain the parent cube solution

Elix-x commented 8 years ago
{  
   "variants":{  
      "normal":{  
         "model":"appliedenergistics2:tile.BlockCraftingStorage4k"
      }
   }
}
{
  "parent": "block/cube_all",
  "textures": {
    "all": "appliedenergistics2:blocks/tile.BlockCraftingStorage4k"
  }
}

Srsly.

StrayCargo commented 8 years ago

it didnt load in the texture for some odd reason what are you naming the png on your end

Elix-x commented 8 years ago

Let me check...

Elix-x commented 8 years ago

@dpeter99 could you look at that please? I kinda didn't get it to work....

StrayCargo commented 8 years ago

ok @elix-x i looked into the texture for the 4kcrafting block and its not named wrong or referenced wrong just not pulling in the texture also why are the mrcrayfish models that are made with his model tool not working when we try to use them

Elix-x commented 8 years ago

They are working for us.

StrayCargo commented 8 years ago

well then why is the one i made not working its was done the same as the others and should be working plus it causing me to crash

Elix-x commented 8 years ago

plus it causing me to crash

Ok, this is even weirder.

@dpeter99 could you look at that please?

StrayCargo commented 8 years ago

what are your thoughts on it @dpeter99

tenten8401 commented 8 years ago

Just wanted to let you know that you're doing an awesome job at this so far. Thanks for working on getting AE2 to the modern minecraft versions!

On a side note, MrCrayFish has a tool that's super useful for modeling blocks, not sure if you use it or not. https://mrcrayfish.com/tools?id=mc

StrayCargo commented 8 years ago

@tenten8401 thanks and we are actually using MrCrayFish model creator so

tenten8401 commented 8 years ago

Also, forgot to ask. Is there any way I can help, even though i'm not that good at forge.

Elix-x commented 8 years ago

You fork the repo and work on models or code. All models to-do are here, all code things, here - #14. (Note that i'm already working on cables & parts).

shartte commented 8 years ago

@elix-x Did the stairs by copying the vanilla approach here: https://github.com/shartte/Applied-Energistics-2/commit/5e7a60a5461ae8ec163c2e6ba65974471ee6b654

But the feature handler you removed might actually be needed. If I don't change the ModelResourceLocation from "normal" to "inventory" in the AEBlockFeatureHandler, the inventory item models for stairs don't show up.

Regarding the stairs, here's a screenshot: Stairs

I believe I'll still have to take a closer look at the brick stairs because the bricks seams appear differently depending on placement.

Elix-x commented 8 years ago

@shartte First, thanks for working on stairs.

But the feature handler you removed might actually be needed. If I don't change the ModelResourceLocation from "normal" to "inventory" in the AEBlockFeatureHandler, the inventory item models for stairs don't show up.

Have you tried creating item model with stair's name and stair's block model as parent? It should fix it.

I believe I'll still have to take a closer look at the brick stairs because the bricks seams appear differently depending on placement.

uvlock. All of them.

shartte commented 8 years ago

@elix-x Okay, I double-checked and it's actually exactly how the vanilla stone block stairs look: Vanilla vs Skystone Comparison Looks the same with uvlock too, so I guess it's okay.

Regarding the model: I did create the item model there, but to no avail. It didn't get picked up. It only picked it up once I changed normal->inventory. Vanilla does have an item model for every block. Should I just leave it at "inventory" and create the item models for the blocks that are now missing? (Each just having the block model as its parent).

Elix-x commented 8 years ago

Let me check stair models (i'll grab one of models and see what's not working).

EDIT: Did you grab models from 1.8? Because from 1.9, stair models are a lot simpler. Nevermind, for some reasons i thought they were moved to multipart models. Apparently they weren't.

Elix-x commented 8 years ago

@shartte merge 3d1d2a3 into your fork (without overwriting models) and you're good.

shartte commented 8 years ago

@elix-x Did you forget to commit IHasSpecialItemModel? I can't find it.

Elix-x commented 8 years ago

@shartte elix_x implements IForgetToCommitStuff :D

shartte commented 8 years ago

@elix-x Okay, after updating to your fix, the item models now look good without any changes. so thanks!

Elix-x commented 8 years ago

@shartte Most of them at least.

@dpeter99 If you didn't undertsand yet, you now have to create block item model jsons for blocks with multiple states (for already existing and new ones).

shartte commented 8 years ago

I am checking out the charger to get a feel for what's needed for a 100% working item/block combination. Is it normal that the crayfish models don't inherit from block/block? I think that actually causes them to require additional rotations to be specified in the item model.

Elix-x commented 8 years ago

Is it normal that the crayfish models don't inherit from block/block

If that's true, @dpeter99 has things to do (check).

shartte commented 8 years ago

Hm okay so either the charger model is flipped, or the TESR applies the rotation incorrectly. with facing=north, the charger is actually facing south and either way, the model doesn't line up with the bounding box. After flipping the model on th X axis, it apparently worked. i'll look into it more before i open a PR.

Elix-x commented 8 years ago

I noticed that it had y=180 in blockstate file for some reason. Blame @dpeter99 ?

shartte commented 8 years ago

Okay so I think that y=180 in the blockstate fixes the incorrect model rotation, BUT that will not work for the item, so the item is rotated incorrectly, unless you modify all the rotations that would usually be inherited from block/block. I am working on fixing the model by hand. edit And I finally figured out that I can reload the jsons with F3+T hehe.

edit2 Fixed it in #29

Elix-x commented 8 years ago

Ok, well @dpeter99 is here for models... Poking @dpeter99 ...

Also, i agree, F3+T is extremely useful. Using it all the time.

shartte commented 8 years ago

Added the missing item models for existing blocks in PR #30. Left those alone that dont have a model yet or require special rendering.

shartte commented 8 years ago

Working on the controller right now...

Work in progress. No column detection yet. But at least it's animating, heh. Controller

edit: okay now with column detection. I still have to check against 1.7 to make sure it's visually equivalent. Columns

blergh.... okay so having the controller lights be clearly visible at night seems impossible with the JSON models and even a custom IBakedModel doesn't seem to suffice. Since controllers are tile entities anyway, I think I'll try a TESR.

shartte commented 8 years ago

Urgh. Getting the light-pattern on the controller "fullbright" is actually more involved than it should be. I couldn't find a good way to disable the lighting in a TESR, but i finally did get at least some visually acceptable results

Fullbright Controller Lights

Elix-x commented 8 years ago

Why are you using TESR??? You can use json models.