Closed lehjr closed 8 years ago
Right now I can't tell how feasible it is to implement. Lots of things have changed, like json files to get working icons, or the loss of direct access block textures.
For instance Blocks.water.getIcon(0, 0);
now would be something like:
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getItemModel(new ItemStack(Blocks.water)).getParticleTexture()
followed by a few mixed drinks.
Progress is slow, but steady, kind of like a herd of turtles. It's a deceptively complex mod. I'm finally at a point where I can run the mod from the real source rather than just a basic tutorial version, but the only thing rendering at this point is the Tinker Table, and only when placed, not as an inventory item.
Edit: Tinker table GUI partially works again.
^^' Smoke and mirrors
Meters are now working. More of the Tinker table GUI is working except module icons are not yet working and swirly circles are partially working. Not as much progress as I would have liked, but at least it's something.
All good :) at least it compiles! Ship it!
Sliders now work in the Tinker table GUI. Power seems to be working. Armor models haven't been touched yet. The power fist is still untouched. I have no idea what modules are working yet. Anything released at this point would have to be labeled as an early alpha.
Sure! Do you want to push it to a different branch and I'll label it as such?
I suggest to you a 1.8.9 branch in this repo, and maybe build and release automatically as alpha in curseforge when you release or tag a version in github, like applied energistics does. I hope I explained well. P.S. The official RF 1.8.9 api is released. Take a look here: https://github.com/CoFH/RedstoneFlux-API/tree/1.8
Yeah, that's what I'm planning to do.
Yeah, I would do a 1.8.9-alpha branch and rename it later when the the mod is in better shape. Just keep in mind that Numina source is currently mixed in with MPS.
ok.
Once I get the rendering figured out I'll split the source back up
@Xen1290 Thanks for pointing out that RF api release. I was hoping that would turn up.
👍🏻
Started working on getting module icons to load... good times. Good times. I should be done with that much tonight if all goes well.
Or not... wow, so many modules, so many icons. All but the tool module icons done now.
Edit: All but 2 working now.
Tinker Table with different model systems. The top half of the screen is using iChun's Tabula, the bottom is using MrCrayfish's Model Creator. I also did one with Techne
If possibile, don't use techne.
The problem with all of it is item rendering which is why I wanted to hold off on 1.8.9 in the first place and go with 1.8, which in hindsight, I would have been finished with by now. It seems that item rendering for anything that doesn't just use an icon instead of a model is a pain in the ass.
Edit: I think I'm going to try to get the json model right and use that. It will take more time than I'd like but it should be future-proof for a few MC versions.
There, we now have a Tinker Table json model for rendering it as an item. It's not quite good enough for use as a block model because lining up the textures was a pain. Even with precision like this:
"east": {"uv": [13.7142857142857, 3.42857142857143, 14.2857142857143, 4], "texture": "#0"}
it's still not quite right but still good enough for an item model.
Anyway, now for the Power Fist. Also, I need some kind of idea for version numbers for 1.8.9 before I upload anything.
Alpha: 0.0.x.jenkinsprogressivenumber Beta: 0.x.y.jenkinsprogressivenumber Release: x.y.z.jenkinsprogressivenumber
So, will be ModularPowersuits-1.8.9-0.0.1.1.jar for the first jenkins and curse build
@Xen1290 Great thanks! The first couple of builds may not be jenkins builds but as long as I have the versions numbers set up correctly it should be OK later on. Actually, I have a build ready for upload but I wanted to make sure the version numbers were set up correctly. I still have to break Numina back out into its own source set, but it shouldn't be too difficult using Meld and comparing with a 1.7.10 source set.
I think is the best version number set. Because now we don't have the minecraft version and start from 0.11 is strange. So, new version, new number version.
I was going with just incrementing the version number regardless of new Minecraft versions based on the size of changes (revision = fixes, minor = new features, major = someday a release will come~)
The major version number was kept at 0 so fewer people expect a hobby project to act like a fully released and functioning product.
Oops. Well, the first release is up and I reset the counter. Still working on the mod as much as I can. After I get everything more or less working I have to go back and fix the power fist model. The current model was to avoid having to do something like using a Minecraft stick and renaming the device to "power stick" :P
Also the scaling for OBJ stuff is a pain. Lux capacitor model is insanely huge atm.
It should be a factor of 16 I think. I kind of worked around the weird scaling by having the render subsystem scale the models individually. I guess that's not an option with Minecraft's new VERY MUCH BETTER AND NOT AT ALL HEADACHE INDUCING format.
No, I mean setting the scale from the json file that loads it doesn't seem to do anything.
...hahahaha :(
I'll figure it it out, I think. The blade launcher works again, the plasma cannon is having issues with the bolt size. There might be an issue between the keyboard and the chair. Not sure.
i have made two different possible armor skins and
With any luck, players will be able to use custom skins by setting the mod config settings to vanilla models and overriding the default skin with their own with the use of resource packs. I don't know if there is a way for players to be able to see each other's custom skin yet though.
There is a framework there in the config uploader/downloader. I never got around to fully implementing it since I was focused on numina/anima stuff by then.
There, got the Lux Capacitor throwable entity to launch with the obj model. Just need to get the TESR part working now. After that, I'll tackle the armor rendering. Not sure when, but later on I'd like to see what I can do with getting the armor to toggle between the vanilla model and the OBJ model so users can use their own skins.
ran into this today: https://github.com/MinecraftForge/ForgeGradle/issues/344 good times :S
I feel like I'm reinventing the wheel.
Y-you don't have to do that D:
Just looking for a way to render an item model. IItemRenderer is gone and there is no replacement.
:<
Hoping to have the next alpha ready by the end of next week. Things scheduled in the next build are:
The OBJ loader seems pretty fragile and I had issues getting it to load the models.
Fixed packet bug that crept in during porting.
Looks like I'll be pushing the next alpha out later today. The shovel module is still a bit buggy because the harvest check event doesn't have any easy way to get the coordinates that you need to get the blockstate which is needed for the harvest check, specifically for getHarvestTool(IBlockState state) which is used to check the module to see if it is emulating the tool needed to harvest the block.
Anyway. I will be disabling the Lux Capacitor for now until I can get it to work like it did in 1.7.10. Most of the modules are working now. Mostly what is left is rendering stuff which I will start working on this week.
Great work @lehjr ! Keep it up!
Looks like it might be time to target 1.9, or at least try
Yeah, every mod will update to 1.9.
If you need/want to change some functionality in order to fit with new minecraft versions, go right ahead. It doesn't have to be a perfect clone. :P
The biggest issue I have is the rendering. I really need to set some "quiet time" aside and just figure out how the rendering works and see what I need to do to get things working. The models will need to be cleaned up a bit to get rid of warnings about unsupported keys or w/e. I imagine Blender will work, and I do have it, but the last time I did anything in 3D was with DesignCAD 3D, back when PC's had "Turbo" buttons.
If you can link me the programs/files I need for doing modeling, I can take a crack at it. I'm pretty familiar with Blender.
Just don't ask me to do any coding. On Mar 21, 2016 17:45, "lehjr" notifications@github.com wrote:
The biggest issue I have is the rendering. I really need to set some "quiet time" aside and just figure out how the rendering works and see what I need to do to get things working. The models will need to be cleaned up a bit to get rid of warnings about unsupported keys or w/e. I imagine Blender will work, and I do have it, but the last time I did anything in 3D was with DesignCAD 3D, back when PC's had "Turbo" buttons.
— You are receiving this because you commented. Reply to this email directly or view it on GitHub https://github.com/MachineMuse/MachineMusePowersuits/issues/681#issuecomment-199539281
@aionys Basically, it's all of the Wavefront models here: https://github.com/MachineMuse/MachineMusePowersuits/tree/experimental/src/main/resources/assets/powersuits/models
The other issue is the texture files now have to be a multiple of 16 and have to be square. I also have a wavefront model for the power fist, somewhere.
Okay.... What exactly do you need done? They load perfectly fine in Blender.....
On Tue, Mar 22, 2016 at 6:53 AM, lehjr notifications@github.com wrote:
@aionys https://github.com/aionys Basically, it's all of the Wavefront models here: https://github.com/MachineMuse/MachineMusePowersuits/tree/experimental/src/main/resources/assets/powersuits/models
The other issue is the texture files now have to be a multiple of 16 and have to be square. I also have a wavefront model for the power fist, somewhere.
— You are receiving this because you were mentioned. Reply to this email directly or view it on GitHub https://github.com/MachineMuse/MachineMusePowersuits/issues/681#issuecomment-199797737
mu'o mi'e .aionys.
.i.e'ucai ko cmima lo pilno be denpa bu .i doi.luk. mi patfu do zo'o (Come to the Dot Side! Luke, I am your father. :D )
1.7.10 has been mostly busy work for awhile now, for mods, for Forge, and for players stuck on the sidelines waiting for updates. Aside from the nightmare of the rendering, there are also several dependencies that may not be available. Maybe it's time to start working on the port and disable the modules that have dependencies that can't be met until they become available. I just hope the performance is better than 1.7.10.