Closed EzerArch closed 6 years ago
o.0 I think I know what the issue is here. I'll check on this after I figure out the power issue. There's also a rendering bug with the power fist.
This seems to be a vanilla rendering glitch. I recreated the tinker table model as a Wavefront model, where Minecraft handles ALL of the rendering, and the glitches are really bad. The first photo is all wavefront models, with a block render setting of BlockRenderLayer.TRANSLUCENT
. At some angles, the top of the table disappears. The second photo is the effect bleeding into the actual Tinker Table model nearby despite there being no software changes to the model or block. The only fix would be a completely new model without any translucent layers.
I found a really old Tinker Table, maybe the original. I might be able to retexture this a bit and use it without the screen on top and without the cube. The screen doesn't even use a texture, but it drawn with just opengl code and still has glitches.
That thing is ugly.
Maybe it would be better to start from scratch, and just not have the floating green thing.
Maybe it has something to do with the model being larger than a block?
It seems to be an issue with mixing alpha blending and solids in the same block.
Mmm. That makes sense.
Even the wavefront model where Minecraft was handling the rendering had issues.
Starting from scratch would be better if I really had an idea what direction to go in. All I know is that it needs to be a model with no animations or transparencies. Anything else is going to do the same thing.
Interesting this glitch happens only in certain directions/potions. :S
Well, I have literally no artistic talent, so I can't help you there. Maybe just, in the meantime, remove the alpha stuff?
On the directional glitch... even when Minecraft handles the rendering in the Wavefront model, the chests are actually blocked by the screens in some directions but not others just as the top of the tinker table glitches out at different angles.
Turning off the alpha is just as ugly as the other model.
No, no, I meant removing the alpha bits.
yeah removing the alpha bits makes it render like it does with graphics set to fast, where the screens are solid green
Okay, I'm obviously not being clear. Not remove alpha from the things that have alpha.
Remove the things that have alpha.
You can't remove the bits without reworking the model. Half the model uses transparencies.
Yes, that screenshot is precisely what I didn't mean.
Well, yeah, but reworking it is kind of a given though, isn't it?
But that's the thing. Reworking it is replacing more than half of it. That's why I was looking at something simple. With simple models, users can replace them with resource packs.
It was just an idea. I figured just deleting the parts that were causing the glitches would be the easiest thing to do, at least until you figure out what you really want.
The problem is that it's the top 3 screens, the cube the green part in the middle and the upper table, and maybe the 3 "tanks". That leaves the base, part of the upper table, and the "wire" parts.
This is what it looks like with the problem parts removed
I did not know that was a screen. I actually thought it was just the top of the table.
Maybe put that one back but without transparency.
Otherwise, I'd say it looks alright.
Definitely better than gray-and-blue-crafting-table-with-green-floaties.
The green parts where the screens. Hmm, I'll have to taker a stab at the textures tomorrow. But I think can fill in that green part in the middle with an opaque color and fill the cube green. The screens will have to stay gone.
No, the thing I'm taking about isn't green. It's mostly black with a couple blue rectangles.
On Apr 25, 2017 19:24, "lehjr" notifications@github.com wrote:
The green parts where the screens. Hmm, I'll have to taker a stab at the textures tomorrow. But I think can fill in that green part in the middle with an opaque color and fill the cube green. The screens will have to stay gone.
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Yeah, but that has a transparency as well around the sides.
Right, yes, I figured it did, that's why I said to leave that one, but without transparency.
Or, if it's easier, move that texture to the top of the table where the weird X thing is.
Texture areas don't rescale well for model base models. I'm working on coloring in some areas of the texture.
Needs a bit more work on the gray area in the middle but it's better than it was.
Looks alright to me. Did you mess with the meshes or edit the texture?
edited the texture
Still have to turn off the alpha stuff in the code though
Damn. So did I. Duplication of effort is teh lose.
How do you get Minecraft to do that, btw? The whole model loader thing?
Also, regarding the, um, stump, I never noticed it as a player, so if you made it the same color green, just not transparent, I doubt many people would even notice.
In this case, it's still a model base model, so just comment out RenderState.blendingOn(); https://github.com/MachineMuse/MachineMusePowersuits/blob/1.10.2-Java/src/main/java/net/machinemuse/powersuits/client/render/block/TinkerTableModel.java#L188
and RenderState.blendingOff();
and the parts to get rid of get commented out, like the 3 screens.
What? No, I mean the thing you did to Minecraft. In your last screenshot, the program that is running that you took a screenshot of, according to the window title, is Minecraft 1.8.
Oh, that. That's Tabula for 1.8.
Oooohhh. And here I thought Minecraft had a secret developer's mode.
I wish
Should I ditch the spinning cube? If I get rid of it, I can change to a JSON model and users can override with their own model if they want.
I kind of like the cube. Can you still go JSON if it isn't spinning?
Because if not, go ahead and ditch it.
The spinning cube is done in the model renderer which is done in the ModelBase model. The spinning cube isn't easily implemented with JSON models. It's not impossible, but I have no idea how to do it. It's not well documented. The JSON models are a completely different kind of model though. I could just include a second Tinker Table model as an alternative that can be replaced.
How hard is it to render a not-spinning spinning cube in JSON?
Rendering a static model ( non-animated ) is easy, to a point. Rotations are kind of limited on the parts though.
Um, I found this thing, which apparently makes it easy to create an animated JSON model and export the JSON code once you're done.
Maybe, if you want to, you can take a look at it? Unless you /REALLY/ want animations in the model, I wouldn't bother.
Well that certainly is Interesting. Hmm. I'll have to see if I use that.
While I'm at it, I also found this video tutorial on making animated JSON models in Minecraft: https://www.youtube.com/watch?v=HrNWnQO4aeg
Thanks. I changed the texture a bit more for now. The model type change will have to wait until after the first beta. For now the issue of rendering glitches should be more or less done and I can focus on the alpha issue list.
This is a very specific bug. This depends on the direction you are facing and block layout.
Chests will go translucent if: