Open Tcll opened 5 years ago
also just to nitpick a bit does there really need to be so many quads for the item and shield?? no wonder the data is so large, 720 vertices total
I understand the need to make it look voxelized, but 62 stacked quads for the shield alone, seriously?? wouldn't between 6 to 24 quads do just fine?? might stop my GPU from crying ;)
Superior models are highly welcome. None of the contributors in this project seem to have enough Blender knowledge to design models.
boy ain't that true for almost any community X3
alright I could probably fix up the model, I'm better at OpenGL than I am at modelling, but I can optimize a model pretty well. :) it's been perplexing me as to why there were 2 quads stacked close together each interval, but now I understand... is Minetest's renderer capable of double-sided face-normals? if so I could already remove half those quads if not, using double-sided normals might cause incompatibility issues (including earlier versions as far as this mod supports)
also, how accurate is the model's vertex positions to Minecraft's Steve?? I've never looked deep enough into Minecraft's sources to actually find Steve's model, so I'm not sure if this model is a direct rip or not.
I'm a perfectionist when it comes to stuff looking as expected and I'm pretty sure if you expected to port your skin over it, you'd also expect the layers to appear at least relatively the same :) but of course, if this is 100% reliant on Sam's specs, I'll leave the layers as is however, nothing's stopping me from releasing an alternate model, right?? :) (having the option to select Steve instead of Sam)
since this is a mod and not an official implementation I don't see a problem with having Steve as an option if the sizes do differ :)
well this is rather embarrassing... heh the skin issue with the underside being rotated incorrectly apparently this was actually an issue with my minecraft skin that'd went unnoticed in minecraft for years.
in my defense though, it's not exactly easy to see your neck in minecraft without some fancy trickery (F5 always looks at or directly away from the camera)
but yeah, I was looking at a friend's minecraft skin on namemc, and noticed the neck was not like my skin, which made me really look into things. I'd actually modified my skin from someone else's years ago, and inherently thought it was correct... so yeah, I was wrong, this is a non-issue, my bad. XD
what IS a minor issue though (not sure if changes have been made yet) is the numerous quads that make up the thickness of the item and shield you hold I can't exactly modify things currently (nor have I been able to), but if the engine can display double-sided normals, you should be able to remove half those quads while keeping the detail. but even then I'd argue you could remove some of those quads without compromising the quality. :)
double-sided normals displays the texture-image on both sides of the quad, meaning you only need 1 quad instead of 2. ;)
@stujones11, can you pls look into this?
@Tcll, can you please add the skin, the screenshot how it should look and how it does look currently?
@bell07 the skin actually wasn't a problem, or rather it was also a problem in Minecraft I wasn't aware of (I thought it was correct). no the skin orientation is actually correct, I tested again in Minecraft to verify.
the reason this issue is still open is because of the additional issue of numerous quads for item thickness if double-sided rendering can be figured out, half those quads can be removed.
but yeah the initial issue was a non-issue :)
there is an orientation problem with the arm.
i redid the layering so that i could get the skin working in minetest, but here's a comparison:
expected arm orientation:
given arm orientation:
i understand that the hand layer does not exist, which is why i moved the hand and everything, but i should still have the far right side of the hand on the top. what file would i change in order to fix this?
@Beethoven-n , I think the arm issue is not related to this issue. Therefore moved into new one
the bottom of the head is facing left instead of forward my particular skin has a chin that sticks out the face is correct, but the neck diggs into the left shoulder. should be fixable by rotating the faces or UVs in the b3d model ;)
EDIT: I'd do it by hex editing, but I'm appauled at what b3d data looks like (expecting it to almost fit on a 1200p screen with 8pt font) if I had a HexEdit template I'd do it ;D