This is the new snapshot image. Does that mean they've finally refactored the player skins to allow, well, what you see above? This may have been the feature Dinnerbone was talking about.
Also, feel free to share what you've discovered in this week's snapshot.
Well, they didn't use my condensed layout... but I'm not complaining!
So how does this work? I see areas for both arms and legs, but the red parts seem to be additional overlays. Does this mean we now have an additional 3d layer (like armor) that can be put over our base skins? I'm at work and won't be able to test for 7 hours
This is the new snapshot image. Does that mean they've finally refactored the player skins to allow, well, what you see above? This may have been the feature Dinnerbone was talking about.
Also, feel free to share what you've discovered in this week's snapshot.
Considering that Dinnerbone said that he needed a suggestion to figure out how to properly implement his new feature, I can assure you that this is not what he was talking about. His feature is not yet in the snapshots, I reckon.
Considering that Dinnerbone said that he needed a suggestion to figure out how to properly implement his new feature, I can assure you that this is not what he was talking about. His feature is not yet in the snapshots, I reckon.
I'm inclined to agree... he didn't really change the layout of the original skin, just expanded on what was already there. I'm guessing he didn't use my suggestion in any case, since that one had a whole new layout which could have been squeezed into the original 64x32 size and still included both arms/legs with space to spare. This decision puzzles me, since it seems like there's still a lot of wasted space.
Dang... I said I wouldn't complain. I'm happy that we're finally getting more to texture with, but I honestly thought my layout was a good idea for efficiency. Oh well.
Considering that Dinnerbone said that he needed a suggestion to figure out how to properly implement his new feature, I can assure you that this is not what he was talking about. His feature is not yet in the snapshots, I reckon.
This snapshot is terrible. Absolutely no reason to even try it out. Very disappointed
Just because a snapshot doesn't have what you want in it doesn't mean it's terrible. I do agree it's lacking in survival features. However in creative mode /fill and /clone will work wonders.
The Reddit post from Dinnerbone's latest snapshot tweet sheds some more light!
The new skins have textures for both arms and legs and the additional overlays (in red on the preview) are in fact new 3d layers!
So now every body part has a unique texture space AND an extra 3d 'hat' or 'armor' layer built in!
The Reddit post from Dinnerbone's latest snapshot tweet sheds some more light!
The new skins have textures for both arms and legs and the additional overlays (in red on the preview) are in fact new 3d layers!
So now every body part has a unique texture space AND an extra 3d 'hat' or 'armor' layer built in!
Adding an armor layer directly in the skin filke itself is quite interesting and opens up some new possibilities.
However, I wonder just how this would be implemented exactly. If I wear iron armor, it would still hide most of my avatar, right? Or will the new skin 'armor' layer be more important, cool for making eahc layer look very different despite armor, but not so cool to allow guessing at a glance WHICH 'real' (as in 'with armoir points, as opposed to 'skin' which is looks only) armor items are worn?
And what about transparency?
It would be cool if it truly was a 'skin' armor layer that was some kind of "overlay" that would show up ONLY when wearing actual armor, and only ON the armor. With some kind of transparency too, so that the overlay would "blend in" with the official armor texture. This would really allow each layer to look. That is, it would be cool as long as the game prevents a player from actually overriding say over 50% of the armor texture behind it (otherwise you could "hide" your actual armor), easy to do as a simple check: when loading the players skin, if the armor layer overlay doesn't have at least say 50% of it's pixels as 100% transparent (counted separately per armor piece), then the server simply ignores the entire armor overlay for that armor piece area at if it was 100% transparent.
If it is just a skin that occupies the armor hitbox whenever the player isn't wearing actual armor pieces, then it's still interesting, but much less so.
As for "wasted space", this might or might not be a valid argument, depending on just how the skin are transmitted to the server (compressed vs raw images), and just how much CPU time + bandiwdth + memory "wasted" we are talking about compared to everything ese. Which, I imagine, is probably negligible, so that it is then reasonable to use a simple format (i.e. easier coding).
Adding an armor layer directly in the skin filke itself is quite interesting and opens up some new possibilities.
However, I wonder just how this would be implemented exactly. If I wear iron armor, it would still hide most of my avatar, right? Or will the new skin 'armor' layer be more important, cool for making eahc layer look very different despite armor, but not so cool to allow guessing at a glance WHICH 'real' (as in 'with armoir points, as opposed to 'skin' which is looks only) armor items are worn?
And what about transparency?
It would be cool if it truly was a 'skin' armor layer that was some kind of "overlay" that would show up ONLY when wearing actual armor, and only ON the armor. With some kind of transparency too, so that the overlay would "blend in" with the official armor texture. This would really allow each layer to look. That is, it would be cool as long as the game prevents a player from actually overriding say over 50% of the armor texture behind it (otherwise you could "hide" your actual armor), easy to do as a simple check: when loading the players skin, if the armor layer overlay doesn't have at least say 50% of it's pixels as 100% transparent (counted separately per armor piece), then the server simply ignores the entire armor overlay for that armor piece area at if it was 100% transparent.
If it is just a skin that occupies the armor hitbox whenever the player isn't wearing actual armor pieces, then it's still interesting, but much less so.
As for "wasted space", this might or might not be a valid argument, depending on just how the skin are transmitted to the server (compressed vs raw images), and just how much CPU time + bandiwdth + memory "wasted" we are talking about compared to everything ese. Which, I imagine, is probably negligible, so that it is then reasonable to use a simple format (i.e. easier coding).
Armor covers everything. So, inside skin, outside skin, then armor. Also, yes, the space in the skin texture is completely negligible. As for transparency, as far as I know (but I'd have to check) skins don't support transparency.
This is the new snapshot image. Does that mean they've finally refactored the player skins to allow, well, what you see above? This may have been the feature Dinnerbone was talking about.
Also, feel free to share what you've discovered in this week's snapshot.
...but that's just like, my opinion, man.
So how does this work? I see areas for both arms and legs, but the red parts seem to be additional overlays. Does this mean we now have an additional 3d layer (like armor) that can be put over our base skins? I'm at work and won't be able to test for 7 hours
Edit: Explanation here.
To be honest a bit disappointed with the snapshot so far.
- Lord Tywin Lannister
Considering that Dinnerbone said that he needed a suggestion to figure out how to properly implement his new feature, I can assure you that this is not what he was talking about. His feature is not yet in the snapshots, I reckon.
http://www.minecraft...d-mob-spawning/
I'm inclined to agree... he didn't really change the layout of the original skin, just expanded on what was already there. I'm guessing he didn't use my suggestion in any case, since that one had a whole new layout which could have been squeezed into the original 64x32 size and still included both arms/legs with space to spare. This decision puzzles me, since it seems like there's still a lot of wasted space.
Dang... I said I wouldn't complain. I'm happy that we're finally getting more to texture with, but I honestly thought my layout was a good idea for efficiency. Oh well.
What's terrible about it? Did you know they added /fill and /clone?
Sorry, but where did he say that?
...but that's just like, my opinion, man.
I don't know how to link twitter statuses, so just go and check his twitter. It's there.
http://www.minecraft...d-mob-spawning/
You mean this one?
https://twitter.com/Dinnerbone/status/423482409842380801
Because there he says he found a suggestion for it, not that he needed one.
...but that's just like, my opinion, man.
http://www.minecraft...d-mob-spawning/
Just because a snapshot doesn't have what you want in it doesn't mean it's terrible. I do agree it's lacking in survival features. However in creative mode /fill and /clone will work wonders.
The Reddit post from Dinnerbone's latest snapshot tweet sheds some more light!
The new skins have textures for both arms and legs and the additional overlays (in red on the preview) are in fact new 3d layers!
So now every body part has a unique texture space AND an extra 3d 'hat' or 'armor' layer built in!
That is so awesome!
BRB, making a centurion skin.
http://www.minecraft...d-mob-spawning/
However, I wonder just how this would be implemented exactly. If I wear iron armor, it would still hide most of my avatar, right? Or will the new skin 'armor' layer be more important, cool for making eahc layer look very different despite armor, but not so cool to allow guessing at a glance WHICH 'real' (as in 'with armoir points, as opposed to 'skin' which is looks only) armor items are worn?
And what about transparency?
It would be cool if it truly was a 'skin' armor layer that was some kind of "overlay" that would show up ONLY when wearing actual armor, and only ON the armor. With some kind of transparency too, so that the overlay would "blend in" with the official armor texture. This would really allow each layer to look. That is, it would be cool as long as the game prevents a player from actually overriding say over 50% of the armor texture behind it (otherwise you could "hide" your actual armor), easy to do as a simple check: when loading the players skin, if the armor layer overlay doesn't have at least say 50% of it's pixels as 100% transparent (counted separately per armor piece), then the server simply ignores the entire armor overlay for that armor piece area at if it was 100% transparent.
If it is just a skin that occupies the armor hitbox whenever the player isn't wearing actual armor pieces, then it's still interesting, but much less so.
As for "wasted space", this might or might not be a valid argument, depending on just how the skin are transmitted to the server (compressed vs raw images), and just how much CPU time + bandiwdth + memory "wasted" we are talking about compared to everything ese. Which, I imagine, is probably negligible, so that it is then reasonable to use a simple format (i.e. easier coding).
According to the forums news post, we now have the additional ability to toggle visibility for any of the 3D skin layers! (for the base skin I mean)
Still unsure if the zombie/pigman skins and the actual equipable armor have been similarly augmented.
Armor covers everything. So, inside skin, outside skin, then armor. Also, yes, the space in the skin texture is completely negligible. As for transparency, as far as I know (but I'd have to check) skins don't support transparency.
...but that's just like, my opinion, man.