The Meaning of Life, the Universe, and Everything.
Join Date:
10/14/2010
Posts:
52
Member Details
So I've been making heavy use of the Custom Item Textures to create custom items on my server using the NBT line (though originally using the name).
I've been wondering if doing something similar with entities is possible. I've tried my best to hunt through the CEM stuff, and though I find all kinds of things I'd love to do (scaling and such) with it, I haven't figured out any way to change the entity model or texture based on the entity's name or NBT data. Is that currently possible? If so, how?
If not, can it be?
Additionally, I have no idea how to use this stuff for TileEntities like the Chest. I'd love to have chests using different textures or even models based on their name too, but I'm totally lost in everything except CIT. Mind giving me a quick example of doing either of these things, if possible?
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Only nine fours can combine to power the crystal train to infinity.
I'm using optifine 1.8.9 with the 5zig mod and my cape is not working any more, I have it turned on and everything and it was working the other day it just randomly stopped working.
I can't see the wing of the bat. I have tried to use your CEM of the bat with the pirate leg as a wing, it's work fine. When i add my custom body and head, the wing disappear ! When i try to use my own JPM model for the wing, the wing is invisible too.
Before creating an issue, i would like to know if the problems came from me, or if it's a bug.
I send you the pack with my bat.cem and all the jpm files (i let the pirate leg in it)
Well, i never changed the names of my cubes in JPM, and i haven't this trouble with my other mobs (chicken, pig, ocelot and sheep) maybe i need to rework them to avoid any problems in the futur
But for the wing bat, my jpm use plane and not cube. So the only part used in the jpm file for the wing is called PlaneX33
So i don't really know what to do :/
Look in "bat_head.jpm", there are many duplicate IDs.
I asked this many months ago, got a response, and I feel it's time to ask again. When is that better water coming that would go through fences, doors, etc?
I have no way to pay for Cubik Studio... Are there any other free alternatives that allow me to make these models?
You can write up the custom models by hand in notepad++. It does require a little trial and error though. And it helps to have a good sense of visualizing stuff mentally. More complex models might be difficult to make like that though.
Look into MrCryfish's model maker.
It's what he uses for his mod, but the models are saved as JSON meaning you can use them with resource packs as well.
You can write up the custom models by hand in notepad++. It does require a little trial and error though. And it helps to have a good sense of visualizing stuff mentally. More complex models might be difficult to make like that though.
I have never actually made models using notepad before
Look into MrCryfish's model maker.
It's what he uses for his mod, but the models are saved as JSON meaning you can use them with resource packs as well.
MrCrayfish's model creator is outdated though and actually quite difficult to use since there are no real tutorials that deal with the program.
I could use some help, Be advised I'm using modded MC for this (FTB Beyond on 1.10.2) I installed the optifine/shader combo D7 of optifine and sonic ethers shaders as the shader, The frames stay over 100 but no matter what settings I alter in optifine or the shaders mod I get lag spikes over and over, Almost with the same delay when a spike occurs, There is 4GB RAM dedicated as (According to Minecraft themselves) Over 4GB is negative effects, Any advice for this or is it all because it's in a modded pack and it's just to much to handle ?
The Meaning of Life, the Universe, and Everything.
Join Date:
8/9/2016
Posts:
165
Member Details
Since Launcher 2.0.834 I can't get optifine to show up in the resource packs or the optifine login. I'm using a Mac platform and have the folder in the correct location. Any advice?
While picking varions shaders I noticed a one effect.
Computations of shadows is very slows a FPS - if render distance too big (28 and above). On a pie chart graphs named as "shadow terrain" and "shadow setupterrain" occupied a big part of pie. On middle render distances (~16) these graphs does not occupy so much. Obviously, computation of shadows of far objects is not so important in comparison to draw these far objects.
I offer a one suggestion. SEPARATE computation distance to "Render Distance" and "Shadows Distance". Obviously Shadows will be lower than Render. There is no need to computate shadows of very far obiects. These far objects are less noticeable in comparison to lags of drawing of close objects. Far object would be possible to show with minimal computations.
In settings dialogue (see screenshot) in top-right we see a "Render Distance" adjuster. Change this to button "Distance..." to show a NEW dialogue window. On this new window place some adjusters to set up distances: "Render Distance", "Shadow Distance", "Waving distance", etc. On a first step make a "Render Distance" and "Shadow Distance".
While picking varions shaders I noticed a one effect.
Computations of shadows is very slows a FPS - if render distance too big (28 and above). On a pie chart graphs named as "shadow terrain" and "shadow setupterrain" occupied a big part of pie. On middle render distances (~16) these graphs does not occupy so much. Obviously, computation of shadows of far objects is not so important in comparison to draw these far objects.
I offer a one suggestion. SEPARATE computation distance to "Render Distance" and "Shadows Distance". Obviously Shadows will be lower than Render. There is no need to computate shadows of very far obiects. These far objects are less noticeable in comparison to lags of drawing of close objects. Far object would be possible to show with minimal computations.
In settings dialogue (see screenshot) in top-right we see a "Render Distance" adjuster. Change this to button "Distance..." to show a NEW dialogue window. On this new window place some adjusters to set up distances: "Render Distance", "Shadow Distance", "Waving distance", etc. On a first step make a "Render Distance" and "Shadow Distance".
Somebody mind explaining to me what's going on here? OptiFine doesn't work, but Minecraft launches completely normally otherwise. My only guess is that my Minecraft install and the folder that OptiFine is in are on two different drives (C:\ and E:\), and that's throwing Magic Launcher off.
Edit: Running Magic Launcher as administrator, taking ownership of OptiFine, and moving OptiFine to the same drive that Magic Launcher is on all failed to solve this problem.
Cross-posting from the Magic Launcher thread because I'm impatient.
So I've been making heavy use of the Custom Item Textures to create custom items on my server using the NBT line (though originally using the name).
I've been wondering if doing something similar with entities is possible. I've tried my best to hunt through the CEM stuff, and though I find all kinds of things I'd love to do (scaling and such) with it, I haven't figured out any way to change the entity model or texture based on the entity's name or NBT data. Is that currently possible? If so, how?
If not, can it be?
Additionally, I have no idea how to use this stuff for TileEntities like the Chest. I'd love to have chests using different textures or even models based on their name too, but I'm totally lost in everything except CIT. Mind giving me a quick example of doing either of these things, if possible?
I'm using optifine 1.8.9 with the 5zig mod and my cape is not working any more, I have it turned on and everything and it was working the other day it just randomly stopped working.
OptiFine complains in the game output about duplicate model IDs:
Look in "bat_head.jpm", there are many duplicate IDs.
How do I create mob models to work with optifine?
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
I asked this many months ago, got a response, and I feel it's time to ask again. When is that better water coming that would go through fences, doors, etc?
EDIT: You already fixed the issue my post was orginally about!
Maybe you could expand the preview version section on your website like this? It's easy to miss.
I have no way to pay for Cubik Studio... Are there any other free alternatives that allow me to make these models?
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
You can write up the custom models by hand in notepad++. It does require a little trial and error though. And it helps to have a good sense of visualizing stuff mentally. More complex models might be difficult to make like that though.
Look into MrCryfish's model maker.
It's what he uses for his mod, but the models are saved as JSON meaning you can use them with resource packs as well.
I have never actually made models using notepad before
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
Can I use this mod on my Modpack on Technic Modpacks?
MrCrayfish's model creator is outdated though and actually quite difficult to use since there are no real tutorials that deal with the program.
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
Try to dedicate 3G of ram and see how that works
M̋͡ủ̯͜c̛͘h ͋ͬd́̏̄i̔̅s̙̯̿tơ̺ͅṙ͉t̾̇͡. ̾V̠̠e̛r̶͕̗y̧ ̡wͩaŗped̫.̶̒͆ ̶W̺ơ̖w̹!
Crashes on startup https://pastebin.com/eJ12WaVT
Try FastCraft 1.24: http://forum.industrial-craft.net/index.php?page=Thread&postID=207002#post207002
Since Launcher 2.0.834 I can't get optifine to show up in the resource packs or the optifine login. I'm using a Mac platform and have the folder in the correct location. Any advice?
Hello again!
While picking varions shaders I noticed a one effect.
Computations of shadows is very slows a FPS - if render distance too big (28 and above). On a pie chart graphs named as "shadow terrain" and "shadow setupterrain" occupied a big part of pie. On middle render distances (~16) these graphs does not occupy so much. Obviously, computation of shadows of far objects is not so important in comparison to draw these far objects.
I offer a one suggestion. SEPARATE computation distance to "Render Distance" and "Shadows Distance". Obviously Shadows will be lower than Render. There is no need to computate shadows of very far obiects. These far objects are less noticeable in comparison to lags of drawing of close objects. Far object would be possible to show with minimal computations.
In settings dialogue (see screenshot) in top-right we see a "Render Distance" adjuster. Change this to button "Distance..." to show a NEW dialogue window. On this new window place some adjusters to set up distances: "Render Distance", "Shadow Distance", "Waving distance", etc. On a first step make a "Render Distance" and "Shadow Distance".
This on the TODO list: https://github.com/sp614x/optifine/issues/489
Cross-posting from the Magic Launcher thread because I'm impatient.