Is there a 1.8.9 version with this fix? I can't seem to find one.
I guess I haven't backpacked it yet, I might have some time to pull that into the 1.8.9 branch later tonight. Maintain so many versions is becoming quite tiresome.
Really bummed that it isnt for 1.7.10 so i can add it to my mod pack but cant wait to create a 1.9 mod pack so i can add this.
hehehe to tell you the truth. i am really gladly that its out for 1.8/1.9/1.10 but not 1.7.10 so i can use the latest version of minecraft starting with 1.9.4.. and pretty soon i will use 1.10 when its not in beta anymore..
and no offense, i am just enjoying a fun time with this mod in the latest version of minecraft. XD
Is there a 1.8.9 version with this fix? I can't seem to find one.
This fix should be available in a short bit, in 8.12
However for reference 1.8.9 development is winding down, and as more and more larger changes are done to the 1.9.4/1.10 less and less of those changes will be filtering back to 1.8.9.
This fix should be available in a short bit, in 8.12
However for reference 1.8.9 development is winding down, and as more and more larger changes are done to the 1.9.4/1.10 less and less of those changes will be filtering back to 1.8.9.
The only reason I want a 1.8.9 version is for command computers in ComputerCraft, as soon as that updates to 1.9/1.10 I won't need it anymore.
I believe that all newer 1.10 builds should be forward compatible with 1.10.2 however give it a try, only way to be sure.
alright i will run some test.. and let you know. if there is any problem
EDIT: i ran some test with only your mod with forge 2005 for 1.10.2.. and it work just fine. as far as i see, there is no problem.. i will let you know in future.
This may a bit of a big request, or perhaps even an impossible one. Is it in any way realistically possible to get ambient occlusion on bits while maintaining a reasonable performance? The reason I ask is because I'm building something that is mostly the same color and having a hard time figuring out the depth of certain bits.
This may a bit of a big request, or perhaps even an impossible one. Is it in any way realistically possible to get ambient occlusion on bits while maintaining a reasonable performance? The reason I ask is because I'm building something that is mostly the same color and having a hard time figuring out the depth of certain bits.
Probably not, it would require either an additional texture per pass to handle the lighting ( lots of graphics ram. ), or additional geometry ( I couldn't merge faces as much as I do now ) both of which have significant issues.
And that doesn't even factor in the monstrous cpu cycles requires to actually calculate that AO at that detail level and have it properly blend in with the blocks around it.
alright i will run some test.. and let you know. if there is any problem
EDIT: i ran some test with only your mod with forge 2005 for 1.10.2.. and it work just fine. as far as i see, there is no problem.. i will let you know in future.
Probably not, it would require either an additional texture per pass to handle the lighting ( lots of graphics ram. ), or additional geometry ( I couldn't merge faces as much as I do now ) both of which have significant issues.
And that doesn't even factor in the monstrous cpu cycles requires to actually calculate that AO at that detail level and have it properly blend in with the blocks around it.
How does Minecraft manage it? The reason I ask is because adding ambient occlusion in my games has always been a big drain on performance, maybe I'm just doing it wrong but it sounds almost exactly like the way you explained it.
How does Minecraft manage it? The reason I ask is because adding ambient occlusion in my games has always been a big drain on performance, maybe I'm just doing it wrong but it sounds almost exactly like the way you explained it.
Minecraft does it with geometry ( which is the way C&B applies MC's AO ) basically each vertex in the world has a lightmap value, and that gets interpolated across the faces, this looks pretty decent in MC's case cause they are large broad faces on cubes.
MC's calculation for AO is also one of its largest CPU burners, a lot of people turn it off ( Low Quality ) because its so slow.
A lot of other games that do AO do it as a SSAO which is also horribly wrong, MC's version produces reasonable results and runs ok for the level of Details MC was designed for.
Most other games that do AO do it as a pre-processor step, meaning that the AO is baked in to the level and can easily be rendered durring game play, this is because the levels do not change ( MC clearly cannot do this. )
As for why C&B probably don't be adding bit level AO, remember when I said that MC's AO uses a lot of CPU, but its usally ok because the level of detail? C&B takes that level of detail and multiplies it by 4096, so unless our graphics ram, cpu speed and other factors are improved by a similar factor, its probably not going to happen anytime soon.
Wow so a pretty big update for the 1.9.4 and 1.10 versions just came out, pretty happy to announce that C&B got a new really useful item; The Tape Measure.
Hopefully this tool will not only help people with their C&B projects but also with larger builds and building planning.
In addition to this Positive Patterns have had a substantial rework, and now have four modes of operation, including the highly desired "Placement Mode"
And Bit Bags now can now selectively delete certain types of bits by dragging a stack of bits onto the delete button.
A few other minor bugs were fixed as well.
Hopefully most of the bugs and kinks have already been worked out, have fun everyone!
Minecraft does it with geometry ( which is the way C&B applies MC's AO ) basically each vertex in the world has a lightmap value, and that gets interpolated across the faces, this looks pretty decent in MC's case cause they are large broad faces on cubes.
MC's calculation for AO is also one of its largest CPU burners, a lot of people turn it off ( Low Quality ) because its so slow.
A lot of other games that do AO do it as a SSAO which is also horribly wrong, MC's version produces reasonable results and runs ok for the level of Details MC was designed for.
Most other games that do AO do it as a pre-processor step, meaning that the AO is baked in to the level and can easily be rendered durring game play, this is because the levels do not change ( MC clearly cannot do this. )
As for why C&B probably don't be adding bit level AO, remember when I said that MC's AO uses a lot of CPU, but its usally ok because the level of detail? C&B takes that level of detail and multiplies it by 4096, so unless our graphics ram, cpu speed and other factors are improved by a similar factor, its probably not going to happen anytime soon.
Thanks for the detailed response. The first voxel game attempt I made used per vertex lighting. Doing this, however, multiplied the geometry because faces could not share vertices. I've looked into SSAO thinking that's the way to go, but I haven't gotten anywhere with that yet.
!!! Just started trying out this new version of C&B and the tape measure is -incredible-. You made the GUI so nice and intuitive for it! You can have multiple different measured zones and they all render very neatly and with concise, helpful information!
Same with the Positive Design, the selection UI is simple, clean & pretty. I can't wait to make some more cool stuff with this-- congrats on the update and on your continued maintenance and development of this mod! It adds so much to the game that if I could pick one mod to add to vanilla, it'd be this.
!!! Just started trying out this new version of C&B and the tape measure is -incredible-. You made the GUI so nice and intuitive for it! You can have multiple different measured zones and they all render very neatly and with concise, helpful information!
Same with the Positive Design, the selection UI is simple, clean & pretty. I can't wait to make some more cool stuff with this-- congrats on the update and on your continued maintenance and development of this mod! It adds so much to the game that if I could pick one mod to add to vanilla, it'd be this.
im just wondering, does this start to bog down either minecraft or servers at some point, id love to spend hours upon hours sculpting stuff out but later on afterim all built up and i going to have to remove and rebuild due to either graphics lag or server.
im just wondering, does this start to bog down either minecraft or servers at some point, id love to spend hours upon hours sculpting stuff out but later on afterim all built up and i going to have to remove and rebuild due to either graphics lag or server.
Server wise C&B shouldn't really bother you, the mod doesn't tick or use CPU for much other then entity collision detection and updates when changing things.
Client wise over use could lower fps, this is mostly because More polygons means more things to render.
That said, I have put a decent amount of effort to make C&B preform well, but all machines have limits, I would recommend taking that into account with how much you decide to use the mod, if you graphics card is weak or very old then using it only a little might be fine. If you have a monstrous graphics card that can play most modern games on ULTRA? your probably fine to go a little crazy.
Just keep in mind that the most important point here is the level of detail, you can make custom slabs or stairs with C&B and it won't bother the game in the slightest anymore then any other slabs or stairs, but if your creations have hundreds of polygons per block and your graphics card ins't very good, well hat might come back to bite you a little.
I would also recommend keeping memory in mind, as geometry and custom blocks consume ram.
TLDR; The mod should be highly optimized to keep performance high, but machines have limits, so you might want to keep them in mind.
okay, thanks for the insight as well as the fast reply, i have 2 GTX 660 Ti in my machine but some of the other players on the server dont have much so as long as we dont build complex buildings out of it we should all be fine
I guess I haven't backpacked it yet, I might have some time to pull that into the 1.8.9 branch later tonight. Maintain so many versions is becoming quite tiresome.
Not really.
hehehe to tell you the truth. i am really gladly that its out for 1.8/1.9/1.10 but not 1.7.10 so i can use the latest version of minecraft starting with 1.9.4.. and pretty soon i will use 1.10 when its not in beta anymore..
and no offense, i am just enjoying a fun time with this mod in the latest version of minecraft. XD
This fix should be available in a short bit, in 8.12
However for reference 1.8.9 development is winding down, and as more and more larger changes are done to the 1.9.4/1.10 less and less of those changes will be filtering back to 1.8.9.
The only reason I want a 1.8.9 version is for command computers in ComputerCraft, as soon as that updates to 1.9/1.10 I won't need it anymore.
Do Chisel & bits 11.3 (if i recall thats the version for 1.10) works in 1.10.2? have anyone use the Chisel & bits mod for 1.10.2 from 1.10?
I believe that all newer 1.10 builds should be forward compatible with 1.10.2 however give it a try, only way to be sure.
alright i will run some test.. and let you know. if there is any problem
EDIT: i ran some test with only your mod with forge 2005 for 1.10.2.. and it work just fine. as far as i see, there is no problem.. i will let you know in future.
your assumption is correct.
This may a bit of a big request, or perhaps even an impossible one. Is it in any way realistically possible to get ambient occlusion on bits while maintaining a reasonable performance? The reason I ask is because I'm building something that is mostly the same color and having a hard time figuring out the depth of certain bits.
Probably not, it would require either an additional texture per pass to handle the lighting ( lots of graphics ram. ), or additional geometry ( I couldn't merge faces as much as I do now ) both of which have significant issues.
And that doesn't even factor in the monstrous cpu cycles requires to actually calculate that AO at that detail level and have it properly blend in with the blocks around it.
Cool good to know.
How does Minecraft manage it? The reason I ask is because adding ambient occlusion in my games has always been a big drain on performance, maybe I'm just doing it wrong but it sounds almost exactly like the way you explained it.
Minecraft does it with geometry ( which is the way C&B applies MC's AO ) basically each vertex in the world has a lightmap value, and that gets interpolated across the faces, this looks pretty decent in MC's case cause they are large broad faces on cubes.
MC's calculation for AO is also one of its largest CPU burners, a lot of people turn it off ( Low Quality ) because its so slow.
A lot of other games that do AO do it as a SSAO which is also horribly wrong, MC's version produces reasonable results and runs ok for the level of Details MC was designed for.
Most other games that do AO do it as a pre-processor step, meaning that the AO is baked in to the level and can easily be rendered durring game play, this is because the levels do not change ( MC clearly cannot do this. )
As for why C&B probably don't be adding bit level AO, remember when I said that MC's AO uses a lot of CPU, but its usally ok because the level of detail? C&B takes that level of detail and multiplies it by 4096, so unless our graphics ram, cpu speed and other factors are improved by a similar factor, its probably not going to happen anytime soon.
Wow so a pretty big update for the 1.9.4 and 1.10 versions just came out, pretty happy to announce that C&B got a new really useful item; The Tape Measure.
Hopefully this tool will not only help people with their C&B projects but also with larger builds and building planning.
In addition to this Positive Patterns have had a substantial rework, and now have four modes of operation, including the highly desired "Placement Mode"
And Bit Bags now can now selectively delete certain types of bits by dragging a stack of bits onto the delete button.
A few other minor bugs were fixed as well.
Hopefully most of the bugs and kinks have already been worked out, have fun everyone!
Thanks for the detailed response. The first voxel game attempt I made used per vertex lighting. Doing this, however, multiplied the geometry because faces could not share vertices. I've looked into SSAO thinking that's the way to go, but I haven't gotten anywhere with that yet.
!!! Just started trying out this new version of C&B and the tape measure is -incredible-. You made the GUI so nice and intuitive for it! You can have multiple different measured zones and they all render very neatly and with concise, helpful information!
Same with the Positive Design, the selection UI is simple, clean & pretty. I can't wait to make some more cool stuff with this-- congrats on the update and on your continued maintenance and development of this mod! It adds so much to the game that if I could pick one mod to add to vanilla, it'd be this.
Thanks Glad you like the new features!
im just wondering, does this start to bog down either minecraft or servers at some point, id love to spend hours upon hours sculpting stuff out but later on afterim all built up and i going to have to remove and rebuild due to either graphics lag or server.
Server wise C&B shouldn't really bother you, the mod doesn't tick or use CPU for much other then entity collision detection and updates when changing things.
Client wise over use could lower fps, this is mostly because More polygons means more things to render.
That said, I have put a decent amount of effort to make C&B preform well, but all machines have limits, I would recommend taking that into account with how much you decide to use the mod, if you graphics card is weak or very old then using it only a little might be fine. If you have a monstrous graphics card that can play most modern games on ULTRA? your probably fine to go a little crazy.
Just keep in mind that the most important point here is the level of detail, you can make custom slabs or stairs with C&B and it won't bother the game in the slightest anymore then any other slabs or stairs, but if your creations have hundreds of polygons per block and your graphics card ins't very good, well hat might come back to bite you a little.
I would also recommend keeping memory in mind, as geometry and custom blocks consume ram.
TLDR; The mod should be highly optimized to keep performance high, but machines have limits, so you might want to keep them in mind.
okay, thanks for the insight as well as the fast reply, i have 2 GTX 660 Ti in my machine but some of the other players on the server dont have much so as long as we dont build complex buildings out of it we should all be fine