- fixed detection of maximum texture size for modern GPUs
- fixed entity rendering when standing still
- fixed panorama missing texture when changing resource pack
- fixed CTM block matching (stained glass "light_blue")
- added shader options for back-face rendering per layer
- compatible with Forge #2094
Quick question, can the new custom entity model resource pack support also edit animations? And if not, any chance of that being added? I can understand if not. Sorry if that's answered somewhere and i just haven't seen.
Quick question, can the new custom entity model resource pack support also edit animations? And if not, any chance of that being added? I can understand if not. Sorry if that's answered somewhere and i just haven't seen.
PureBDCraft textures at 512x for vanilla Minecraft and IC2 were enough to push it that big. There are a few other mods I want to add, and I'll see if I can use the largest available textures for them. (might ask about getting 512x textures for the BoP patch as well , last I saw those only went up to 128x)
idk what some of the other changes even mean, though.
Walk animations, attack animations, idle animations etc. of mobs.
Any mob that you edited the idea of (zombies that have flame cannon hands, iron golems with paddle arms, spiders with extending fangs, skeletons that shoot 'darts', chickens that can open their more realistic beak when they cluck etc.) will be useless if they are bound to the animations that the default entity models use. Even idle animations (steampunk with always-moving visible pumps/gears, random janky bone re-adjustments for skeletons/zombies) could be used to create an actual 'feel' to mobs. Even adjusting the existing animations would be nice.
This would require 1)the ability to define parts+bones/hinges 2)the ability to define animation sets and when they are used
Did you understand what I was saying with the identifier?
CTM and CIT will look for an identification character on the start of each line, for my example I used a bang (!) symbol. It then checks the identifier and alerts the relevant system and tells it what line it needs to begin/end on.
I know it probably seems too contextual for the format, but I think just as a file segmenter it'd work just fine. You could also use multiple segments, like
<your CTM properties>
!custom_colors
<your custom colors properties>
!custom_models
<your custom model properties>
Something I'd say differently now is that when CTM or CIT finds the identification character, it could instead add the file/line# location to temporary file... and then when CTM/CIT finish, CC would use that file (if it exists) to do another pass where it does the CC needed that's partnered inside those files.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Walk animations, attack animations, idle animations etc. of mobs.
Any mob that you edited the idea of (zombies that have flame cannon hands, iron golems with paddle arms, spiders with extending fangs, skeletons that shoot 'darts', chickens that can open their more realistic beak when they cluck etc.) will be useless if they are bound to the animations that the default entity models use. Even idle animations (steampunk with always-moving visible pumps/gears, random janky bone re-adjustments for skeletons/zombies) could be used to create an actual 'feel' to mobs. Even adjusting the existing animations would be nice.
This would require 1) the ability to define parts+bones/hinges 2) the ability to define animation sets and when they are used
The custom models already have bones, they can be moved, rotated etc.
There are some basic ideas about customizing the animations. For example the movement of a new bone can be function of the movement of a vanilla bone or a function of other variables (time, child/adult, attacking, health, etc). Idle animations should be possible (function of time).
This would require some basic expression parsing, for example "leg2.x=(0.1*sin(time/200))+abs(leg1.y-3)+5". More complex scripting (if, else, case, temporary variables, etc) is not planned. Animation sets, triggers, etc are not planned for now.
Something I'd say differently now is that when CTM or CIT finds the identification character, it could instead add the file/line# location to temporary file... and then when CTM/CIT finish, CC would use that file (if it exists) to do another pass where it does the CC needed that's partnered inside those files.
Connected Textures and Custom Colors can not be mixed for now. They live in different worlds, operate on different data and they can not exchange any information. The chunk loading is multi-threaded so static variables are not possible. They have to be very fast and they can not allocate any memory objects, so any form of cooperation is quite complex.
The idea is interesting, pairing the texture with the tint index allows for some creative solutions. The first step may be to extend the tintIndex and tintBlockState to all CTM methods.
Is it possible to edit the default models (translation, rotation, scale only?) without recreating the parts and texturing, because so far I've only been able to make the part disappear or do nothing (depending on attachment).
You might remember me mentioning this a while back in order to fix MC-1559, which causes the chest to overlap (the lid just needs to be moved up 1 unit!). That, and small things like re-scaling or re-positioning legs (like ones that z-fight or poke through the body in an ugly way!)
If this is not possible, it'd be appreciated if you could do an automated reverse engineering of the default models so they could be easily edited.
Also not sure if it's possible, but loading a texture from the vanilla location would be appreciated, that way if you can make tweak models that don't ADD a texture and will work with multiple resource packs with their own mob/entity textures.
EDIT: I've just noticed with glass pane CTM in the current preview version fails to update properly when causing large sections of glass panes to change (like placing a glass pane in the middle of others, this causing duplicated tiles). Placing any block next to the offending tiles (any block update?) or exiting the world and re-entering updates them properly.
I'm using matchTiles, if it matters. Not sure if this is happening with CTM on normal blocks or not.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
The custom models already have bones, they can be moved, rotated etc.
There are some basic ideas about customizing the animations. For example the movement of a new bone can be function of the movement of a vanilla bone or a function of other variables (time, child/adult, attacking, health, etc). Idle animations should be possible (function of time).
This would require some basic expression parsing, for example "leg2.x=(0.1*sin(time/200))+abs(leg1.y-3)+5". More complex scripting (if, else, case, temporary variables, etc) is not planned. Animation sets, triggers, etc are not planned for now.
Would this mean someone could recreate that cool animation mod that stopped updating via resource packs?
Or can you not add new joints so no elbows and stuff?
Would this mean someone could recreate that cool animation mod that stopped updating via resource packs?
Or can you not add new joints so no elbows and stuff?
New joints (knee, elbow, etc) can be added, but currently they can not be animated properly.
A future version may enable the custom animations.
- fixed detection of maximum texture size for modern GPUs
- fixed entity rendering when standing still
- fixed panorama missing texture when changing resource pack
- fixed CTM block matching (stained glass "light_blue")
- added shader options for back-face rendering per layer
- compatible with Forge #2094
Please test and report back :-)
C4 - pre , is causing some worlds to not be rendered in MP . The player is frozen in the void
Preview OptiFine C4 for Minecraft 1.10.2 is out: download
- added Custom Entity Models
- for example: pig, cow, skeleton and more
- model format: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cem_model.txt
- model part format: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/cem_part.txt
- sample resource pack: http://optifine.net/tmp/TestEntityModels.zip
- fixed detection of maximum texture size for modern GPUs
- fixed entity rendering when standing still
- fixed panorama missing texture when changing resource pack
- fixed CTM block matching (stained glass "light_blue")
- added shader options for back-face rendering per layer
- compatible with Forge #2094
Please test and report back :-)
Quick question, can the new custom entity model resource pack support also edit animations? And if not, any chance of that being added? I can understand if not. Sorry if that's answered somewhere and i just haven't seen.
What do you mean with "edit animations"?
I can confirm this fix:
PureBDCraft textures at 512x for vanilla Minecraft and IC2 were enough to push it that big. There are a few other mods I want to add, and I'll see if I can use the largest available textures for them. (might ask about getting 512x textures for the BoP patch as well , last I saw those only went up to 128x)
idk what some of the other changes even mean, though.
Being able to edit something like the cow walking animation or a chicken's wing flap animation.
Walk animations, attack animations, idle animations etc. of mobs.
Any mob that you edited the idea of (zombies that have flame cannon hands, iron golems with paddle arms, spiders with extending fangs, skeletons that shoot 'darts', chickens that can open their more realistic beak when they cluck etc.) will be useless if they are bound to the animations that the default entity models use. Even idle animations (steampunk with always-moving visible pumps/gears, random janky bone re-adjustments for skeletons/zombies) could be used to create an actual 'feel' to mobs. Even adjusting the existing animations would be nice.
This would require 1)the ability to define parts+bones/hinges 2)the ability to define animation sets and when they are used
Also, never got a reply on this:
Something I'd say differently now is that when CTM or CIT finds the identification character, it could instead add the file/line# location to temporary file... and then when CTM/CIT finish, CC would use that file (if it exists) to do another pass where it does the CC needed that's partnered inside those files.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
It seems like the bookshelf CTM issue, which should be fixed in C3, is still not fixed in C4.Actually might be bug with my texture pack, will report back.
Edit: Was missing faces=sides from the properties file!
The custom models already have bones, they can be moved, rotated etc.
There are some basic ideas about customizing the animations. For example the movement of a new bone can be function of the movement of a vanilla bone or a function of other variables (time, child/adult, attacking, health, etc). Idle animations should be possible (function of time).
This would require some basic expression parsing, for example "leg2.x=(0.1*sin(time/200))+abs(leg1.y-3)+5". More complex scripting (if, else, case, temporary variables, etc) is not planned. Animation sets, triggers, etc are not planned for now.
Connected Textures and Custom Colors can not be mixed for now. They live in different worlds, operate on different data and they can not exchange any information. The chunk loading is multi-threaded so static variables are not possible. They have to be very fast and they can not allocate any memory objects, so any form of cooperation is quite complex.
The idea is interesting, pairing the texture with the tint index allows for some creative solutions. The first step may be to extend the tintIndex and tintBlockState to all CTM methods.
As in they actually tell you to wait for the countdown to end and then skip ad. Adf.ly doesn't do that.
EDIT: Adf.ly vs adfocus in the screenshots below
In my opinion... any Mod author that uses ADF.ly (or similar), should also include a "How To" properly use it!
If that is true, and some rookie gets spammed then it is her/his own fault.
Without the "How To" the Mod author is also at fault, again IMO.
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Is it possible to edit the default models (translation, rotation, scale only?) without recreating the parts and texturing, because so far I've only been able to make the part disappear or do nothing (depending on attachment).
You might remember me mentioning this a while back in order to fix MC-1559, which causes the chest to overlap (the lid just needs to be moved up 1 unit!). That, and small things like re-scaling or re-positioning legs (like ones that z-fight or poke through the body in an ugly way!)
If this is not possible, it'd be appreciated if you could do an automated reverse engineering of the default models so they could be easily edited.
Also not sure if it's possible, but loading a texture from the vanilla location would be appreciated, that way if you can make tweak models that don't ADD a texture and will work with multiple resource packs with their own mob/entity textures.
EDIT: I've just noticed with glass pane CTM in the current preview version fails to update properly when causing large sections of glass panes to change (like placing a glass pane in the middle of others, this causing duplicated tiles). Placing any block next to the offending tiles (any block update?) or exiting the world and re-entering updates them properly.
I'm using matchTiles, if it matters. Not sure if this is happening with CTM on normal blocks or not.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
When i put the Prewiev Version in my Avant 3 Modpack it crashes on startup..
Any hints why? The Forge Version is the one wich stands in the changelog as supportet
Did you extract it, rather than dropping it in the install directory?
Have put the jar in the mod folder how all other mods...
Would this mean someone could recreate that cool animation mod that stopped updating via resource packs?
Or can you not add new joints so no elbows and stuff?
Friendship is magic!
New joints (knee, elbow, etc) can be added, but currently they can not be animated properly.
A future version may enable the custom animations.
Post it here: https://github.com/sp614x/optifine/issues
Include:
- what is wrong
- crash report, error log, steps to reproduce
C4 - pre , is causing some worlds to not be rendered in MP . The player is frozen in the void