• 1

    posted a message on Vanilla Model Tutorial
    Quote from TangibleLight
    I need it to help make the illusion of shifting walls in a non-Euclidean level. Rather the make the outside walls of a corridor change, I can simply fill the changing area with these blocks, then as you move around, only the correct walls will show. If I'm able to get this basic goal to work, I should be able to change the way the cube inverts to make more complicated (although direction-specific) illusions.- snip! -


    I got it to work! Here's the mesh I used along with a short video to illustrate the kind of thing I meant to use it for.

    {
    "__comment": "Fair warning, this format is highly likely to change even more in the future!",
    "useAmbientOcclusion": false,
    "elements": [
    { "type": "plane",
    "from": [ 16, 16, 0 ],
    "to": [ 0, 16, 16 ],
    "facing": "up",
    "twoSided": false,
    "faceData": {"uv": [ 0, 0, 16, 16 ], "textureFacing": "down", "cull": true}
    },
    { "type": "plane",
    "from": [ 16, 0, 0 ],
    "to": [ 0, 0, 16 ],
    "facing": "down",
    "twoSided": false,
    "faceData": {"uv": [ 0, 0, 16, 16 ], "textureFacing": "down", "cull": true}
    },
    { "type": "plane",
    "from": [ 16, 0, 0 ],
    "to": [ 0, 16, 0 ],
    "facing": "north",
    "twoSided": false,
    "faceData": {"uv": [ 0, 0, 16, 16 ], "textureFacing": "down", "cull": true}
    },
    { "type": "plane",
    "from": [ 16, 0, 16 ],
    "to": [ 0, 16, 16 ],
    "facing": "south",
    "twoSided": false,
    "faceData": {"uv": [ 0, 0, 16, 16 ], "textureFacing": "down", "cull": true}
    },
    { "type": "plane",
    "from": [ 16, 16, 0 ],
    "to": [ 16, 0, 16 ],
    "facing": "east",
    "twoSided": false,
    "faceData": {"uv": [ 0, 0, 16, 16 ], "textureFacing": "down", "cull": true}
    },
    { "type": "plane",
    "from": [ 0, 16, 0 ],
    "to": [ 0, 0, 16 ],
    "facing": "west",
    "twoSided": false,
    "faceData": {"uv": [ 0, 0, 16, 16 ], "textureFacing": "down", "cull": true}
    }
    ]
    }


    I can't think of really any other non-aesthetic uses for these, but I think it's always neat when there are extra applications to new features Mojang adds to the game. Previously something like this would not be nearly as clean, and would require tons of redstone clocks. Now all it needs is a simple clock to teleport the player away to a hollow room if they approach this one.I'm now working on a way to correct lighting issues that come with this mesh, although I think that a more direction-specific mesh would have less of these problems, along with much more practical uses for map makers.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    Quote from insomniac_lemon

    Ok, I'm sorry but if neither of those things work, I'm afraid what you're doing might not be possible yet (if it is, I don't know how).

    If you could switch the cull directions, inverting the cube would likely work. That used to be possible I think, but was removed, but it might be re-added.

    Also, why exactly are you trying to do this?


    EDIT: The glass in my pack ISN'T related to what you want, all I had to do was remove backface culling (I turned every face into a twoSided plane)while you want to effectively make "frontface" culling.


    I need it to help make the illusion of shifting walls in a non-Euclidean level. Rather the make the outside walls of a corridor change, I can simply fill the changing area with these blocks, then as you move around, only the correct walls will show. If I'm able to get this basic goal to work, I should be able to change the way the cube inverts to make more complicated (although direction-specific) illusions.

    It's basically just to cut down on the number of required teleportation or setblock/fill/clone commands to make complex non-Euclidean levels, making the end result more seamless, fast, and flexible.

    And I wasn't saying that the method of making the model would be the same as the glass; I was only saying that the end result would be similar, just without the front glass faces.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    Quote from insomniac_lemon

    I'm still confused by this....

    How about inverting the cube, and then turning cull to true (in faceData, remember cull is interblock culling not backface culling) so it's like what you have, but not the middle faces? Although I'm not sure if that'll work with sponge (unless you're just using that as a test).


    Sponge is just to test.

    The goal would be for a 3x3, solid, cube of a block to look like this:



    The shading in the corners wouldn't look like that, but it's the closest I can get to show what I want.

    I think I did what you described, but it yields the same result.
    {
    "__comment": "Fair warning, this format is highly likely to change even more in the future!",
    "elements": [
    { "type": "cube",
    "from": [ 16, 16, 16 ],
    "to": [ 0, 0, 0 ],
    "faceData": {
    "down": {
    "uv": [ 0, 0, 16, 16 ],
    "textureFacing": "down",
    "cull": true
    },
    "up": {
    "uv": [ 0, 0, 16, 16 ],
    "textureFacing": "up",
    "cull": true
    },
    "north": {
    "uv": [ 0, 0, 16, 16 ],
    "textureFacing": "north",
    "cull": true
    },
    "south": {
    "uv": [ 0, 0, 16, 16 ],
    "textureFacing": "south",
    "cull": true
    },
    "west": {
    "uv": [ 0, 0, 16, 16 ],
    "textureFacing": "west",
    "cull": true
    },
    "east": {
    "uv": [ 0, 0, 16, 16 ],
    "textureFacing": "east",
    "cull": true
    }
    }
    }
    ]
    }

    EDIT: Swapping the "textureFacing" tags doesn't seem to make any difference.
    This is your glass model. I want the same effect, just without the front faces so it works on solid blocks as well.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    Quote from insomniac_lemon

    If you swap the from and to coordinates, the cube will be inverted and do exactly as you've described.


    The problem is that if you do that, adjacent blocks will show faces coming out of the back wall, with no face on the sides.

    EDIT: Separating the cube into 6 faces and reversing the direction of the textures only makes different visual weirdness.



    I want an effect similar to the glass in your resource pack, only without the front faces, however all my attempts at correcting the culling have failed.

    EDIT: Basically, the north face needs to cull as the north face, but display as the south; the top needs to cull as the top, but display as the bottom; etc.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    How would one make a model so that ONLY the back faces of a group of the block would render?

    Essentially that you could have the back 3-5 faces of a 3x3 cube of a block show, but not the front 1-3.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on the Code III: End
    I must say I loved this map. Good work, and great game.

    Recently I found the game Fez (actually through the music in your trailer for this map). I'd heard of the game before, but only rediscovered it and started playing until your map came out, and just bothered to ask you about this now.

    Was there any inspiration for the code from Fez for you? A lot of elements of the two games are very similar. A branching world layout, a "made-up language" for the numbers, each puzzle unlocks even more puzzles, and the map room seems like you'd get the idea from it.

    I'm mostly just curious and was wondering how you came up with ideas for the map.
    Posted in: Maps
  • 0

    posted a message on Vanilla Model Tutorial
    Quote from insomniac_lemon



    I didn't do this? I stated that you choose vertices not pixels/faces, showed a picture with green dots in the corner, and said that when choosing a coordinate to the bottom-right of a box (as seen if it were a selection in the image editor at least) to add 1 to each coordinate value like the pixel (15,15) becomes (16,16), isn't that clear?


    Hmm... So you did. I suppose I'm just not too bright when it comes to learning stuff like this. My apologies.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Vanilla Model Tutorial
    Wonderful tutorial!
    I think it might help to more clearly state that the coordinates refer to the corners of the pixels rather than the pixels themselves. In playing around with this I was quite confused about why the coordinates ranged from 0-16, indicating that there were seven pixels to a side.
    But maybe that's just me.

    Also, I agree on the torches. Looks lovely.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on [Multi-Genre] Diversity [1 Million Downloads]
    Quote from qmagnet

    I thought this was good.


    I did too.
    My only complaint with it is that it is clearly version 1.0 of this concept. The aesthetics could be improved, some concepts could be adjusted. But I don't think that's any reason to give up on putting so much work into it.

    This is by no means a bad map. Add in that it's only your second, and that around 4/5 of it was new to you, it is great.

    On top of all this, despite being your second map, there is only one section of it that you've already worked with. Most of the map is still essentially your first.

    My recommendation would be to take the feedback as just that: feedback. I am personally quite impressed with it and I look forward to any future work you may create.
    Posted in: Maps
  • 0

    posted a message on [Multi-Genre] Diversity [1 Million Downloads]
    Yeah, but I didn't start until I'd gotten to the center, so when I got to the door, I thought it was a new area.
    Posted in: Maps
  • 0

    posted a message on [Multi-Genre] Diversity [1 Million Downloads]
    Quote from qmagnet

    Yeah, You gave me a good chuckle. That's the start.


    Other than that little detail I have been very impressed with the map.

    I'd say the best thing is that when you get stuck with something (Like walking in circles in a maze), you can do something completely different while still working towards the same goal.

    Great work on a great concept. :Diamond:
    Posted in: Maps
  • 0

    posted a message on [Multi-Genre] Diversity [1 Million Downloads]
    Quote from VIIs

    Thats the wrong door man actually i'm pretty sure thats where you start. The way out of there isn't a door its a ladder it looks like this.



    Oh lord. Well that explains why I was so confused.
    Posted in: Maps
  • 0

    posted a message on [Multi-Genre] Diversity [1 Million Downloads]
    Im not completely sure what's going on. I'm in the Lava Maze in the Labyrinthian Branch.


    I've reached this, it looks like a door, yet it doesn't seem to do anything.

    I just wanted to check if something is broken or if there is more to the maze that I've missed. My initial thought would be that there is a toggle elsewhere in the maze, but I have yet to find it.
    Posted in: Maps
  • 1

    posted a message on R3D CRAFT - Play Minecraft in High Definition (04.04.17)
    Quote from KaoPL

    Thats not joke, i have Gigabyte Radeon HD 7770 OC and 512x512 it's good, but 1024x1024 should be better :)


    Even if your computer can handle it, its pointless.

    Since (most of the time) a block face will not cover a 512x512 area on your monitor, let alone a 1024x1024 area, having that resolution is pointless. The only way you will see an improvement is if you have the game view set up so that any blocks take up more space than 512x512 px. Even with an HD monitor, this is basically only achievable if you are standing right in front of a wall. This is why many people don't see much improvement going from 256 to 512, as most blocks in view will typically be fairly small in terms of resolution.
    Posted in: Resource Packs
  • 0

    posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!
    I was about to start uploading the individual pics; and ran into a problem: i have 51.

    I am not sure if there is a hard limit (if there is, please let me know), but the process which you use to upload them is very tedious. An interface like how this GIF Generator works would be ideal.

    I would also love the ability for certain images have longer/shorter time values (a feature in the generator linked above). All that would do is make the 'video' framerate the least common multiple of the default framerate and any custom rates for certain frames. Then it would multiply the number of frames a certain image takes to result in the desired length. If you did this, you should probably try to block prime numbers over 97.

    To get an idea of how that UI would work, I recommend the generator I linked to. It is fairly easy to use (at least for me), though I don't know how difficult that would be to implement.
    Posted in: Minecraft Mods
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