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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from Kanuto




    We have thought about an extended model description file, which define the parameters of model, such as size and animations used. I hope it can solve some problems... I think we can implement it before 1.00.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from lewis1190

    Thanks, just your input on this question really means a lot! :D
    I'll update you if I find anything out!


    Sorry for my lateness, but I guess it was caused by the version of RenderPlayerAPI. If you are using Forge1.0 (RenderPlayerAPI has 3 versions:Vanilla, Forge and Core.). You can try Core1.0 or Core1.1, which can be downloaded from here.
    It's very hard to check the version of RenderPlayerAPI (In fact, it's impossible. That's a fault of RenderPlayerAPI). You can open RenderPlayerAPI.jar by any compression software with gui (Such as WinRAR). If there is a file named IRenderPlayer.class in api\player\render, you are using Core version. If not, you are using Forge version.
    Anyway, the easiest way is just downloading a Core version and replaceing old one. I'm almost certain that you are using Forge version because I got a crash which is the same as yours when I used Forge version.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from lewis1190



    I'm not sure where the actual problem is, but I guess it's a conflict between GalactiCraft and CustomSteve.
    Superficially, there is something wrong with RenderPlayerAPI, but it's impossible to launch game while RenderPlayerAPI is broken. It seems that RenderPlayerAPI get confused since both GalactiCraft and CustomSteve are using it...
    Sorry for I can't catch the problem. We will try to analyse it.
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from BlueEyes99

    I used a TF2 model, My arms kinda turned weird, Anything I could do about that?


    Maybe the medic's model is too strong. *laugh* Its bone is bigger than other so its actions are strange. It's a problem that we forgot to consider. Before we find out a solution, you can either modify the model or modify .vmd (action script), although neither way is easy. Otherwise, you have to stand it...
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from BlueEyes99

    you should add .obj support.

    As I said in #53, we used .obj in early prototype, but we soon gave up it...

    Quote from MineHippie

    Why wouldn't this mod work with linux? Doesn't it make use of java? That would inately make it multi-platform.

    CustomSteve uses native libraries for physical engine. Yes, Bullet has a Java port, but mimg considers it inefficiency...
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from Shadow_Rules



    Have you ever installed RenderPlayerAPI?
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from CopyCatMaster

    Can I use the models from MMD (MikuMikuDance) or not?. It seems you guys using the MMD models.

    Also, Gamechap make a video about this mod. xD

    [media][media][/media[/media]]


    You can try, but you may meet some errors such as texture missing (because of encoding of file name)... I hope mimg have solved it.

    Well it's 9:02 a.m. in here and I have to go to bed. Time to let Eth answer questions. @ethern

    btw, we express our thanks to Gamechap (sorry for my poor sociability)
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from o0DemonBoy0o

    Any chance of supporting different model formats?


    I haven't asked mimg but I think it won't...
    The question that "which format should we take" had been discussed for a week when we started the project. We discussd from .x to .mdl (In fact, the earliest technology prototype uses .obj), and at last we chose .pmd (the model format of MMD. .pmx will be supported in future, I think...).
    First, CustomSteve aims to provide high quality player model (restricted by performance limits, of course...) which human body predominates. Second, we wanna have physical effects, such as IK(Inverse Kinematics). .pmd native supports it. Third, .pmd is easy and it has documents. (Believe it or not, not every format has documents about its binary structure, although many people are using it.)
    Finally, the most important reason is -
    作者与他的助手们是能对着二次元撸管的死宅mimg能对着代码挊上一整夜sz能对着紫sama撸个飞起eth能控制梦的内容比如让非常正常向的梦变成乱♂交♂派♂对
    If you can't understand this sentence, just overlook it. The first three reasons are enough. (Don't try to google translate it, machines are too young too simple, sometimes naive)
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    A gui screen will appears in next version, if it works fine...
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    Quote from ethern

    Currently we have registered csmod.net and customsteve.net domain name, if the mod have enough users, we will start our mysterious plan :)


    Would you like a cs.touhou.xxx? *laugh*
    Posted in: Minecraft Mods
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    posted a message on [1.10.2] CustomSteve 1.4.0Beta [Change the model of Steve to whatever you want!]
    You should post more ingame screenshots... and a video, if possible.
    Posted in: Minecraft Mods
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