<<Prev Next>> Scroll to Bottom
Stuff goes here
L1[00:00:33] ⇨ Joins: VikeStep (~VikeStep@101.184.94.18)
L2[00:02:56] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:d9eb:eeec:d80a:314f) (Remote host closed the connection)
L3[00:04:10] <DrDisconsented> nvm inventory.getItemStack() is a thing
L4[00:06:48] <GeoDoX> Uhhm, so does F3 + T reload mod models?
L5[00:07:08] <fry> it should
L6[00:08:03] ⇦ Quits: Szernex (~Szernex@194-166-195-240.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L7[00:08:22] <GeoDoX> http://puu.sh/ls0C1/5b9e14a164.jpg I wasn't getting the missing texture texture before, but I am now for some reason. Also, my normals are wrong
L8[00:09:09] <GeoDoX> It seems to be only on the sides where the normals lines aren't sticking out? http://puu.sh/ls0Fi/77e34cd7b2.png
L9[00:41:14] ⇦ Quits: MikrySoft|2 (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Ping timeout: 206 seconds)
L10[00:42:33] ⇨ Joins: An_Angry_Brit (~AnAngryBr@90.194.218.188)
L11[00:46:12] <GeoDoX> I got everything working except the texture
L12[00:48:12] <GeoDoX> fry, how do you set the texture? tried using blockstates like "texture": "molecularassembly:molecularAnalyzer.png" but didn't work, also set the map_Kd in the mtl to a path with no success either.
L13[00:48:45] <fry> what's your full texture path?
L14[00:49:05] <GeoDoX> I get this when starting mc http://hastebin.com/cawuwodefi.tex
L15[00:49:28] <GeoDoX> assets\molecularassembly\textures\items\molecularAnalyzer.png
L16[00:49:37] <fry> that link doesn't open for me
L17[00:49:58] <fry> well, your texture has "items/" in it, but the location doesn't
L18[00:50:07] <GeoDoX> http://hastebin.com/qadisivoja.tex
L19[00:50:10] <fry> it should be "molecularassembly:items/molecularAnalyzer.png"
L20[00:50:22] <GeoDoX> okay :)
L21[00:51:30] <GeoDoX> still didn't work
L22[00:52:59] <fry> your log leads me to believe you have "items/molecularAnalyzer.png" somewhere, without the mod id
L23[00:53:06] <fry> check the mtl file
L24[00:53:28] <GeoDoX> map_Kd items/molecularAnalyzer
L25[00:54:01] <fry> that would be it
L26[00:54:05] <GeoDoX> textures/ gets automatically added somewhere in code, so adding the modid is out of the question
L27[00:54:35] <fry> this string is treated like a resource location, so you can safely add the modid to it
L28[00:54:56] <fry> but, if you want to, you can remap it in the blockstate - using "#items/molecularAnalyzer" as a key
L29[00:55:10] ⇨ Joins: DemoXin (~DemoXin@132.sub-70-210-1.myvzw.com)
L30[00:55:33] <GeoDoX> so molecularassembly:items/molecularAnalyzer would world?
L31[00:55:38] <GeoDoX> work*
L32[00:56:30] <GeoDoX> How do you know if the blockstate is even successfully associated?
L33[00:56:57] <GeoDoX> http://puu.sh/ls2zC/c001383574.jpg yep, that worked
L34[00:57:18] ⇨ Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L35[00:58:11] <GeoDoX> Hey Jezza
L36[00:58:39] <Jezza> o/
L37[00:58:53] <Jezza> Been a while since I was pinged on this channel.
L38[00:59:09] <Jezza> It must be quiet.
L39[00:59:24] <bspkrs> GZA GZA GZA
L40[01:04:56] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L41[01:07:25] <GeoDoX> Nawh, just the first time seeing you in a long time
L42[01:08:00] <GeoDoX> Idk if you remember me, I was making a Table Saw a long time back
L43[01:09:12] <GeoDoX> Is there a list of all the tags you can use in BlockStates?
L44[01:11:36] <GeoDoX> Will F3 + T reload the Blockstates?
L45[01:13:26] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:ea78:859c:6cc0:9d16:835f) (Read error: Connection reset by peer)
L46[01:15:50] <GeoDoX> Jezza, how have you been?
L47[01:18:43] *** illyohs is now known as illy[GONE]
L48[01:18:50] *** TehNut is now known as TehNut|Sleep
L49[01:19:00] ⇨ Joins: SirWill (SirWill@2a00:1a28:1101:3e7::9)
L50[01:21:50] ⇦ Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit: Poof)
L51[01:29:19] ⇨ Joins: HewloThere (~HewloTher@180.200.182.232)
L52[01:30:53] <Jezza> GeoDoX, busy.
L53[01:31:07] <Jezza> Work, hobby projects, etc.
L54[01:31:29] <Jezza> I've found very little time to work on my hobby projects and those are the fun ones. :D
L55[01:31:29] <GeoDoX> Does anyone have a blockstate json file with different rotations and such for the different views?
L56[01:31:42] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 192 seconds)
L57[01:31:59] <GeoDoX> Jezza, what are those hobby projects? :)
L58[01:36:34] ⇨ Joins: Ordinastie (crystal@bronyville.me)
L59[01:36:46] <Jezza> Varies.
L60[01:37:01] *** tterrag|ZZZzzz is now known as tterrag
L61[01:37:14] <Jezza> Anything from my own website, to a project creation program, to a new interchange data format.
L62[01:37:47] <Jezza> Currently, it's the new data interchange format. Which I'm trying to find time for, but alas, work has it's way with me.
L63[01:38:58] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Read error: Connection reset by peer)
L64[01:39:29] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L65[01:40:28] <GeoDoX> data interchange format?
L66[01:40:34] <Jezza> JSON, XML, etc.
L67[01:40:41] <GeoDoX> ahh :P
L68[01:40:54] <Jezza> I'm doing it for fun, and to make a lexer.
L69[01:48:09] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151120 mappings to Forge Maven.
L70[01:48:12] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151120-1.8.zip (mappings = "snapshot_20151120" in build.gradle).
L71[01:48:23] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
L72[01:54:16] ⇨ Joins: psxlover (~psxlover@78-161-67.adsl.cyta.gr)
L73[01:59:08] <GeoDoX> Is there a way to reset positions and rotations in a blockstate json?
L74[01:59:59] <tterrag> 'reset' ?
L75[02:05:25] <GeoDoX> tterrag, back to 0
L76[02:05:53] <tterrag> no clue
L77[02:05:58] <tterrag> wasn't even aware that's how they worked
L78[02:06:03] <tterrag> I thought you just set it, didn't think it stacked
L79[02:06:09] <tterrag> ask fry .-.
L80[02:06:40] <GeoDoX> yea, its like an add or subtract thing
L81[02:06:57] <fry> it only stacks for submodels
L82[02:08:21] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L83[02:09:28] <GeoDoX> why do I have to set a +45 on y to get it to render face forward, and i'm fooling around with rotations on the z to get it to face forward cuz its looking down on the model at an angle
L84[02:09:55] <GeoDoX> also, I have to translate it positive 1.xx to get it to center in the inventory slow
L85[02:09:57] <GeoDoX> slot*
L86[02:11:43] ⇦ Quits: HewloThere (~HewloTher@180.200.182.232) (Quit: Leaving)
L87[02:15:54] ⇦ Quits: SirWill (SirWill@2a00:1a28:1101:3e7::9) (Ping timeout: 378 seconds)
L88[02:21:55] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L89[02:28:50] ⇦ Quits: Forecaster (~Forecaste@83.223.1.173) (Read error: Connection reset by peer)
L90[02:30:29] ⇨ Joins: Forecaster (~Forecaste@83.223.1.173)
L91[02:32:03] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L92[02:32:44] ⇨ Joins: HewloThere (~HewloTher@180.200.182.232)
L93[02:40:03] ⇨ Joins: SirWill (SirWill@2a00:1a28:1101:3e7::9)
L94[02:40:59] <Wuppy> o/
L95[02:41:06] <GeoDoX> o/
L96[02:41:33] <Ordinastie> I have a design question :
L97[02:41:47] <Ordinastie> currently, I have a IInventoryProvider with getInventory and getGui
L98[02:42:25] <Ordinastie> except, that doesn't really work if the inventory provider is the item, because the item itself doesn't store the inventory, the itemStack does
L99[02:42:56] <Ordinastie> I'm failing to find a clean way to handle that
L100[02:43:39] ⇦ Quits: jakimfett (~overnet@c-73-180-36-141.hsd1.or.comcast.net) (Read error: Connection reset by peer)
L101[02:44:28] <Wuppy> the voting for pokemon has started :D
L102[02:46:14] <GeoDoX> Wuppy, ?
L103[02:46:33] <Wuppy> there is this dutch top 2000 songs list
L104[02:46:49] <Wuppy> and about 56 thousnad people have decided that we should get the pokemon theme song in there as high as possible
L105[02:47:36] <GeoDoX> omg yes
L106[02:47:43] <GeoDoX> worldwide voting?
L107[02:47:59] <Wuppy> it's a dutch list but if you can navigate it I'm sure you can vote for it :P
L108[02:48:50] <GeoDoX> link?
L109[02:50:20] ⇦ Quits: SirWill (SirWill@2a00:1a28:1101:3e7::9) (Ping timeout: 206 seconds)
L110[02:51:06] ⇨ Joins: ThePsionic (~ThePsioni@82-136-247-89.ip.telfort.nl)
L111[02:53:14] <Wuppy> http://stemmen.top2000.nl/#!/index.html?page=1&q=&view=list
L112[02:53:43] <Wuppy> you need to add: Jason Paige and Gotta Catch 'em All under "Vrije keuze" and then select 3 other songs from the list
L113[02:54:04] <Wuppy> here are all of my glorious choices: http://puu.sh/ls6h4/5954818f41.jpg
L114[02:56:14] <GeoDoX> does there have to be something in motivatie?
L115[02:56:24] <Wuppy> you could if you want to, but you dont have to
L116[02:56:39] <GeoDoX> ok
L117[02:57:16] <GeoDoX> where do you choose the 3 songs?
L118[02:57:27] <GeoDoX> do you have to vote for them?
L119[02:57:56] <Wuppy> you click on a song in the list, and then click "voeg toe"
L120[02:58:02] <GeoDoX> oka
L121[02:59:10] <GeoDoX> did it :)
L122[02:59:31] <Wuppy> \o/
L123[02:59:40] <Wuppy> I'm interested in seein ghow highg it'll get
L124[03:00:02] <GeoDoX> let me knoww :)
L125[03:03:26] <GeoDoX> How do you prevent view bobbing when holding a specific item? and prevent it from doing the thing that items do when you try to place it?
L126[03:03:46] <tterrag> not easily
L127[03:05:08] <GeoDoX> tterrag, doesn't Azanor do it with the scannie thingy?
L128[03:05:26] <Wuppy> not easily != impossible :P
L129[03:05:41] <Wuppy> also Azanor is a genious as far as I know
L130[03:05:53] <GeoDoX> lol, ugh this is terrible.
L131[03:05:58] <GeoDoX> Wuppy, true
L132[03:06:04] ⇦ Quits: covers1624 (~covers162@ppp118-210-166-31.lns20.adl6.internode.on.net) (Read error: Connection reset by peer)
L133[03:06:48] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 206 seconds)
L134[03:07:30] *** Crystal|AFK is now known as CrystalMare
L135[03:07:38] ⇨ Joins: covers1624 (~covers162@ppp118-210-166-31.lns20.adl6.internode.on.net)
L136[03:07:40] <GeoDoX> I need sleep :P
L137[03:07:43] <GeoDoX> Night! o/
L138[03:07:46] <Wuppy> \o
L139[03:07:55] *** GeoDoX is now known as GeoDoX|Zzz
L140[03:21:46] ⇨ Joins: rfctksSparkle (rfctks@2a00:1a28:1101:3e7::6)
L141[03:22:00] ⇨ Joins: KGS (~KGS@h-46-59-33-249.na.cust.bahnhof.se)
L142[03:24:12] ⇨ Joins: Cypher122 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L143[03:25:05] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Ping timeout: 192 seconds)
L144[03:25:06] *** Cypher122 is now known as Cypher121
L145[03:26:06] <ThePsionic> Wuppy: http://i.imgur.com/BQriFtK.png no idea if you can read it
L146[03:30:00] ⇦ Quits: KGS (~KGS@h-46-59-33-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L147[03:30:17] ⇨ Joins: KGS (~KGS@h-155-4-74-249.na.cust.bahnhof.se)
L148[03:32:40] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L149[03:34:32] ⇦ Quits: Mitchellbrine (uid38456@id-38456.tooting.irccloud.com) (Quit: Connection closed for inactivity)
L150[03:35:55] ⇨ Joins: jakimfett (~overnet@c-73-180-36-141.hsd1.or.comcast.net)
L151[03:36:53] ⇦ Quits: psxlover (~psxlover@78-161-67.adsl.cyta.gr) (Read error: No route to host)
L152[03:39:09] ⇨ Joins: psxlover (~psxlover@46.198.224.208)
L153[03:39:12] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Read error: No route to host)
L154[03:40:33] ⇨ Joins: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L155[03:45:30] ⇦ Quits: rfctksSparkle (rfctks@2a00:1a28:1101:3e7::6) (Ping timeout: 192 seconds)
L156[03:48:54] ⇦ Quits: Something12 (~Something@184.65.42.207) (Ping timeout: 378 seconds)
L157[03:58:11] ⇦ Quits: orthoplex64 (~orthoplex@173.227.72.119) (Ping timeout: 190 seconds)
L158[04:01:33] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 378 seconds)
L159[04:12:57] ⇨ Joins: SirWill (SirWill@2a00:1a28:1101:3e7::9)
L160[04:17:32] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L161[04:38:44] ⇨ Joins: Flenix (~Flenix@bcdc955b.skybroadband.com)
L162[04:39:31] ⇦ Quits: SirWill (SirWill@2a00:1a28:1101:3e7::9) (Ping timeout: 378 seconds)
L163[04:40:34] <Flenix> Hello, don't suppose anyone knows where I can go for support on bearded octo nemesis? It's trying to download -userdev.jar versions of forge which from what I can see, don't exist.
L164[04:49:34] ⇨ Joins: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L165[04:53:04] <ThePsionic> Flenix: Are you using Immibis' BON?
L166[04:57:21] *** Gaz is now known as Gaz|Away
L167[04:58:57] ⇨ Joins: SnowShock35 (~SnowShock@2607:5300:100:200::17a0)
L168[04:59:02] <Flenix> Yes, it has a built in method for using Forge directly, but it doesn't work in 1.7.10. I've just noticed the old MCP way is still there in another tab though so just using that instead
L169[05:21:06] <diesieben07> you should be using BON2
L170[05:21:32] *** fry is now known as fry|sleep
L171[05:34:46] ⇦ Quits: KGS (~KGS@h-155-4-74-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L172[05:35:09] ⇨ Joins: Slikrick (~slikrick9@2601:19c:4200:5528:7807:980d:6028:fa32)
L173[05:36:24] *** Kaiyouko is now known as Kaiyouka
L174[05:37:59] ⇦ Quits: Meow-J (uid69628@id-69628.highgate.irccloud.com) (Quit: Connection closed for inactivity)
L175[05:39:46] <ThePsionic> Flenix: https://github.com/Parker8283/BON2
L176[05:39:53] <ThePsionic> </late>
L177[05:40:14] <Flenix> Thanks guys :P I got it working with MCP but that's a long route, so I'll remember that for the future.
L178[05:45:31] ⇦ Quits: Cethric (webchat@243.087.dsl.syd.iprimus.net.au) (Ping timeout: 204 seconds)
L179[05:45:33] ⇨ Joins: SirWill (SirWill@2a00:1a28:1101:3e7::9)
L180[06:02:21] ⇨ Joins: Searge|mojang (~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L181[06:02:50] ⇨ Joins: HewwoThere (~HewloTher@180.200.182.232)
L182[06:03:50] ⇦ Quits: Cobbleopolis (~Cobbleopo@45-16-76-67.lightspeed.tukrga.sbcglobal.net) (Ping timeout: 192 seconds)
L183[06:03:58] ⇦ Quits: GeoDoX|Zzz (~GeoDoX@bas1-cornwall24-845467208.dsl.bell.ca) (Read error: Connection reset by peer)
L184[06:04:35] ⇨ Joins: Lunatrius` (~Lunatrius@77.38.103.182)
L185[06:04:58] ⇦ Quits: HewloThere (~HewloTher@180.200.182.232) (Ping timeout: 192 seconds)
L186[06:04:58] ⇦ Quits: An_Angry_Brit (~AnAngryBr@90.194.218.188) (Ping timeout: 192 seconds)
L187[06:04:58] ⇦ Quits: Searge|office (~Searge@h-85-24-130-18.na.cust.bahnhof.se) (Ping timeout: 192 seconds)
L188[06:04:58] ⇦ Quits: itachi1706 (~itachi170@doserver.itachi1706.com) (Ping timeout: 192 seconds)
L189[06:04:58] ⇦ Quits: Lunatrius (~Lunatrius@77.38.103.182) (Ping timeout: 192 seconds)
L190[06:05:37] *** Lunatrius` is now known as Lunatrius
L191[06:06:46] ⇨ Joins: itachi1706 (~itachi170@doserver.itachi1706.com)
L192[06:14:55] <Ordinastie> is there anyway to detect when an itemStack is update on the client ?
L193[06:15:11] ⇨ Joins: Maharaja (~chatzilla@5353D851.cm-6-4d.dynamic.ziggo.nl)
L194[06:15:34] ⇨ Joins: MalkContent (MalkConten@p4FDCC220.dip0.t-ipconnect.de)
L195[06:15:59] <Maharaja> anyone know where i can add a sugestion for steve's factory manager
L196[06:16:56] ⇨ Joins: rfctksSparkle (rfctks@2a00:1a28:1101:3e7::6)
L197[06:18:00] <MalkContent> its git?
L198[06:18:07] <MalkContent> hub
L199[06:18:09] <Maharaja> do you have a link for me
L200[06:18:28] <tterrag> wouldn't get your hopes up
L201[06:18:33] <tterrag> vswe has been MIA for months
L202[06:18:40] <Maharaja> ahh oke
L203[06:18:48] <MalkContent> http://lmgtfy.com/?q=steve%27s+factory+manager+github
L204[06:18:51] <Maharaja> well lets ask here then to be sure
L205[06:19:08] <Maharaja> can i sent singleplayer stuff to multiplayer
L206[06:19:17] ⇨ Joins: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L207[06:20:17] <MalkContent> clarify
L208[06:20:30] <Maharaja> well if i make a factory program on singleplayer
L209[06:20:38] <Maharaja> can i take it with me to a server
L210[06:21:12] <Maharaja> or can you share programs of a factory with other peeps on the internet
L211[06:21:57] <tterrag> I thought hilburn made something for that
L212[06:22:10] <MalkContent> not too familiar with the mod
L213[06:22:15] <Maharaja> i play on FTB infinety
L214[06:22:27] <MalkContent> if it allows you to save and load programs from the gui, maybe
L215[06:23:00] <MalkContent> otherwise you'd probably have to get files onto the server
L216[06:23:01] <Maharaja> well will be nice to see somthing like that yeah
L217[06:23:07] <ThePsionic> https://41.media.tumblr.com/00373a546ed53a0b1ac16c29ddb6e963/tumblr_nx22wavUEb1qhzw8jo1_540.jpg
L218[06:23:22] <tterrag> yes he did http://minecraft.curseforge.com/projects/steves-addons
L219[06:23:34] <tterrag> but being hilburn he also then went and rewrote the mod http://minecraft.curseforge.com/projects/advanced-systems-manager
L220[06:23:40] <tterrag> so if you want a version that's actually supported, use ^
L221[06:25:13] <Ordinastie> the name let me wonder, how much confusion will ASM raise ?
L222[06:25:31] <tterrag> that was kinda the point :P
L223[06:26:05] <Ordinastie> hum?
L224[06:26:55] <tterrag> for the name to be ASM
L225[06:27:02] <Ordinastie> also, what does that mod do? :p
L226[06:27:49] <tterrag> it's a remake of steve's factory manager
L227[06:27:57] <tterrag> if you don't know what that mod does...it's a bit complicated
L228[06:27:57] <Ordinastie> yeah, I got that part
L229[06:28:13] <Ordinastie> that was the question :)
L230[06:28:14] <tterrag> it's essentially a systems managing mod where you code the actions visually
L231[06:28:31] <tterrag> you can move items/fluids/power around all using logic you program yourself
L232[06:28:34] <tterrag> so it's very powerful
L233[06:28:47] <Ordinastie> maybe I should wathc a video of it? :p
L234[06:29:03] <tterrag> of SFM? yeah
L235[06:33:16] <ThePsionic> Ordinastie: Apparently Direwolf made a spotlight series of it
L236[06:34:07] ⇦ Quits: manmaed|AFK (~Ender@bcdccd40.skybroadband.com) (Ping timeout: 195 seconds)
L237[06:35:41] <Ordinastie> currently lookin at that one :)
L238[06:37:04] ⇨ Joins: manmaed|AFK (~Ender@bcdccd40.skybroadband.com)
L239[06:38:16] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L240[06:39:06] *** manmaed|AFK is now known as manmaed
L241[06:45:51] ⇦ Quits: RawringNymNym (~maria@BMTNON3746W-LP130-03-1242451051.dsl.bell.ca) (Quit: http://nymphaea.ca/)
L242[06:49:36] <Ordinastie> I must admit, looks pretty impressive
L243[06:50:57] <MalkContent> sfm had duping bugs though
L244[06:53:12] <MalkContent> i have half a mind to check if asm has them too
L245[06:53:25] <MalkContent> but that requires like 30 clicks
L246[06:54:11] <MalkContent> anyways
L247[06:54:22] <MalkContent> trying to add a blender model
L248[06:54:36] <MalkContent> anything change between 1.7 and 1.8 in that regard or can i just use old tuts?
L249[06:55:43] <tterrag> only everything
L250[06:56:01] <MalkContent> fantastic
L251[07:07:36] ⇦ Quits: auenfx4 (David@120.155.97.223) (Remote host closed the connection)
L252[07:08:34] ⇨ Joins: auenfx4 (David@120.155.97.223)
L253[07:15:31] *** Vigaro|AFK is now known as Vigaro
L254[07:20:43] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0ygl9s8mcg59l0qy-3.rev.dnainternet.fi)
L255[07:29:50] ⇨ Joins: Kotoro[LT] (~Kotoro@c-73-16-181-218.hsd1.ct.comcast.net)
L256[07:30:36] ⇦ Quits: VikeStep (~VikeStep@101.184.94.18) (Read error: Connection reset by peer)
L257[07:33:44] ⇦ Quits: rfctksSparkle (rfctks@2a00:1a28:1101:3e7::6) (Ping timeout: 206 seconds)
L258[07:34:46] ⇦ Quits: Maharaja (~chatzilla@5353D851.cm-6-4d.dynamic.ziggo.nl) (Quit: ChatZilla 0.9.92 [Firefox 42.0/20151029151421])
L259[07:37:16] ⇦ Quits: SirWill (SirWill@2a00:1a28:1101:3e7::9) (Ping timeout: 378 seconds)
L260[07:37:27] *** MrKick|Away is now known as MrKickkiller
L261[07:38:10] ⇨ Joins: RedBullWasTaken (~RedBull@2-107-192-82-static.dk.customer.tdc.net)
L262[07:39:02] ⇦ Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a) (Quit: Leaving.)
L263[07:44:39] ⇦ Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Remote host closed the connection)
L264[08:01:05] *** K-4U|Off is now known as K-4U
L265[08:02:04] ⇦ Quits: YukonAppleGeek (~Yukon@sfo01.yukon.io) (Ping timeout: 190 seconds)
L266[08:02:19] ⇨ Joins: YukonAppleGeek (~Yukon@sfo01.yukon.io)
L267[08:05:31] ⇨ Joins: Upth (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net)
L268[08:07:29] ⇦ Quits: Upthorn (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net) (Ping timeout: 190 seconds)
L269[08:08:14] *** CrystalMare is now known as Crystal|AFK
L270[08:27:00] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L271[08:30:24] *** Vigaro is now known as Vigaro|AFK
L272[08:40:32] ⇦ Quits: Kotoro[LT] (~Kotoro@c-73-16-181-218.hsd1.ct.comcast.net) (Ping timeout: 378 seconds)
L273[08:46:26] ⇨ Joins: Jezza (~Jezza@92.206.12.28)
L274[08:51:51] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L275[08:54:14] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L276[08:58:20] ⇨ Joins: AEnterprise (AEnterpris@kiwi.bnc4free.com)
L277[08:59:33] <AEnterprise> hey, i changed the .mtl file of my .obj render file so the texture uses a variable i can change from the json
L278[08:59:51] <AEnterprise> it works but forge is complaining about that var being a missing texture as well
L279[09:00:02] <AEnterprise> [16:02:22] [Client thread/ERROR]: The missing resources for domain minecraft are:
L280[09:00:02] <AEnterprise> [16:02:22] [Client thread/ERROR]: textures/#texture.png
L281[09:20:10] <Wuppy> o/
L282[09:20:28] <AEnterprise> o/
L283[09:21:01] <Wuppy> finally back on my good pc with 2 awesome massive screens :D
L284[09:21:04] * Wuppy is happy
L285[09:21:21] <AEnterprise> i can imagine, working on 1 screen is annoying
L286[09:21:40] <Wuppy> I had a laptop screen with a tiny ancient screen
L287[09:22:02] <AEnterprise> ah, still
L288[09:22:36] <Wuppy> gaming is also much better when you can run everything on ultra
L289[09:22:57] <AEnterprise> ^^
L290[09:28:20] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 206 seconds)
L291[09:34:23] *** AEnterprise is now known as AEnterpriseAFK
L292[09:46:30] ⇨ Joins: Brokkoli (~Brokkoli@x55b03c95.dyn.telefonica.de)
L293[09:51:11] *** Gaz|Away is now known as Gaz
L294[09:56:28] *** Vazkii is now known as Vazkii|Streaming
L295[10:05:01] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L296[10:09:34] ⇦ Quits: GildedGames (~GildedGam@ec2-54-158-206-146.compute-1.amazonaws.com) (Remote host closed the connection)
L297[10:09:41] ⇦ Quits: Brokkoli (~Brokkoli@x55b03c95.dyn.telefonica.de) (Ping timeout: 378 seconds)
L298[10:09:44] ⇨ Joins: GildedGames (~GildedGam@ec2-54-81-139-239.compute-1.amazonaws.com)
L299[10:10:22] <Flenix> Anyone good with RenderBlocks class? I'm trying to use it to, surprisingly, render blocks. Using setRenderBounds followed by renderStandardBlock, I get the right shape but the texture is distorted (http://ctrlv.in/671751). How would I achieve something akin to how Multipart works, only showing a segment of the texture relative to the size I'm rendering?
L300[10:12:11] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L301[10:12:32] <MattDahEpic> Flenix, multipart is open source, so you can see yourself: https://github.com/Chicken-Bones/ForgeMultipart
L302[10:12:44] <Flenix> Ooh, didn't know that. cheers
L303[10:13:35] ⇨ Joins: Brokkoli (~Brokkoli@f050163133.adsl.alicedsl.de)
L304[10:16:22] ⇨ Joins: alex_6611 (~alex_6611@p5DE799A9.dip0.t-ipconnect.de)
L305[10:19:38] ⇨ Joins: modmuss50 (uid42264@id-42264.highgate.irccloud.com)
L306[10:21:40] ⇨ Joins: Cypher122 (~Thunderbi@153.18.72.36)
L307[10:23:48] ⇦ Quits: Brokkoli (~Brokkoli@f050163133.adsl.alicedsl.de) (Ping timeout: 190 seconds)
L308[10:26:54] <MattDahEpic> https://www.youtube.com/watch?v=H7noAMw2uXU
L309[10:27:41] ⇨ Joins: Szernex (~Szernex@194-166-195-240.adsl.highway.telekom.at)
L310[10:29:51] ⇨ Joins: Brokkoli (~Brokkoli@x55b1c214.dyn.telefonica.de)
L311[10:32:44] ⇦ Quits: HewwoThere (~HewloTher@180.200.182.232) (Read error: Connection reset by peer)
L312[10:36:30] *** Upth is now known as Upthorn
L313[10:46:58] *** cpw|out is now known as cpw
L314[10:52:35] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:a45d:61bc:846:e37e)
L315[10:52:59] ⇦ Quits: Cypher122 (~Thunderbi@153.18.72.36) (Ping timeout: 192 seconds)
L316[10:59:14] ⇦ Quits: iceman11a (icemna11a@cpe-74-141-48-157.neo.res.rr.com) (Ping timeout: 190 seconds)
L317[11:04:01] ⇨ Joins: McJty (~jorrit@d8D872E30.access.telenet.be)
L318[11:11:24] ⇦ Quits: Lutzee (~Lutzee@lutzee.net) (Quit: ZNC - http://znc.in)
L319[11:11:59] ⇨ Joins: Lutzee (~Lutzee@lutzee.net)
L320[11:12:39] ⇦ Quits: Lutzee (~Lutzee@lutzee.net) (Client Quit)
L321[11:13:11] ⇨ Joins: Lutzee (~Lutzee@lutzee.net)
L322[11:16:10] *** Crystal|AFK is now known as CrystalMare
L323[11:17:36] ⇦ Quits: Lutzee (~Lutzee@lutzee.net) (Client Quit)
L324[11:18:10] ⇨ Joins: Lutzee (~Lutzee@lutzee.net)
L325[11:19:30] ⇦ Quits: manmaed (~Ender@bcdccd40.skybroadband.com) (Ping timeout: 195 seconds)
L326[11:21:28] ⇨ Joins: manmaed|AFK (~Ender@bcdccd40.skybroadband.com)
L327[11:22:54] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L328[11:23:39] *** manmaed|AFK is now known as manmaed
L329[11:38:56] ⇨ Joins: KGS (~KGS@h-46-59-33-249.na.cust.bahnhof.se)
L330[11:39:00] ⇦ Quits: Lutzee (~Lutzee@lutzee.net) (Quit: ZNC - http://znc.in)
L331[11:48:03] *** CrystalMare is now known as Crystal|AFK
L332[12:03:14] ⇨ Joins: cobra (~cobra@HSI-KBW-078-042-231-115.hsi3.kabel-badenwuerttemberg.de)
L333[12:05:42] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L334[12:09:42] ⇦ Quits: manmaed (~Ender@bcdccd40.skybroadband.com) (Ping timeout: 195 seconds)
L335[12:11:33] ⇨ Joins: manmaed|AFK (~Ender@bcdccd40.skybroadband.com)
L336[12:12:00] *** MrKickkiller is now known as MrKick|Away
L337[12:12:14] *** MrKick|Away is now known as MrKickkiller
L338[12:12:19] *** manmaed|AFK is now known as manmaed
L339[12:14:28] ⇨ Joins: GeoDoX (~GeoDoX@bas1-cornwall24-845467208.dsl.bell.ca)
L340[12:14:42] *** GeoDoX is now known as GeoDoX|Work
L341[12:17:52] ⇦ Quits: manmaed (~Ender@bcdccd40.skybroadband.com) (Ping timeout: 195 seconds)
L342[12:18:39] *** MrKickkiller is now known as MrKick|Away
L343[12:18:47] *** MrKick|Away is now known as MrKickkiller
L344[12:20:03] ⇨ Joins: manmaed|AFK (~Ender@bcdccd40.skybroadband.com)
L345[12:22:11] *** manmaed|AFK is now known as manmaed
L346[12:23:18] ⇨ Joins: Meow-J (uid69628@id-69628.highgate.irccloud.com)
L347[12:30:37] *** MrKickkiller is now known as MrKick|Away
L348[12:30:57] ⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L349[12:31:39] ⇦ Quits: Nitrodev (~Nitrodev@dcx0f0ygl9s8mcg59l0qy-3.rev.dnainternet.fi) (Ping timeout: 378 seconds)
L350[12:31:49] ⇦ Quits: GeoDoX|Work (~GeoDoX@bas1-cornwall24-845467208.dsl.bell.ca) (Read error: Connection reset by peer)
L351[12:34:06] *** MrKick|Away is now known as MrKickkiller
L352[12:39:27] ⇦ Quits: ThePsionic (~ThePsioni@82-136-247-89.ip.telfort.nl) (Quit: Leaving)
L353[12:39:30] *** MrKickkiller is now known as MrKick|Away
L354[12:42:17] *** MrKick|Away is now known as MrKickkiller
L355[12:43:45] *** MrKickkiller is now known as MrKick|Away
L356[12:44:40] ⇦ Quits: McJty (~jorrit@d8D872E30.access.telenet.be) (Ping timeout: 206 seconds)
L357[12:45:18] ⇦ Quits: manmaed (~Ender@bcdccd40.skybroadband.com) (Ping timeout: 195 seconds)
L358[12:46:47] *** MrKick|Away is now known as MrKickkiller
L359[12:50:06] ⇨ Joins: manmaed|AFK (~Ender@bcdccd40.skybroadband.com)
L360[12:50:14] *** Abrar|gone is now known as AbrarSyed
L361[12:50:53] *** manmaed|AFK is now known as manmaed
L362[12:50:56] *** Ashlee is now known as Ash|Cleaning
L363[12:51:09] ⇦ Quits: Wastl2 (~Wastl2@f052020142.adsl.alicedsl.de) (Quit: Lost terminal)
L364[12:51:45] *** TehNut|Sleep is now known as TehNut
L365[12:57:36] ⇨ Joins: McJty (~jorrit@d8D872E30.access.telenet.be)
L366[12:58:57] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at)
L367[12:59:54] ⇦ Quits: manmaed (~Ender@bcdccd40.skybroadband.com) (Ping timeout: 195 seconds)
L368[13:03:07] ⇨ Joins: manmaed|AFK (~Ender@bcdccd40.skybroadband.com)
L369[13:03:54] *** manmaed|AFK is now known as manmaed
L370[13:09:49] ⇦ Quits: KGS (~KGS@h-46-59-33-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L371[13:10:19] ⇨ Joins: KGS (~KGS@h-155-4-74-249.na.cust.bahnhof.se)
L372[13:12:14] ⇨ Joins: RawringNymNym (~maria@bmtnon3746w-lp130-03-1242451051.dsl.bell.ca)
L373[13:19:35] *** AbrarSyed is now known as Abrar|gone
L374[13:26:14] *** illy[GONE] is now known as illyohs
L375[13:35:53] <sham1> \o
L376[13:40:01] <diesieben07> o/
L377[13:40:39] <sham1> How is it going for y'all
L378[13:41:23] <diesieben07> being sad
L379[13:41:40] <sham1> Why is that
L380[13:42:27] <diesieben07> several reasons. a) the windows 10 "make me a usb stick" tool sucks balls. b) I hate block rotations. c) i cannot figure out why windows 10 won't turn off my secondary hdd on idle
L381[13:43:07] ⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host closed the connection)
L382[13:43:16] <sham1> Hmm, win
L383[13:43:18] <sham1> I see
L384[13:44:21] <sham1> But what is it with block rotation you hate now
L385[13:44:50] <diesieben07> imagine a block that can rotate in all 24 possible ways.
L386[13:44:57] <diesieben07> i am trying to make that and it doesn't work.
L387[13:45:04] <diesieben07> and it makes my head hurt.
L388[13:45:13] <sham1> Umn
L389[13:45:16] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8d872d48.access.telenet.be)
L390[13:45:44] <MalkContent> 24?
L391[13:46:03] <sham1> 4 permutations for each EnumFacing I presume
L392[13:46:09] <diesieben07> ^
L393[13:47:29] <MalkContent> that makes more sense
L394[13:48:01] <MalkContent> thought it was rotation directions
L395[13:48:12] <diesieben07> no that would be easy
L396[13:48:33] <sham1> Ye
L397[13:48:40] ⇨ Joins: untamemadman (~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net)
L398[13:48:44] <sham1> So, what are you exactly trying to do
L399[13:48:49] <sham1> I am kinda interested
L400[13:48:52] <MalkContent> though i am not sure i made clear what i mean
L401[13:49:16] <diesieben07> you give me a map of Facing -> Icon for the default direction
L402[13:49:18] <MalkContent> a think that can face all 6 directions and then roll it's face the way he want's to
L403[13:49:21] <diesieben07> *default rotation
L404[13:49:25] <MalkContent> thing*
L405[13:49:31] <diesieben07> then you give me a rotation and i give yu the rotated icons
L406[13:52:48] <MalkContent> i feel with you. yesterday i had a dumb day and on top of that tried to make a thing that checks if the current rotation is within a 10 degree window of the target rotation. which is super fun when the rotation is 0->359
L407[13:53:58] <MalkContent> eventually walked my dumb head through it with baby steps
L408[13:54:13] <diesieben07> uhhh
L409[13:54:25] <diesieben07> isnt that just Math.abs(current - target) <= 10
L410[13:54:44] <MalkContent> not when your target rotation is near 0°
L411[13:54:53] <diesieben07> uhh yes?
L412[13:55:00] ⇨ Joins: iceman11a (icemna11a@cpe-74-141-48-157.neo.res.rr.com)
L413[13:55:03] <diesieben07> assume target = 1
L414[13:55:10] <MalkContent> 0 +-5 is 355<->5
L415[13:55:30] <diesieben07> well
L416[13:55:39] <diesieben07> Math.abs((current - target) % 360) <= 10 then
L417[13:56:49] <MalkContent> yes.
L418[13:57:10] * MalkContent throws away dumbmode code
L419[13:57:17] <diesieben07> :D
L420[13:57:21] <MalkContent> don't code on meds
L421[13:57:24] <Deamon> take current = 3 and target = 257
L422[13:57:35] <Deamon> that'll give you 353 as the abs
L423[13:57:40] <MalkContent> god dammit i essentially do exactly that iwth more steps
L424[13:57:52] <Deamon> s/257/357/
L425[13:58:19] <Deamon> oh derp
L426[13:58:24] <MalkContent> yes.
L427[13:58:31] <MalkContent> derp ^^
L428[13:58:32] <Deamon> other way around
L429[13:59:04] <diesieben07> hmm
L430[13:59:06] <Deamon> Math.abs(357-3)%360 = 254
L431[13:59:11] <Deamon> 354
L432[13:59:24] * MalkContent restores dumbmode code
L433[13:59:38] * diesieben07 mumbles
L434[13:59:44] <MalkContent> i shouldnt listen to people that also have headaches because of rotations :D
L435[13:59:48] * diesieben07 grabs calculator
L436[13:59:56] <MalkContent> dooont sieben
L437[13:59:57] <MalkContent> dooont
L438[14:00:04] * sham1 wonders why MalkContent goes back to dumbmode code
L439[14:00:04] <diesieben07> what is your solution? :D
L440[14:00:05] ⇦ Quits: DemoXin (~DemoXin@132.sub-70-210-1.myvzw.com) (Ping timeout: 192 seconds)
L441[14:00:06] <MalkContent> you can't do 2 rotation problems at the same time
L442[14:00:15] <MalkContent> humans aren't made for that
L443[14:00:22] <sham1> Well it is a good thing
L444[14:00:26] <MalkContent> idk. i didnt really throw it away and it's in space engineers
L445[14:00:31] <MalkContent> i'd have to start that up
L446[14:00:35] <diesieben07> nvm then
L447[14:00:59] <sham1> Space engineers modding looked fun
L448[14:01:04] <sham1> Until I realized it is C#
L449[14:01:17] <MalkContent> i was just coding ingame not modding :x
L450[14:01:29] <sham1> Where you even cannot be creative and use an alternetive language in-game to code
L451[14:01:34] <sham1> So not even F#
L452[14:01:49] <MalkContent> diesieben: maybe try babysteps, too
L453[14:02:23] <MattDahEpic> so as of now my chunk regen either fills the chunk with dirt or air: https://gist.github.com/MattDahEpic/8cb509eb996d493a2645
L454[14:02:30] <diesieben07> I have been trying babysteps.
L455[14:02:34] <diesieben07> for like... 2 weeks
L456[14:02:40] <MalkContent> rotate the icons in 3 steps for pitch, yaw and roll
L457[14:02:51] <diesieben07> nope
L458[14:02:53] <diesieben07> doesnt work
L459[14:03:09] <diesieben07> because you dont have a unique definition for each possibility then
L460[14:03:22] <diesieben07> 4x4x4 = 64
L461[14:03:26] <diesieben07> but there's only 24 possibilites
L462[14:03:51] <MalkContent> 64?
L463[14:04:02] <MalkContent> a.
L464[14:04:13] <diesieben07> pitch, yaw, roll can be 0-3, 4 possibilites for each
L465[14:04:30] <diesieben07> 4³ = 64
L466[14:04:34] <MalkContent> yea
L467[14:04:35] <sham1> Indeed
L468[14:04:39] <HassanS6000> What's this talk of a TE renderer I can use for Items?
L469[14:04:53] <sham1> Umn
L470[14:04:57] <sham1> Pardon
L471[14:04:58] <MalkContent> do you just want to make a table or active mapping?
L472[14:05:10] <diesieben07> i just want whatever makes it work :D
L473[14:05:26] <MalkContent> you COULD use a table
L474[14:05:37] <MalkContent> and create it with the 64 method
L475[14:05:40] <MalkContent> and delete doubles :D
L476[14:05:41] <diesieben07> i tried
L477[14:05:47] <diesieben07> it goes wrong in many many ways
L478[14:06:43] *** Ash|Cleaning is now known as Ashlee
L479[14:06:59] *** Vigaro|AFK is now known as Vigaro
L480[14:07:09] <MalkContent> btw, how do you get to know which way the block should face and be rotated?
L481[14:07:21] <MalkContent> just a number 0-23?
L482[14:07:43] <diesieben07> essentially yes
L483[14:07:47] <diesieben07> well
L484[14:07:53] <diesieben07> i am open for suggestions here.
L485[14:08:05] <diesieben07> the current approach is "front face + top-binding"
L486[14:08:25] <diesieben07> so if the front faces north and the binding is "top" thats basically the "no rotation" state
L487[14:08:38] <diesieben07> then if you rotate once clockwise you have front nrth and the binding is west
L488[14:08:40] ⇨ Joins: DemoXin (~DemoXin@132.sub-70-210-1.myvzw.com)
L489[14:09:22] ⇨ Joins: VikeStep (~VikeStep@101.184.94.18)
L490[14:11:43] <HassanS6000> For Minecraft 1.8, is there I any way I can use OpenGL while rendering my item? I want it to glow a bit.
L491[14:12:39] <MalkContent> i'd go with saying which way the front should face and then the roll in 0-3
L492[14:12:49] <diesieben07> yup, which is equivalent
L493[14:13:04] <diesieben07> the hard part is figuring out the rotation of each individual face
L494[14:13:23] <diesieben07> getting the faces into the right place is doable and it works
L495[14:13:24] <MalkContent> gimme a sec
L496[14:13:41] * MalkContent said and never was seen again
L497[14:14:11] <diesieben07> :D
L498[14:20:55] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L499[14:21:52] <masa> what was the issue exactly?
L500[14:22:13] <diesieben07> my brain mostly.
L501[14:22:19] <masa> right
L502[14:22:54] <diesieben07> i want a block that can rotate in all possible ways
L503[14:23:22] <Ivorius> Also roll?
L504[14:23:31] <masa> I would assume you just need to generate the 4 rotated textures for each face, put then in an array, and then endure some brain pain making the rotations matrices where you fetch the correct texture for each facing and rotation :p
L505[14:23:45] <diesieben07> "just"
L506[14:23:58] <sham1> :D
L507[14:24:06] *** fry|sleep is now known as fry
L508[14:24:10] <masa> well... like, what else is there? :D
L509[14:24:20] <diesieben07> the fact that it is not "just"
L510[14:24:49] <Corosus> just make them entities rendered as blocks and use glRotate \o\ </shittyadvice>
L511[14:24:50] <masa> it is "just", but the matrix part of it is gonna be annoying as hell :p
L512[14:25:18] <masa> or mapping array whatever
L513[14:25:35] <diesieben07> it is a 3 dimensinal array 6x4x6
L514[14:26:10] ⇦ Quits: CptRageToaster (~CptRageTo@2602:306:ccba:9f70:21e:8cff:fe36:4c5) (Ping timeout: 192 seconds)
L515[14:27:00] *** Crystal|AFK is now known as CrystalMare
L516[14:27:16] <masa> what is it for? a 1.8 mod?
L517[14:27:29] ⇦ Quits: Slikrick (~slikrick9@2601:19c:4200:5528:7807:980d:6028:fa32) (Quit: Leaving)
L518[14:28:39] ⇨ Joins: CptRageToaster (~CptRageTo@2602:306:ccba:9f70:21e:8cff:fe36:4c5)
L519[14:28:49] <diesieben07> no
L520[14:29:09] <diesieben07> shouldn't matter
L521[14:36:05] <MalkContent> blegh
L522[14:36:23] ⇦ Quits: KGS (~KGS@h-155-4-74-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L523[14:37:00] <MalkContent> this would be so much easier if you could just go and yawpitchroll it
L524[14:37:08] ⇨ Joins: KGS (~KGS@h-46-59-33-249.na.cust.bahnhof.se)
L525[14:38:42] <diesieben07> dude, i tried
L526[14:38:46] <diesieben07> that doesn't solve anything
L527[14:40:24] *** Abrar|gone is now known as AbrarSyed
L528[14:41:50] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:a45d:61bc:846:e37e) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L529[14:46:36] ⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.208.7)
L530[14:48:01] *** MorphFK is now known as Morphan1
L531[14:49:31] <MalkContent> maybe
L532[14:50:22] <MalkContent> but these definitions like "bottom of the icon is facing north when icon on top or bottom of block" are making this annoying :D
L533[14:52:06] ⇦ Quits: McJty (~jorrit@d8D872E30.access.telenet.be) (Quit: Leaving)
L534[14:56:49] *** bilde2910 is now known as bilde2910|away
L535[14:58:35] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 378 seconds)
L536[15:03:43] ⇦ Quits: Zlepper (~Zlepper@2a03:b0c0:3:d0::1b:6001) (Quit: Goodbye)
L537[15:09:08] ⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read error: Connection reset by peer)
L538[15:09:33] *** bilde2910|away is now known as bilde2910
L539[15:09:48] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L540[15:13:13] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 192 seconds)
L541[15:14:17] ⇨ Joins: Slikrick (~slikrick9@2601:19c:4200:5528:785d:1860:e24e:efeb)
L542[15:16:47] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Read error: Connection reset by peer)
L543[15:18:57] ⇦ Quits: tambre (~tambre@af92-c7b0-15b9-ed04-4301-8a22-07d0-2001.dyn.estpak.ee) (Ping timeout: 378 seconds)
L544[15:21:11] ⇨ Joins: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L545[15:24:44] ⇦ Quits: Slikrick (~slikrick9@2601:19c:4200:5528:785d:1860:e24e:efeb) (Ping timeout: 206 seconds)
L546[15:26:59] ⇦ Quits: auenfx4 (David@120.155.97.223) (Remote host closed the connection)
L547[15:27:56] ⇨ Joins: auenfx4 (David@120.155.97.223)
L548[15:29:13] *** SnowShock35 is now known as zz_SnowShock35
L549[15:33:39] ⇦ Parts: Vazkii|Streaming (~Vazkii@a79-169-163-74.cpe.netcabo.pt) ())
L550[15:34:22] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L551[15:38:21] <MalkContent> man this is a pita
L552[15:39:08] ⇨ Joins: _3lionz_ (~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net)
L553[15:39:18] ⇨ Joins: Slikrick (~slikrick9@2601:19c:4200:5528:785d:1860:e24e:efeb)
L554[15:39:51] ⇦ Quits: alex_6611 (~alex_6611@p5DE799A9.dip0.t-ipconnect.de) (Ping timeout: 378 seconds)
L555[15:40:58] <MalkContent> rolling something to and from the top/bottom
L556[15:41:00] <MalkContent> bah
L557[15:41:57] <diesieben07> what? :D
L558[15:42:32] <MalkContent> placing the icons on the right sides is easy
L559[15:42:32] <sham1> I am pretty sure this is not a type of bread
L560[15:43:16] ⇦ Quits: Slikrick (~slikrick9@2601:19c:4200:5528:785d:1860:e24e:efeb) (Ping timeout: 192 seconds)
L561[15:43:28] <diesieben07> yes i know that much :P
L562[15:43:33] <MalkContent> but rolling them the right way on their new face isn't, when the icons switch from a horizontal side to top/bottom and vice versa
L563[15:43:39] <diesieben07> exactly
L564[15:43:43] <diesieben07> you just described my problem
L565[15:44:08] <MalkContent> cause it takes into account the fronts roll and heading
L566[15:44:50] <MalkContent> and then you have to map it to whatever stupid definition you have the default roll for top/bottom is
L567[15:45:18] <diesieben07> yep
L568[15:45:55] <MalkContent> god that was a butchered sentence ^^
L569[15:47:25] <MalkContent> is there a canon for the default rotation of the top/down side?
L570[15:47:29] <MalkContent> roll*
L571[15:47:49] <MalkContent> or even better, what's <your> default
L572[15:48:40] <diesieben07> for me the default is north=front and at rotation 0 up faces up and down faces down
L573[15:49:12] <tterrag> what's the best way to make my fluid able to be picked up by buckets?
L574[15:49:14] <tterrag> never actually done this
L575[15:49:25] <diesieben07> FillBucketevent
L576[15:49:33] <MalkContent> i mean
L577[15:49:45] <MalkContent> when the icon at top or bottom is NOT rolled
L578[15:50:04] <MalkContent> which cardinal direction does the bottom of each icon face
L579[15:50:04] <diesieben07> yes, default facing is that the front is facing north
L580[15:50:09] <diesieben07> wat
L581[15:50:36] <MalkContent> so far you gave me the default rotation of the block
L582[15:51:06] <MalkContent> but you can rotate (what i call roll) the icons on their face
L583[15:51:25] <diesieben07> yes, but when you know where the front faces you only need to know the roll of that front face
L584[15:51:28] <MalkContent> for the horizontal sides it's easy
L585[15:51:41] <MalkContent> wat
L586[15:51:50] <gigaherz_n> this conversation is confusing me XD
L587[15:52:02] ⇨ Joins: Cuby96 (webchat@62.68.5.200)
L588[15:52:10] <diesieben07> if you know where the front is and its roll you can determine everyything else
L589[15:52:18] <Flenix> Only just looked here, so are you trying to rotate the icon that's on the top of the block or something?
L590[15:52:22] <MalkContent> okay, since it's easy
L591[15:52:26] <MalkContent> tell me
L592[15:52:31] <tterrag> diesieben07: how exactly?
L593[15:52:33] <MalkContent> the icon on TOP of the block
L594[15:52:33] <diesieben07> i am not saying its easy.
L595[15:52:46] <diesieben07> imagine the block in its normal state
L596[15:52:59] <MalkContent> in which cardinal direction does the bottom of the icon on top face when you have the default position
L597[15:53:11] <diesieben07> north
L598[15:53:24] <MalkContent> alright, my definition, too
L599[15:53:31] <MalkContent> same thing for the bottom of the bottom icon?
L600[15:53:42] <diesieben07> yes
L601[15:53:52] <MalkContent> thx
L602[15:54:09] <MalkContent> if this turns out to be irrelevant information im gonna kick myself :D
L603[15:54:15] <diesieben07> hah
L604[15:55:11] <MalkContent> it's just easier to picture this way and if stuff in the equation cancels each other out, so be it x)
L605[15:55:33] <diesieben07> not sure what you are saying now but... ok...
L606[15:55:39] <Flenix> MalkContent, just so I understand, is this basically your issue? http://ctrlv.in/671969 (Something I worked with a very long time ago)
L607[15:55:59] <Flenix> (Ignore the amazing artwork)
L608[15:57:16] ⇨ Joins: keybounce (~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net)
L609[15:57:20] <MalkContent> uh wha?
L610[15:57:26] ⇦ Quits: Cuby96 (webchat@62.68.5.200) (Quit: Web client closed)
L611[15:57:47] <MalkContent> i don't "want" it in any special way
L612[15:57:59] ⇨ Joins: ThePsionic (~ThePsioni@82-136-247-89.ip.telfort.nl)
L613[15:59:13] <Flenix> Alright. Wasn't sure what the issue was, thought you were having trouble with icon rotations on different sides. you can ignore me now as I probably can't help :P
L614[15:59:28] ⇨ Joins: Cuby96 (webchat@62.68.5.200)
L615[15:59:40] <diesieben07> that is exactly the issue we are having :P
L616[16:00:47] ⇦ Quits: _3lionz_ (~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net) (Quit: Leaving)
L617[16:01:09] <MalkContent> flenix: just now i mostly wanted to know siebens default rotation for the top icon
L618[16:02:36] ⇨ Joins: orthoplex64 (~orthoplex@173.227.72.119)
L619[16:02:49] ⇨ Joins: _3lionz_ (~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net)
L620[16:04:08] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Read error: Connection reset by peer)
L621[16:05:16] <MalkContent> yay triple array x)
L622[16:06:24] <Ordinastie> diesieben07, omg, you're still on that rotation stuff? ^^
L623[16:06:36] <diesieben07> yes
L624[16:06:38] <diesieben07> shut up.
L625[16:06:41] <MalkContent> :D
L626[16:06:45] <Flenix> Well, still not 100% sure what you're trying to do, but if something about the block rendering is throwing you off, try making your own with ISBRH. That way you'll either A) figure out what is confusing you by reading the render code, or B) just get your own working render that does exactly what you want anyway.
L627[16:07:11] <ThePsionic> When you say "triple array" do you mean int[int[int[]]] or int[][][]
L628[16:07:12] <diesieben07> the thing is that i want this to be universal, so no isbrh
L629[16:07:35] <diesieben07> if i could use isbrh i would have been done 2 weeks ago
L630[16:07:44] <MalkContent> int[][][]
L631[16:07:56] <ThePsionic> Oh so just a three-dimensional array
L632[16:08:09] <MalkContent> yea
L633[16:08:20] <fry> wtf is int[int[int[]]]
L634[16:09:13] <MalkContent> well it's not just a three-dimensional array apparently
L635[16:09:27] <TehNut> It's an unexpected token according to IDEA
L636[16:13:46] <tterrag> yes, that's not how arrays work :P
L637[16:14:07] <tterrag> you do not put anything inside the brackets ever
L638[16:14:19] <tterrag> brackets just mean "an array of whatever is before this"
L639[16:14:42] ⇨ Joins: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl)
L640[16:15:46] ⇦ Quits: cobra (~cobra@HSI-KBW-078-042-231-115.hsi3.kabel-badenwuerttemberg.de) (Quit: cobra)
L641[16:21:28] ⇦ Quits: RedBullWasTaken (~RedBull@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed the connection)
L642[16:22:28] <gigaherz_n> tterrag: well some languages have actual muti-dimensional arrays like int[,,] which means a 3D grid of as-yet-unspecified dimensions ;P
L643[16:22:41] *** CrystalMare is now known as Crystal|AFK
L644[16:23:10] <fry> int[int[int[]]] is still nonsense
L645[16:24:22] <gigaherz_n> yeah I don't deny that
L646[16:24:30] <heldplayer> int[int[int[]]] someShit = new int[{new int[{new int[{1, 2}], new int[{3, 4}], new int[{5, 6}], new int[{new int[{7, 8}], new int[{9, 10}], new int[{11, 12}]}]}]
L647[16:24:31] <gigaherz_n> I was just referring to the "ever" ;PO
L648[16:24:57] <gigaherz_n> heldplayer: what would that syntax do? ;P
L649[16:24:59] *** bilde2910 is now known as bilde2910|away
L650[16:25:00] <heldplayer> Why? Because I like to watch the world burn
L651[16:25:09] <Rallias> So... when I try to do aught with gradle, it drops into a futex_wait loop... how do I fix it?
L652[16:25:27] <gigaherz_n> unless your pseudocode is from a langauge that has syntax-integrated tuples
L653[16:25:29] <gigaherz_n> AND
L654[16:25:33] <tterrag> gigaherz_n: why would I be talking in the context of any language but java :P
L655[16:25:51] <Rallias> tterrag, If you're using scala
L656[16:25:57] <gigaherz_n> can initialize an array based on the dimensions of another array
L657[16:25:59] <heldplayer> gigaherz_n: create a new 3-dimensional array of ints, with 2 2-dimensional arrays of ints, with 3 1-dimensional arrays of ints, with 2 ints
L658[16:26:31] <gigaherz_n> where each element of the array is the number of items in said dimension
L659[16:26:36] <heldplayer> Values are in order: 1 2 3 4 5 6 7 8 9 10 11 12
L660[16:28:24] <MalkContent> diesieben07: rotation matrix
L661[16:28:46] <diesieben07> great :D
L662[16:28:53] <diesieben07> pain in the butt to make but... i guess so
L663[16:30:06] <gigaherz_n> hmm there's one crazy way in which int[int[]] would "make sense" (in relative terms): if it's an array where the number of dimensions, and the size of each dimension, is defined by the contents of another array, dynamically
L664[16:30:15] <gigaherz_n> but thinking of such a structure already gives me headaches
L665[16:30:21] <gigaherz_n> I can't imagine int[int[int[]]]
L666[16:30:22] <MalkContent> you can define sides completely
L667[16:30:42] <MalkContent> by chosing, say, their lower right corner
L668[16:31:16] <MalkContent> then you have the heading of the face and the roll of the icon by the coordinates of that corner
L669[16:31:56] <diesieben07> uhhh
L670[16:31:58] <diesieben07> maybe
L671[16:32:30] * fry mumbles something about symmetry again
L672[16:32:42] <MalkContent> and you can rotate those by matrix more or less pretty easily
L673[16:33:35] <MrKickkiller> !gm func_152102_a
L674[16:33:56] <MrKickkiller> !gm func_77976_d
L675[16:34:42] <MalkContent> so the only problem is defining corner coordinates from the initial rotation/roll, which i'd just do in a -1,-1,-1, -> 1,1,1 cube, and then returning it back after the matrix
L676[16:34:48] <MalkContent> but that shouldn't be too hard
L677[16:35:06] <diesieben07> tbh i have no idea what you are talking about
L678[16:35:23] <fry> applying the rotation to the cube is the easy part
L679[16:35:39] <fry> specifying the set of allowed rotations is the hard part
L680[16:36:19] * diesieben07 points to tomorrow
L681[16:36:22] * diesieben07 goes to bed
L682[16:36:42] <MalkContent> aw
L683[16:36:55] <MalkContent> well he said all rotations are allowed
L684[16:37:02] <diesieben07> theoretically
L685[16:37:09] <diesieben07> but specifiying the set is easy, too
L686[16:37:19] <diesieben07> you just say "this face can be front with these rotations"
L687[16:37:45] ⇦ Quits: Mysticdrew (sid103488@2604:8300:100:200b:6667:5:1:9440) (Ping timeout: 206 seconds)
L688[16:37:53] <MalkContent> the thing is you can reduce a face with it's heading and roll to a single vector
L689[16:37:57] <gigaherz_n> "this face is front" is 2/3 of the rotation, yo ustill need to decide which side of the face is "up
L690[16:38:13] <diesieben07> yes that is "these rotations" ;)
L691[16:38:20] <diesieben07> the rotations of the front face
L692[16:38:21] <gigaherz_n> uh
L693[16:38:24] <gigaherz_n> yes
L694[16:38:27] <gigaherz_n> stupid brain
L695[16:38:33] <fry> it's not intuitive to specify it this way :P
L696[16:38:36] <gigaherz_n> somehow decided to ignore all the words afterward
L697[16:38:37] <MalkContent> and a vector you can easily throw into a rotation matrix
L698[16:38:50] <diesieben07> yes and that helps me how? :D
L699[16:39:17] ⇦ Quits: Telshin (sid114244@id-114244.brockwell.irccloud.com) (Ping timeout: 378 seconds)
L700[16:39:39] <MalkContent> the rotation matrix is easy to create and doesn't care about our definitions of the icons roll
L701[16:39:53] <fry> quats ftw :P
L702[16:40:00] <gigaherz_n> so is a ... fry was first.
L703[16:40:08] * diesieben07 is too tired for this
L704[16:40:11] <diesieben07> but i think iget the idea
L705[16:40:35] <fry> there's only 24 rotations of the cube anyway, using an int is not a bad idea :P
L706[16:40:41] <gigaherz_n> thing is, in the end it's just easier to have roll,pitch,yaw, as 3 separate values, that for cubes, would be 0..3 each ;P
L707[16:41:09] <fry> 24-element enum is probably the best choice
L708[16:41:16] <gigaherz_n> yes, it has duplicates, but meh
L709[16:41:28] <MalkContent> if you'd have roll pitch yaw as input, the rotation matrix becomes super trivial :D
L710[16:42:02] <gigaherz_n> can Java's enum contain duplicate values?
L711[16:42:13] <diesieben07> depends on what you mean by that
L712[16:42:17] <gigaherz_n> enum X{
L713[16:42:19] <gigaherz_n> A=0,
L714[16:42:20] <gigaherz_n> b=0
L715[16:42:21] <gigaherz_n> }
L716[16:42:24] <diesieben07> sure
L717[16:42:35] <diesieben07> enum instances are just objects with ptentially fields in them
L718[16:42:45] <tterrag> you don't assign java enums
L719[16:42:48] <tterrag> that class is invalid :P
L720[16:42:56] <MalkContent> thing is if i do a int[][][] for the mapping
L721[16:43:15] <gigaherz_n> tterrag: then, can you define values for the elements?
L722[16:43:24] <tterrag> the elements are the values
L723[16:43:40] <tterrag> they are instances of the enum class
L724[16:43:41] <gigaherz_n> wait
L725[16:43:41] <MalkContent> it'd be [6][6][6], either with unused mappings or doubles
L726[16:43:46] <gigaherz_n> I just understood what diesieben07 meant
L727[16:43:56] <gigaherz_n> so java's enum are NOT ints
L728[16:44:05] <diesieben07> indeed
L729[16:44:10] <diesieben07> they are normal objects
L730[16:44:15] <gigaherz_n> ahh that makes sense, and sucks at the sme time XD
L731[16:44:30] <tterrag> they are objects with a defined order and index however
L732[16:44:35] <tterrag> so they can be "converted" to an int
L733[16:44:36] <gigaherz_n> good thing I haven't had the need to use enums that way
L734[16:44:48] <gigaherz_n> tterrag: yeah but then you can't have two items with the same "ordinal"
L735[16:45:06] <tterrag> no, that would break the idea of what enums are
L736[16:45:27] <gigaherz_n> I guess
L737[16:45:50] <gigaherz_n> in C, enums are just collections of constants, the value is arbitrary and unordered, but essentially an integer
L738[16:46:02] <fry> it's like complaining that primary key in the database can't have the same values
L739[16:46:08] <fry> that's the point of it :P
L740[16:46:13] <gigaherz_n> if unspecified, they just get successive numbers, but there's nothing preventing you to repeat them
L741[16:46:19] <tterrag> seems dumb to me
L742[16:46:21] <MalkContent> but srsly 7
L743[16:46:22] <tterrag> enum is short for enumeration
L744[16:46:35] <tterrag> which means it should be a defined set of objects with order and index
L745[16:46:39] <fry> C enums are C enums, java enums are java enums
L746[16:46:42] <tterrag> repeating indeces breaks that definition
L747[16:46:44] <tterrag> but whatever
L748[16:46:55] <fry> they're simular in some ways, different in others
L749[16:46:58] <gigaherz_n> yeah
L750[16:47:01] <fry> both are useful
L751[16:47:04] <diesieben07> malk: ?
L752[16:47:08] <MalkContent> you should be able a rotation matrix from the front faces origin and destination and the rest is just thrown into the matrix
L753[16:47:11] <gigaherz_n> I'm just not used to having that extra assumption ;P
L754[16:47:17] <MalkContent> able to create*
L755[16:47:26] <fry> MalkContent: yes, you can, and? :P
L756[16:47:30] <diesieben07> origin? destintion?
L757[16:47:33] <tterrag> why would repeats be useful? I don't see it
L758[16:47:44] ⇨ Joins: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L759[16:48:04] <MalkContent> well the origin being north with 0 roll and the destination is where you wanna have it
L760[16:48:16] <MalkContent> or rather their specific vectors
L761[16:48:17] <gigaherz_n> in C#, if you do enum A{X=0,Y=1,Z=2}, var m=A.Z; and you write m to console, it prints Y
L762[16:48:24] <fry> tterrag: they're useful in the same way as a normal field in the enum is useful :P
L763[16:48:26] <gigaherz_n> eh, Z=1**
L764[16:48:34] <diesieben07> and that gives me the icons how? :D
L765[16:48:41] <diesieben07> yes it tells me the vectors, all good and well,, i can do that.
L766[16:48:44] <diesieben07> thats just vector maths
L767[16:49:01] <MalkContent> it tells you all other 5 specific destination vectors
L768[16:49:02] ⇨ Joins: Thutmose (~elpat@cpe-225-199-193-104.caribcable.com)
L769[16:49:16] <diesieben07> nice
L770[16:49:19] <diesieben07> and that gives me the icons how? :D
L771[16:49:26] <MalkContent> and you do know that these vectors are in the lower right corner of your icons :P
L772[16:49:34] <fry> diesieben07: ForgeDirection.getRotation, I think you knew that already though>
L773[16:49:36] <fry> *?
L774[16:49:41] <diesieben07> yes of course
L775[16:49:41] <MalkContent> or what ever corner you define
L776[16:49:48] <diesieben07> that doesnt help me rotate the faces themselves
L777[16:49:54] <tterrag> gigaherz_n: A.Z what does that mean?
L778[16:49:55] <fry> it does
L779[16:49:58] <MalkContent> yes it does
L780[16:50:00] <diesieben07> it does not
L781[16:50:09] <diesieben07> ForgeDirection has no concept of "this face is rotated"
L782[16:50:12] <fry> you rotate the face-up vector
L783[16:50:17] <MalkContent> o. derp
L784[16:50:22] <fry> and get the new face-up
L785[16:50:25] <diesieben07> great
L786[16:50:35] ⇨ Joins: Mysticdrew (Mysticdrew@24-183-50-233.dhcp.mdsn.wi.charter.com)
L787[16:50:37] <diesieben07> that tells me NOTHING about which icons i need to rotate how many degree
L788[16:51:13] * MalkContent ghostly wispers
L789[16:51:24] <MalkContent> rotation matrix and specific vectors dooooooooo
L790[16:51:27] <gigaherz_n> tterrag: enum Something{A=0,B=1,C=1}, var x=Something.A; Console.Write(x) prints "B";
L791[16:51:38] <diesieben07> No they dont.
L792[16:51:39] <gigaherz_n> GAH
L793[16:51:41] <gigaherz_n> can't type
L794[16:51:42] <MalkContent> yea they do
L795[16:51:46] <diesieben07> how? :D
L796[16:51:48] <gigaherz_n> tterrag: enum Something{A=0,B=1,C=1}, var x=Something.C; Console.Write(x) prints "B";
L797[16:51:53] <gigaherz_n> I'll now return to my corner
L798[16:52:09] <gigaherz_n> since apparently my brain insists on trolling me
L799[16:52:26] <MalkContent> because if you turn all your faces+icons into their specific vector
L800[16:52:37] <diesieben07> how does an icon have a vector?
L801[16:52:41] <diesieben07> an icon is a png file.
L802[16:52:43] <tterrag> oh
L803[16:52:46] <tterrag> yeah but how is that useful?
L804[16:52:53] <tterrag> that doesn't really show me a usage
L805[16:52:56] <tterrag> why not just use Something.B
L806[16:52:58] <MalkContent> then create the rotation matrix from where the northside is and how it is rolled to where you want to do and how you want it rolled
L807[16:53:01] <fry> diesieben07: you decompose the final rotation in 2 steps - first one rotates the cube without toching the face (6 variants), second rotates the face (4 variants); this decomposition depends on what face you're operating on
L808[16:53:06] <gigaherz_n> tterrag: suppose you make an enum, with all the possible rotations of a block
L809[16:53:08] <gigaherz_n> like
L810[16:53:12] <MalkContent> you throw all other 5 vectors into that matrix
L811[16:53:26] <gigaherz_n> Rotations{ Roll0Pitch0Yaw0, Roll1Pitch0Yaw0, ...)
L812[16:53:36] <diesieben07> yes.
L813[16:53:38] <MalkContent> and know the rotation and icon roll of them by the post-matrix specific vector
L814[16:53:49] <diesieben07> now, example: front is north and rotated twice
L815[16:53:54] <gigaherz_n> you'll have values that will result in the same effective matrix
L816[16:54:03] <diesieben07> how do I now know how much i need to rotate the icon on the west facing face?
L817[16:54:27] <fry> you see what face becomes the west face
L818[16:54:34] <MalkContent> you create the specific vector for the north face
L819[16:54:39] <diesieben07> yes, that is the easy part.
L820[16:54:41] <fry> by rotating the "WEST" vector backwards
L821[16:54:41] <diesieben07> which works.
L822[16:54:44] <gigaherz_n> so you can either have a table of matrices with duplicate entries
L823[16:54:49] <diesieben07> i know WHICH icon i need to use
L824[16:54:53] <diesieben07> i dont know its rotation.
L825[16:54:56] <fry> then, you subtract this rotation from the final rotation
L826[16:55:03] <fry> and you're left with the face rotation
L827[16:55:05] <gigaherz_n> or, if you can have aliased values, you could just have a shorter table without the duplicates
L828[16:55:18] <diesieben07> no i am not...
L829[16:55:29] <MalkContent> god these dual conversations
L830[16:55:31] <diesieben07> in this case UP becomes the west face
L831[16:55:34] <tterrag> gigaherz_n: still seems like you are forcing it to have a use. seems like there are better ways to do that than an enum
L832[16:55:35] <gigaherz_n> sorry
L833[16:55:36] <fry> this face rotation is 3d
L834[16:55:36] <diesieben07> but how much rotated UP?
L835[16:56:13] <fry> you need to convert it to 2d, for example, by transforming it using the part you "subtracted"
L836[16:56:18] <MalkContent> fry, the problem is how the icons are rolled
L837[16:56:24] <MalkContent> not on which side they are
L838[16:56:27] <diesieben07> wat
L839[16:56:33] <gigaherz_n> tterrag: actually yeah I'll shut up, C# enums are like Java enums, except you CAN NOT get their "index", and they all have a mandatory int field which has a default value assigned in a succession if you didn't have an explicit one
L840[16:56:34] <diesieben07> what on earth is a 3rd rotation
L841[16:56:40] <fry> I'm saying EXACTLY how to determine how icons are rolled
L842[16:56:50] <diesieben07> no you are not
L843[16:56:52] <diesieben07> tell me.
L844[16:56:58] <diesieben07> north is front, rotated once
L845[16:57:01] <fry> let's say A is the global rotation
L846[16:57:06] <diesieben07> how much is the west face (which is the top icon) rotated?
L847[16:57:36] <tterrag> gigaherz_n: I've seen C# enums and I don't like them :P
L848[16:57:52] <fry> V is the ForgeDirection vector that points from the center of the cube through the face you want to know about
L849[16:58:00] ⇦ Quits: _3lionz_ (~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net) (Ping timeout: 378 seconds)
L850[16:58:10] <diesieben07> WAAAA
L851[16:58:15] <MalkContent> :D
L852[16:58:21] <fry> A^-1 * V = V0, V0 is the original face
L853[16:58:25] <diesieben07> since when is FD a vector?
L854[16:58:38] <fry> vector corresponding to FD, whatever
L855[16:58:46] <fry> (0, 1, 0) for UP
L856[16:58:48] <fry> e.t.c.
L857[16:58:51] <diesieben07> ok
L858[16:58:52] <fry> so
L859[16:58:57] <tterrag> gigaherz_n: enum abuse: https://github.com/Chisel-Team/Chisel/blob/1.7/dev/src/main/java/team/chisel/Features.java
L860[16:59:07] <fry> B is the rotation from V0 to V
L861[16:59:18] <diesieben07> so B is a matrix?
L862[16:59:27] <fry> you can get it by doing cross product between V0 and V
L863[16:59:43] <fry> either matrix, or the element of out magical 24-element enum
L864[16:59:47] <fry> doesn't matter
L865[16:59:49] <diesieben07> ok
L866[17:00:01] <fry> A is one of the 24 rotations
L867[17:00:12] <fry> B can only have 6 different values
L868[17:00:22] <diesieben07> what is A?
L869[17:00:29] <fry> 02:08 forge @fry | let's say A is the global rotation
L870[17:00:41] <fry> A is your global cube rotation
L871[17:00:45] <fry> that you want to apply
L872[17:00:58] <diesieben07> uuhhh ok
L873[17:01:00] <fry> and are trying to know stuff for faces about
L874[17:01:03] <diesieben07> yeah ok
L875[17:01:10] <fry> so, we have B now
L876[17:01:35] ⇨ Joins: Mysticdrew_ (sid103488@id-103488.brockwell.irccloud.com)
L877[17:01:36] ⇦ Quits: Mysticdrew (Mysticdrew@24-183-50-233.dhcp.mdsn.wi.charter.com) ()
L878[17:01:36] *** Mysticdrew_ is now known as Mysticdrew
L879[17:01:39] <diesieben07> B is the rotation from NORTH to current front?
L880[17:02:17] <fry> why?
L881[17:02:31] <diesieben07> i am trying to understand what you are telling me... :D
L882[17:02:46] <diesieben07> if that was not right, what IS B=
L883[17:02:52] <diesieben07> ?
L884[17:02:52] <fry> I'm telling you exactly how compute B
L885[17:03:02] <diesieben07> yes but WHAT IS IT? :D
L886[17:03:08] <diesieben07> what do i do with this computed thing
L887[17:03:16] <fry> I'm getting to that
L888[17:03:20] <diesieben07> ok...
L889[17:04:25] <fry> so, C = A * (B^-1)
L890[17:04:38] <fry> A = C * B
L891[17:05:07] <fry> B is rotating the cube so that the face we're focused on is moving
L892[17:05:09] <MalkContent> if he just says chickenbutt at the end of this i'm gonna cry from joy ^^
L893[17:05:29] <fry> then C only rotates said face
L894[17:06:14] <diesieben07> ok
L895[17:06:15] <fry> so, now we know C, but it's in the global coords, and not in the face-local coords
L896[17:06:29] <diesieben07> wat
L897[17:06:33] <fry> all we have to do is transform it to the face-local coords
L898[17:07:29] <fry> which is done like so: C2 = (B^-1) * C * B
L899[17:07:50] <fry> which can be simplified to C2 = (B^-1) * A
L900[17:08:25] <diesieben07> one question, what are all these things? matrices? vectors?
L901[17:08:32] <diesieben07> and how does this c2 help me now?
L902[17:08:37] <tterrag> matrices based on the math he's doing :P
L903[17:08:43] <fry> C2 * face = rotated face
L904[17:08:47] ⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read error: Connection reset by peer)
L905[17:08:59] <fry> assuming face is Z=0 or smth like that
L906[17:09:09] <fry> A, B, C, C2 are linear operators
L907[17:09:23] <fry> you can represent them by matrices, quats, or whatever
L908[17:09:26] <diesieben07> Z=0??? linear operators?
L909[17:09:39] <fry> rotations
L910[17:09:58] <fry> cube-to-cube rotations even, in this case
L911[17:10:08] <diesieben07> so a rotation matrix
L912[17:10:23] <fry> it's inefficient to represent them as a matrix, but sure
L913[17:10:39] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L914[17:10:41] <diesieben07> so if i do that i get a C2 as a matrix in the end
L915[17:10:51] <diesieben07> how does that tell me how much to rotate the icon on the west face
L916[17:10:54] <diesieben07> you still havent told me that .D
L917[17:10:59] <diesieben07> i need a number 0-3
L918[17:11:02] <fry> 02:20 forge @fry | C2 * face = rotated face
L919[17:11:03] <gigaherz_n> you precalculate atable ;P
L920[17:11:10] <diesieben07> so i need a table
L921[17:11:12] <gigaherz_n> and forget all this crazyness XD
L922[17:11:16] <diesieben07> great, then i dont need all this crap :D
L923[17:11:16] <gigaherz_n> no you don't NEED one
L924[17:11:16] <fry> C2 will only have 4 possible values
L925[17:11:23] <gigaherz_n> but if you make one
L926[17:11:25] <diesieben07> i thoguth c2 was a matric
L927[17:11:27] <fry> seriously
L928[17:11:40] <fry> C2 will be the rotation you want
L929[17:11:45] <diesieben07> but its a MATRIX
L930[17:11:52] <diesieben07> a matrix doesnt tell me shit about an icon...
L931[17:11:56] * diesieben07 doesnt see it
L932[17:12:02] <tterrag> rotations are a matrix
L933[17:12:04] <fry> IT'S AN ELEMENTS OF THE GROUP OF ROTATIONS OF THE CUBE
L934[17:12:16] <fry> there are 24 elements in that group
L935[17:12:22] <diesieben07> yup
L936[17:12:29] <fry> and we can't leave that group, by using group operations
L937[17:12:35] <diesieben07> yes
L938[17:12:41] <fry> if you represent it as an enum - you'll get the enum value at the end
L939[17:12:49] <diesieben07> yes
L940[17:12:56] <fry> and C2 can only have 4 values
L941[17:13:01] <diesieben07> yes
L942[17:13:11] <diesieben07> but which of those is wich amount of rotation?
L943[17:13:12] <gigaherz_n> wait, diesieben07: you want to know like "west":"icons/north_90", or you want to blindly draw a cube given an orientation?
L944[17:13:18] <fry> identity, rotate by 90, 180, or 270 around the Z axis
L945[17:13:29] ⇨ Joins: Telshin (sid114244@id-114244.brockwell.irccloud.com)
L946[17:13:39] <fry> you can tell whixh is which by looking at the element you get
L947[17:13:40] <diesieben07> since when are we rotating around axes again? :/
L948[17:13:44] <fry> -_-
L949[17:13:51] <diesieben07> gigaherz: the former.
L950[17:14:01] <fry> it's what the element is called
L951[17:14:10] <fry> you have 24 elements
L952[17:14:13] <gigaherz_n> ok so you will have pre-rotated icons, and you want to know which one to use, that's best with a table.
L953[17:14:16] <diesieben07> the element would be called NORTH@90
L954[17:14:19] ⇦ Quits: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at) (Read error: Connection reset by peer)
L955[17:14:22] <fry> whatever
L956[17:14:27] <fry> NORTH@90 then
L957[17:14:31] <diesieben07> which doesnt tell me SHIT what to o about the west icon.
L958[17:14:39] <gigaherz_n> yes it does
L959[17:14:41] <gigaherz_n> sorta
L960[17:14:43] <diesieben07> well yeah
L961[17:14:48] <diesieben07> i need to know how to get to that information+
L962[17:14:48] <fry> it's in the LOCAL space of the icon
L963[17:14:52] <gigaherz_n> you know that
L964[17:14:57] <fry> LOCAL is the keyword
L965[17:14:59] <gigaherz_n> the original "up"
L966[17:15:03] <gigaherz_n> is the "up" from the west face
L967[17:15:11] <gigaherz_n> so if you have north in front
L968[17:15:14] <diesieben07> i have no idea what you mean by local
L969[17:15:20] <gigaherz_n> west's up must be facing north
L970[17:15:24] <fry> X is U, Y is V
L971[17:15:33] <fry> Z is perpendicular to the icon
L972[17:15:37] <gigaherz_n> so basically, knowing which angle to draw the icon
L973[17:15:51] <gigaherz_n> is firugin out where "up" ends up after rotating
L974[17:15:58] <gigaherz_n> figuring*
L975[17:16:05] <diesieben07> yes. which is what i am asking...
L976[17:16:05] <fry> go sleep, it'll make more sense in the morning.
L977[17:16:05] <gigaherz_n> that's all the info you need
L978[17:16:25] <diesieben07> i will throw matrices at it in the momrning and me even more sad
L979[17:16:27] <diesieben07> but oh well
L980[17:20:40] <MalkContent> half way through that started to make sense to me but i got lost again
L981[17:20:47] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 192 seconds)
L982[17:20:56] <MalkContent> also i can't find forgedirection in forge for 1.8
L983[17:21:12] <Thutmose> use enumfacing instead
L984[17:21:35] <MalkContent> ty
L985[17:22:06] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L986[17:22:45] <MalkContent> o lord it's too late for this
L987[17:22:50] <MalkContent> making my head spin
L988[17:22:59] <MalkContent> get it?
L989[17:23:02] *** K-4U is now known as K-4U|Off
L990[17:23:05] <MalkContent> because of the rotations
L991[17:23:11] <MalkContent> hey lana, get it?
L992[17:23:13] <MalkContent> lana
L993[17:23:16] <MalkContent> LANAAA
L994[17:23:21] <fry> https://s3.amazonaws.com/static.carthrottle.com/workspace/uploads/comments/3bb9ddd7-e4f1-4f11-9dd6-5074e94aa06f.jpg
L995[17:23:26] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8d872d48.access.telenet.be) (Quit: Leaving)
L996[17:23:36] <MalkContent> <3
L997[17:23:57] * Thutmose is re-writing the move animation code for Pokecube for 1.8, the old system involved lots and lots of particles, It seems like it could do with re-writing
L998[17:25:02] ⇨ Joins: Mitchellbrine (uid38456@id-38456.tooting.irccloud.com)
L999[17:25:07] <diesieben07> fry i think i got it now
L1000[17:25:13] <diesieben07> will try to put it into code tomorrow
L1001[17:25:17] <fry> hehehe
L1002[17:27:02] <MalkContent> this looks similar in messiness to the mapping i had started, so i'm already pretty happy that i might not have been too far off before i said "screw it, matrix"
L1003[17:31:24] ⇨ Joins: _3lionz_ (~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net)
L1004[17:36:12] ⇦ Quits: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L1005[17:38:06] *** Ashlee is now known as Ashleep
L1006[17:39:36] ⇦ Quits: VikeStep (~VikeStep@101.184.94.18) (Killed (NickServ (GHOST command used by VikeStepFTB)))
L1007[17:41:02] <MalkContent> imma read that again tomorrow to make sure i read that correctly, but it sure is handy
L1008[17:41:12] <MalkContent> thx fry
L1009[17:41:14] ⇦ Quits: Szernex (~Szernex@194-166-195-240.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L1010[17:41:24] ⇦ Quits: MalkContent (MalkConten@p4FDCC220.dip0.t-ipconnect.de) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L1011[17:47:23] ⇦ Quits: untamemadman (~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net) (Ping timeout: 206 seconds)
L1012[17:49:01] ⇦ Quits: Cuby96 (webchat@62.68.5.200) (Quit: Web client closed)
L1013[17:49:53] ⇦ Quits: ThePsionic (~ThePsioni@82-136-247-89.ip.telfort.nl) (Quit: Leaving)
L1014[17:54:08] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: Leaving)
L1015[18:02:48] ⇨ Joins: robert_ (~hellspawn@static-96-254-212-18.tampfl.fios.verizon.net)
L1016[18:03:25] <robert_> are there any forge mods that prevent players from breaking blocks?
L1017[18:08:04] <AbrarSyed> see sponge
L1018[18:08:05] <gigaherz_n> in what sense?
L1019[18:08:14] <gigaherz_n> vanilla adventure mode already does that
L1020[18:09:55] <AbrarSyed> robert_, https://www.spongepowered.org/
L1021[18:11:33] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Quit: sleep, school, or food)
L1022[18:11:36] *** mumfrey is now known as Mumfrey
L1023[18:17:49] <Zaggy1024> lighting on generated models :)
L1024[18:19:32] *** MrKickkiller is now known as MrKick|Away
L1025[18:19:42] ⇨ Joins: ntzrmtthihu777 (ntzrmtthih@Join.The.DarkSide.We.Have.Coookies.Space)
L1026[18:20:19] *** ntzrmtthihu777 is now known as netz
L1027[18:22:35] *** willieaway is now known as williewillus
L1028[18:27:20] ⇨ Joins: Reika (~Reika@reika.kalseki.mods.abrarsyed.me)
L1029[18:27:43] <Zaggy1024> hm, transformed item models in blocks seem to have some weird lighting
L1030[18:28:06] ⇨ Joins: sinkillerj (~sinkiller@nc-71-49-183-12.dhcp.embarqhsd.net)
L1031[18:28:09] <Zaggy1024> http://i.imgur.com/2ITG8QM.png
L1032[18:28:18] <Zaggy1024> kinda seems like the normals aren't rotating or something
L1033[18:29:43] <netz> heh.
L1034[18:30:57] <fry> Zaggy1024: diffuse lighting is baked into the models. #blamemojang
L1035[18:31:18] <Zaggy1024> danget
L1036[18:31:46] <Zaggy1024> but that's not the case when we transform out models, only the generated one?
L1037[18:31:48] <Zaggy1024> or...
L1038[18:31:57] <Zaggy1024> do I need to worry about rotated models looking weird?
L1039[18:32:04] <netz> fry: sup man o/
L1040[18:32:08] <fry> o/
L1041[18:32:34] <netz> fry: so I've been doing a lot of usb reverse engineering lately :P
L1042[18:32:44] <fry> fun :P
L1043[18:32:59] <netz> very, learned a lot about the usb and hid protocol
L1044[18:33:16] <fry> Zaggy1024: if you're doing completely custom models - you need to bake in the diffuse lighting too
L1045[18:33:23] <fry> cause it won't be added later in the pipeline
L1046[18:33:32] <fry> cause it's present in vanilla models
L1047[18:33:57] <Zaggy1024> gosh, maybe BakedQuad or whatever needs a flag to allow relighting
L1048[18:34:19] <netz> hah.
L1049[18:34:27] <fry> there are too many already. maybe. :P
L1050[18:37:19] <Zaggy1024> oh I was talking about json models or obj or b3d
L1051[18:37:32] <Zaggy1024> not custom IModels or whatever
L1052[18:38:03] <fry> obj and b3d bake that part of the lighting, cause json does
L1053[18:38:09] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 378 seconds)
L1054[18:38:21] <fry> it happens at the last point though, after the transformations
L1055[18:38:32] <Thutmose> has anyone made something that exports models made in tabula/techne to a json, obj or b3d?
L1056[18:38:46] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1057[18:42:33] *** williewillus is now known as willieaway
L1058[18:44:46] <tterrag> Thutmose: kihira made something I think
L1059[18:44:52] <tterrag> not sure what it was called exactly
L1060[18:52:31] *** AbrarSyed is now known as Abrar|gone
L1061[18:55:22] ⇨ Joins: mezz_ (~quassel@2601:641:4000:82f9:acbf:b9ab:c792:dd6a)
L1062[18:55:30] *** tterrag is now known as tterrag|away
L1063[18:58:03] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:c41e:f06c:3055:899f:7423)
L1064[18:58:18] ⇦ Quits: mezz (~quassel@2601:641:4000:82f9:f4b7:c4a0:7f9b:863b) (Ping timeout: 192 seconds)
L1065[19:08:09] ⇦ Quits: Purebe (~Purebe@68-70-81-98.static.kc.surewest.net) (Ping timeout: 206 seconds)
L1066[19:08:43] ⇨ Joins: Purebe (~Purebe@68-70-81-98.static.kc.surewest.net)
L1067[19:12:28] ⇦ Quits: Purebe (~Purebe@68-70-81-98.static.kc.surewest.net) (Ping timeout: 192 seconds)
L1068[19:13:50] ⇦ Quits: Davnit (~Davnit@71-47-89-196.res.bhn.net) (Read error: Connection reset by peer)
L1069[19:16:21] ⇨ Joins: Davnit (~Davnit@71-47-89-196.res.bhn.net)
L1070[19:16:45] ⇦ Quits: hanzou (webchat@173.247.193.180) ()
L1071[19:17:36] ⇨ Joins: Purebe (~Purebe@2601:300:8000:cc62:c83:8bc8:1202:67b)
L1072[19:20:32] ⇦ Quits: Davnit (~Davnit@71-47-89-196.res.bhn.net) (Client Quit)
L1073[19:20:44] ⇨ Joins: Davnit (~Davnit@71-47-89-196.res.bhn.net)
L1074[19:38:07] ⇨ Joins: Tristaric (~Tristaric@2605:6001:e00a:c100:f1be:3ee:a50e:2838)
L1075[19:38:56] ⇦ Quits: auenfx4 (David@120.155.97.223) (Remote host closed the connection)
L1076[19:39:54] ⇨ Joins: auenfx4 (David@120.155.97.223)
L1077[19:46:47] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8002:ea78:98ff:cb8:3763:2d07)
L1078[20:02:15] ⇦ Quits: Davnit (~Davnit@71-47-89-196.res.bhn.net) (Read error: Connection reset by peer)
L1079[20:02:26] ⇦ Quits: Upthorn (~ogmar@108-85-88-195.lightspeed.frokca.sbcglobal.net) (Ping timeout: 190 seconds)
L1080[20:05:03] ⇨ Joins: Davnit (~Davnit@71-47-89-196.res.bhn.net)
L1081[20:12:28] ⇦ Quits: _3lionz_ (~3z@cpc72417-sotn15-2-0-cust347.15-1.cable.virginm.net) (Read error: Connection reset by peer)
L1082[20:12:56] ⇨ Joins: GeoDoX (~GeoDoX@bas1-cornwall24-845467208.dsl.bell.ca)
L1083[20:13:24] <GeoDoX> I seriously hate Windows 10
L1084[20:13:34] ⇦ Parts: Tristaric (~Tristaric@2605:6001:e00a:c100:f1be:3ee:a50e:2838) (The Voidarean empire will rise. Rise and cast off the shackles of your oppresive american regime.))
L1085[20:15:34] <Zaggy1024> I kinda want to make an option for generated item models that uses 0.0625 sized cubes to get rid of those pixel sized holes
L1086[20:15:47] <Zaggy1024> framerate be damned :)
L1087[20:16:52] <Zaggy1024> ..or does it do that already, in which case, why are there those visible gaps?
L1088[20:17:25] <gigaherz_n> what? XD
L1089[20:18:38] <tterrag|away> it's an aliasing issue
L1090[20:18:45] ⇦ Quits: KGS (~KGS@h-46-59-33-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L1091[20:18:46] <tterrag|away> gigaherz_n: go hold a sword
L1092[20:18:55] <tterrag|away> there will be aliasing "gaps" between the edges
L1093[20:18:56] <tterrag|away> white lines
L1094[20:18:59] <Zaggy1024> http://i.imgur.com/HGluNHc.png
L1095[20:20:46] <gigaherz_n> Oh
L1096[20:20:48] <Zaggy1024> looking at the code, yeah, it does make cubes with culled faces where they aren't needed
L1097[20:20:58] <Zaggy1024> which makes me question why there's this issue
L1098[20:21:38] <gigaherz_n> rounding error?
L1099[20:21:40] <Zaggy1024> maybe it doesn't put the uvs of all the vertices at the center of the pixels, so it catches a bit of the transparency from the neighboring texel
L1100[20:21:47] <Zaggy1024> yeah undoubtedly, but it should be avoidable
L1101[20:21:52] <Zaggy1024> I _think_
L1102[20:21:56] *** Mumfrey is now known as mumfrey
L1103[20:21:58] <gigaherz_n> I assumed the tesellated items used fixed color without texturing
L1104[20:22:21] <Zaggy1024> naw it maps to the item texture
L1105[20:22:29] <gigaherz_n> ewh
L1106[20:24:28] *** mezz_ is now known as mezz
L1107[20:26:55] <Zaggy1024> it seems as though it's caused by the vertex positions not matching up perfectly, rather than the texture
L1108[20:28:59] ⇨ Joins: Kotoro[LT] (~Kotoro@c-73-16-181-218.hsd1.ct.comcast.net)
L1109[20:32:33] <gigaherz_n> Zaggy1024: yeah that was my guess
L1110[20:32:42] <gigaherz_n> it happens quite easily while doing 3d stuff
L1111[20:33:06] <gigaherz_n> just something like
L1112[20:33:14] <Zaggy1024> seems strange, though, because the positions should come out the same
L1113[20:33:16] <gigaherz_n> calculating the left/right location each iteration
L1114[20:33:20] <gigaherz_n> instead of reusingthe previous value
L1115[20:33:26] <gigaherz_n> can cause the new number to round up instead of down
L1116[20:33:48] <gigaherz_n> and you get a tiny gap after you upload to the gpu
L1117[20:34:06] <gigaherz_n> the vertex positions themselves wouldn't really change
L1118[20:34:19] <gigaherz_n> but you get slightly different starting points, in the rows of the triangles
L1119[20:34:32] <gigaherz_n> causing those single-pixel gaps
L1120[20:35:04] <Zaggy1024> it's calculating from integers so unless Java is stupid, it should put them in the exact same positions :\
L1121[20:36:47] <Zaggy1024> ah I just realized I forgot that the side faces aren't made up of multiple pixel sized ones
L1122[20:36:51] <Zaggy1024> I guess that's probably the problem
L1123[20:39:07] <gigaherz_n> wel ltherer must be a slight rounding error somewhere
L1124[20:39:12] <gigaherz_n> ;P
L1125[20:39:30] <gigaherz_n> it doens't happen in between world blocks or other similar stuff
L1126[20:39:39] <gigaherz_n> only for the edge quads of the tesellated icons
L1127[20:39:52] <gigaherz_n> hmmm the tripwire hook doesn't to id
L1128[20:39:54] <gigaherz_n> do it*
L1129[20:39:58] <fry> does it happen in vanilla?
L1130[20:40:02] <fry> or only in forge?
L1131[20:40:07] <gigaherz_n> hmmm
L1132[20:40:13] <gigaherz_n> let me get 1.8.0 and check
L1133[20:40:56] ⇨ Joins: HewloThere (~HewloTher@180.200.182.232)
L1134[20:41:15] ⇨ Joins: Something12 (~Something@S010634bdfa9eca7b.vs.shawcable.net)
L1135[20:41:26] <gigaherz_n> yup
L1136[20:41:29] <gigaherz_n> vanilla 1.8.0 does it
L1137[20:41:54] <gigaherz_n> checking latest 1.8.8 now
L1138[20:42:12] <gigaherz_n> same
L1139[20:42:26] <fry> and forge does it too?
L1140[20:42:32] <gigaherz_n> yep
L1141[20:42:43] <fry> well, at least I didn't cause it :P
L1142[20:42:43] <gigaherz_n> tested in my mod's dev env first
L1143[20:43:08] * gigaherz_n gets latest snapshot
L1144[20:43:46] <gigaherz_n> not fixed ;P
L1145[20:44:15] <fry> it's proably the texture sampling actually
L1146[20:44:28] <fry> since that's done a bit stupidly
L1147[20:44:57] <gigaherz_n> there shouldn't even be any sampling done for tesellated items... it has had to read the pixel values to generate the cubes, jsut give them a color and disable texturing ¬¬
L1148[20:46:07] <fry> that would break animated textures
L1149[20:46:32] <fry> (although idk how they work with items anyway)
L1150[20:47:18] <Zaggy1024> yeah fry don't worry, it's not your code
L1151[20:47:22] <Zaggy1024> vanilla has always done it
L1152[20:47:27] <Zaggy1024> since the beginning of time
L1153[20:48:03] <fry> doesn't mean I can't fix it :P
L1154[20:48:34] <Zaggy1024> but at what cost?
L1155[20:48:46] <fry> at no cost, probably :P
L1156[20:48:51] <Zaggy1024> I'm actually trying fixing it by making many 0.0625 sized side textures :P
L1157[20:49:41] <gigaherz_n> hmmm does mc actually generate one little cube for each pixel?
L1158[20:49:56] <Zaggy1024> ...do items in the inventory use the extra faces added by ItemLayerModel??
L1159[20:49:57] <gigaherz_n> I don't even know where the code for this is
L1160[20:50:05] <Zaggy1024> my changes seem to have trashed my framerate int he creative menu
L1161[20:50:14] <Zaggy1024> gigaherz_n, look at ItemLayerModel
L1162[20:50:46] ⇦ Quits: Purebe (~Purebe@2601:300:8000:cc62:c83:8bc8:1202:67b) (Ping timeout: 378 seconds)
L1163[20:51:19] <gigaherz_n> AHH
L1164[20:51:21] <gigaherz_n> so no it doesn't
L1165[20:51:30] <gigaherz_n> it has two flat textures for the front and back
L1166[20:51:38] <gigaherz_n> and then the contour done per pixel
L1167[20:51:49] <gigaherz_n> I thought it was doing little polygons for each pixel
L1168[20:51:52] <gigaherz_n> that explains the gaps!
L1169[20:52:12] <fry> yup, this is more than just sampling
L1170[20:52:16] <gigaherz_n> the edge generation is a fraction too "outside"
L1171[20:52:20] <fry> the actual world is showing through
L1172[20:52:36] <gigaherz_n> doesn't take into account the alpha test
L1173[20:52:54] <Zaggy1024> er...isn't that just because all the inside faces are one sided?
L1174[20:52:59] <gigaherz_n> yes
L1175[20:53:04] <gigaherz_n> backface culling does that
L1176[20:53:17] <Zaggy1024> and the sampling on the outside face isn't catching all the pixels at the edges, so you can see the world
L1177[20:53:24] <gigaherz_n> also
L1178[20:53:27] <Zaggy1024> yes I know giga :P
L1179[20:53:28] <gigaherz_n> Zaggy1024: nvidia?
L1180[20:53:33] <Zaggy1024> yeah
L1181[20:53:35] <Zaggy1024> why?
L1182[20:53:38] <gigaherz_n> it may be that mojang uses AMD
L1183[20:53:44] <gigaherz_n> and their sampling may match
L1184[20:53:46] <Zaggy1024> heh, interesting question
L1185[20:53:46] <gigaherz_n> XD
L1186[20:53:54] <Zaggy1024> I could have my brother look at a sword :P
L1187[20:55:55] <gigaherz_n> this is probably impossible to fix for everyone
L1188[20:56:12] <Zaggy1024> nah
L1189[20:56:26] <gigaherz_n> if it is a gpu-specific issue as I suspect
L1190[20:56:37] <gigaherz_n> then applying the fix so it works on nvidia would cause "extra" pixels to overlap
L1191[20:56:38] <Zaggy1024> maybe impossible to fix while saving performance :P
L1192[20:56:58] <gigaherz_n> well sure
L1193[20:57:01] <gigaherz_n> I mean fix the issue
L1194[20:57:10] <gigaherz_n> not use a silly workaround like generate extra faces to fill in the gaps
L1195[20:57:15] <gigaherz_n> ;P
L1196[20:57:28] <gigaherz_n> or completely changing the face generation to also generate one little cube per pixel
L1197[20:57:56] <gigaherz_n> using position+color pervertex instead of full texturing
L1198[21:02:40] ⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.208.7) (Killed (NickServ (GHOST command used by theFlaxbeard2)))
L1199[21:03:37] ⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.208.7)
L1200[21:22:57] <Zaggy1024> lol apparently my solution has only replaced the old seams with new, uglier ones
L1201[21:22:58] <Zaggy1024> http://i.imgur.com/mwsJqCP.png
L1202[21:23:07] <Zaggy1024> *"solution"
L1203[21:24:15] <Zaggy1024> with a combination of small faces and one big face: http://i.imgur.com/KlzN3HC.png
L1204[21:24:30] <Zaggy1024> quite a bit better, but still a seam on the left as you can see :P
L1205[21:30:27] *** Vigaro is now known as Vigaro|AFK
L1206[21:42:33] ⇨ Joins: ltp (~ltp@mobile-166-172-187-222.mycingular.net)
L1207[21:45:29] <Zaggy1024> hey, fry, does ItemLayerModel create multiple of the side face sets when an item is animated?
L1208[21:45:42] <Zaggy1024> it kind of seems like it does, but maybe I'm missing something
L1209[21:46:21] ⇨ Joins: Upthorn (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L1210[21:47:09] *** Abrar|gone is now known as AbrarSyed
L1211[21:55:31] ⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L1212[21:56:57] ⇨ Joins: thecodewarrior (~thecodewa@172-8-110-186.lightspeed.nsvltn.sbcglobal.net)
L1213[21:59:09] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c04e:5c70:c4f4:662a:2600)
L1214[22:06:50] * Zaggy1024 tries out a fix for it :P
L1215[22:08:26] <Zaggy1024> yay it works, I think
L1216[22:08:54] ⇦ Quits: Lathanael|Away (~Lathanael@p549608B3.dip0.t-ipconnect.de) (Ping timeout: 378 seconds)
L1217[22:08:58] ⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.208.7) (Read error: Connection reset by peer)
L1218[22:09:11] ⇦ Quits: Zyferus (Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read error: Connection reset by peer)
L1219[22:12:04] ⇨ Joins: Lathanael|Away (~Lathanael@p54961AF6.dip0.t-ipconnect.de)
L1220[22:12:16] ⇨ Joins: McJty (~jorrit@d8d872e30.access.telenet.be)
L1221[22:12:25] ⇨ Joins: Zyferus (Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1222[22:14:54] ⇨ Joins: Wastl2 (~Wastl2@f053042200.adsl.alicedsl.de)
L1223[22:17:58] <fry> http://i.imgur.com/nWtPUoS.png
L1224[22:18:48] <killjoy> fry, is that 1.8.8?
L1225[22:19:03] <killjoy> those chests look awkward
L1226[22:19:04] ⇨ Joins: blood_ (unknown@ool-182e0a55.dyn.optonline.net)
L1227[22:19:23] <fry> nevermind the chests
L1228[22:19:56] <tterrag|away> fry: looks awesome
L1229[22:20:07] <killjoy> 3d item frames?
L1230[22:20:12] <killjoy> Or is that vanilla?
L1231[22:20:18] <fry> that's vanilla
L1232[22:20:25] <killjoy> the angle?
L1233[22:20:39] <fry> there's a tiny bit of overlap showing on the convex side corners, but it's better than the previous gaps :P
L1234[22:21:46] <Zaggy1024> yeah I saw that :P
L1235[22:21:50] <Zaggy1024> not bad I guess
L1236[22:22:05] <Zaggy1024> I'm working on making animated items not create ridiculous numbers of faces
L1237[22:22:30] <fry> before the changes: http://i.imgur.com/3CZzEHw.png
L1238[22:23:18] <fry> would be noce to see someone with AMD GPU test it too though, I'm curious how specific the fix is
L1239[22:23:48] <fry> Zaggy1024: animated items, or items with animated textures?
L1240[22:24:02] <killjoy> I can't see a difference
L1241[22:24:08] <killjoy> Can someone find waldo?
L1242[22:24:18] <fry> look at the sword in the hand
L1243[22:24:20] <Zaggy1024> er yeah, animated textures
L1244[22:24:26] <Zaggy1024> didn't realize the ambiguity :P
L1245[22:24:32] <killjoy> ah
L1246[22:24:39] <killjoy> I was focusing on the item frame
L1247[22:24:43] <gigaherz_n> fry: nice ;P
L1248[22:24:44] <fry> they don't generate more faces than normal items
L1249[22:25:08] <fry> killjoy: same is happening in the frame, the frame is much darker though, so it's not as obvious
L1250[22:25:20] <Zaggy1024> the code makes it look like it does, at least on the version I have
L1251[22:25:22] <fry> but once you know what to look for - it might be easier :P
L1252[22:25:35] <fry> Zaggy1024: int[] pixels = sprite.getFrameTextureData(f)[0];
L1253[22:25:42] <killjoy> I knew of the bug, but I didn't know it's what you fixed
L1254[22:25:45] <Zaggy1024> yes
L1255[22:25:47] <Zaggy1024> I know that
L1256[22:26:00] <fry> this should only get the first frame, and the first mipmap
L1257[22:26:01] <fry> I think
L1258[22:26:03] <Zaggy1024> but then if it has multiple frames, it adds faces for each frame, no matter whether they've already been added or not
L1259[22:27:13] <Zaggy1024> faces in the same exact shape and position
L1260[22:27:44] *** gigaherz_n is now known as gigaherz
L1261[22:28:43] <fry> eh, that's what vanilla does
L1262[22:28:49] <fry> I followed
L1263[22:28:54] <Zaggy1024> screw vanilla then :P
L1264[22:28:59] <fry> didn't really test animated textures
L1265[22:29:00] <Zaggy1024> I'll make a PR
L1266[22:29:39] <fry> find some fancy animated resource pack first :P
L1267[22:29:46] <fry> and see if anything changes :P
L1268[22:29:56] <Zaggy1024> I have an animated texture to test it with
L1269[22:30:04] <Zaggy1024> my code is working, AFAICT
L1270[22:30:34] <Zaggy1024> no missing faces :)
L1271[22:30:57] <fry> does your texture change pixels from opaque to transparent?
L1272[22:31:38] <fry> that's why faces are generated for all frames
L1273[22:32:06] <Zaggy1024> um
L1274[22:32:14] <Zaggy1024> I don't see anything making some faces transparent..
L1275[22:32:24] <fry> the texture
L1276[22:32:40] <fry> if the texture pixel is transparent - the side face won't show
L1277[22:33:00] <Zaggy1024> guess I'll try another of my textures
L1278[22:39:44] <Zaggy1024> partial transparency seems to look fine
L1279[22:39:45] <Zaggy1024> https://dl.dropboxusercontent.com/u/30868783/ShareX/2015/11/2015-11-20_22-50-37.mp4
L1280[22:41:15] <fry> so, you do add faces for all frames
L1281[22:41:54] <Zaggy1024> well yes
L1282[22:42:03] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:f06c:3055:899f:7423) (Remote host closed the connection)
L1283[22:42:32] <Zaggy1024> I made it go over each frame and figure out which pixels need which faces, then added the faces all at once
L1284[22:42:50] <Zaggy1024> http://i.imgur.com/Dig25B5.png
L1285[22:42:56] <Zaggy1024> your method makes it look very odd :P
L1286[22:43:03] <Zaggy1024> mine...makes it look slightly odd sometimes
L1287[22:43:42] <Zaggy1024> http://i.imgur.com/vJmozKO.png
L1288[22:43:52] <Zaggy1024> that's my method :)
L1289[22:43:58] <Zaggy1024> well, your modified method :P
L1290[22:45:04] <Zaggy1024> generated item models don't seem to be made for transparency like that at all, though, so...it's not a big deal either way :P
L1291[22:45:41] <fry> what's the difference? it's hard to tell cauise of the tiny resolution and the different time of day :P
L1292[22:45:43] <gigaherz> yeah semitransparency is bad ;P
L1293[22:46:22] <Zaggy1024> well with the original method, some bits are darker than they should be
L1294[22:46:30] <Zaggy1024> that whole line is 50% opacity
L1295[22:46:51] <fry> yup, rendering the face multiple times would do that
L1296[22:46:52] <Zaggy1024> second one only has one slight bit of darkening due to one face being rendered on the inside
L1297[22:46:58] <Zaggy1024> exactly
L1298[22:49:36] <fry> it's a simple fix, don't worry about a PR, I'll do it :P
L1299[22:49:49] <fry> (I have the eclipse open anyway :P)
L1300[22:50:10] <Zaggy1024> noooo
L1301[22:50:15] <Zaggy1024> I want to make the PR :(
L1302[22:50:46] <fry> tell me how're you fixing it then :P
L1303[22:50:58] <Zaggy1024> boolean[][][] faces = new boolean[uMax][vMax][5];
L1304[22:51:11] <Zaggy1024> some ors when iterating the frames' pixels
L1305[22:51:28] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 192 seconds)
L1306[22:51:33] <fry> almost good enough :P
L1307[22:51:35] <Zaggy1024> one for the current pixel, one for each side face (5)
L1308[22:51:48] <Zaggy1024> then some ifs in another loop
L1309[22:52:02] <Zaggy1024> almost?
L1310[22:57:32] <Zaggy1024> what's missing?
L1311[22:58:00] <Thutmose> how can I specify which parts of my obj model will render when in inventory based on damage?
L1312[22:58:53] <Thutmose> http://imgur.com/Wdrbbyl is what I have so far
L1313[22:58:56] <fry> Zaggy1024: https://github.com/MinecraftForge/MinecraftForge/commit/c4742aadbc576999851c732e73d86f06cb94751f
L1314[22:59:20] <Thutmose> it properly renders in world, and handles rotations properly (not shown in that image though)
L1315[22:59:31] <Zaggy1024> egh
L1316[22:59:31] <Thutmose> but the item in inventory renders both parts
L1317[22:59:42] <fry> Thutmose: use the "inventiory" variant in the blockstate json
L1318[22:59:49] <fry> *"inventory"
L1319[22:59:52] <Zaggy1024> I was trying not to add a whole bunch of crap to your class, didn't think of doing that :P
L1320[23:00:21] <Zaggy1024> also, hadn't heard of BitSet
L1321[23:00:23] <Thutmose> so "inventory,top=true"?
L1322[23:00:28] <fry> Zaggy1024: so: 1) Bitset 2) uMax + 1 instead of uMax 3) 4 instead of 5
L1323[23:02:02] ⇦ Quits: sinkillerj (~sinkiller@nc-71-49-183-12.dhcp.embarqhsd.net) (Quit: Leaving)
L1324[23:02:18] <fry> Thutmose: if you want to have 2 different models based on the metadata, you have to: 1) register them, either via ModelLoader.setCustomModelResourceLocation, or via ModelLoader.setCustomMeshDefinition; 2) call ModelBakery.addVariantName(item, <all the resource locations used in 1) converted to strings>)
L1325[23:02:53] <Zaggy1024> one complaint about your code, buildSideQuad is rather inefficient :P
L1326[23:02:59] <Zaggy1024> it doesn't reuse a lot of stuff it could
L1327[23:03:12] <Zaggy1024> especially the interpolated UVs
L1328[23:03:22] *** TTFTCUTS is now known as TTFT|Away
L1329[23:04:09] <fry> it's a couple of * and +
L1330[23:04:23] <Zaggy1024> well sure, but you already have variables to place the return value in
L1331[23:04:26] <fry> cpu is fast, memory access is slow :P
L1332[23:04:27] <Zaggy1024> why ont use them?
L1333[23:04:52] <Zaggy1024> hm
L1334[23:05:04] <Zaggy1024> whatever :P
L1335[23:07:17] ⇦ Quits: covers1624 (~covers162@ppp118-210-166-31.lns20.adl6.internode.on.net) (Read error: Connection reset by peer)
L1336[23:07:31] *** tterrag|away is now known as tterrag|ZZZzzz
L1337[23:08:58] ⇨ Joins: covers1624 (~covers162@ppp118-210-166-31.lns20.adl6.internode.on.net)
L1338[23:09:39] <Zaggy1024> fry, not gonna commit that to 1.8?
L1339[23:09:45] <Zaggy1024> is 1.8 past that point?
L1340[23:09:57] <fry> not sure
L1341[23:10:04] <Thutmose> fry, this is what I currently have, http://pastebin.com/cuh30EzW it uses the 4th bit of metadata to determine top or bottom, so 8 is the top, and 0 is the bottom
L1342[23:10:15] <fry> will probably merge it all back at some point, if the demand would be there
L1343[23:11:32] <fry> Thutmose: "inventory" string in the setCustomModelResourceLocation call is the string that gets looked up in the json; you can't have 2 identical "inventory" variants :P
L1344[23:11:52] <Zaggy1024> you need to register your inventory variants as "inventory,top=true/false"
L1345[23:11:55] <Zaggy1024> I think
L1346[23:12:00] <fry> for example
L1347[23:12:06] <fry> any 2 different strings would do
L1348[23:12:14] <Thutmose> ahh, ok, I will change that then
L1349[23:13:10] <Zaggy1024> although...with extended states defining what's visible in the obj, I don't think that would work
L1350[23:13:11] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L1351[23:13:21] <Zaggy1024> isn't there some way to use custom data to define visible parts of objs?
L1352[23:14:13] <fry> not from json
L1353[23:14:16] <fry> as of now
L1354[23:14:31] <Zaggy1024> hm, then isn't there no way for him to do that?
L1355[23:14:53] <fry> yup, need 2 models right now
L1356[23:15:10] <fry> will probably be a way in the future
L1357[23:15:16] <Zaggy1024> heh heh
L1358[23:15:27] <Zaggy1024> I just copied and pasted your updated ItemLayerModel into my 1.8 workspace :P
L1359[23:15:44] <fry> sure, that works :P
L1360[23:15:58] <Zaggy1024> I'm curious, why the two switches in buildSideQuad?
L1361[23:16:01] <Zaggy1024> wouldn't one do?
L1362[23:16:12] <Zaggy1024> ...actually three, but I see the point in having two at least
L1363[23:16:33] <fry> first is before uv generation, other 2 are after
L1364[23:16:41] <fry> of the later 2 first is pass-through
L1365[23:16:44] <fry> second isn't
L1366[23:17:28] <Zaggy1024> all righty
L1367[23:17:35] <Zaggy1024> I wouldn't stand for so much duplication, but it's your code :P
L1368[23:18:02] <fry> the actuall functional code isn't duplicated
L1369[23:18:16] <fry> only the switch ceremony
L1370[23:18:29] <Zaggy1024> yeh
L1371[23:26:41] <Thutmose> meh, made some copies of the obj, split out the various parts, and now it works, once it supports parts via custom data or something I can get rid of the extra obj files
L1372[23:27:31] <Thutmose> http://imgur.com/ZqfgWky thanks for the help though, it probably would have taken me a while of trying things till I decided to just split the obj
L1373[23:27:44] <dangranos> ...what's that?
L1374[23:27:52] <dangranos> looks like some kitchen stuff?
L1375[23:27:56] <Thutmose> it's pc for pokecube
L1376[23:28:01] <dangranos> ah
L1377[23:28:04] <Thutmose> not textured yet
L1378[23:28:59] <Thutmose> i guess I should get around to moving the old texture onto it... all of the models I was given were in techne, so now I am re-making them in blender
L1379[23:30:06] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Read error: Connection reset by peer)
L1380[23:31:01] <Thutmose> which is fine, I can copy things over, not so good at coming up with decent models myself, but duplicating what I had in blender is going well
L1381[23:31:33] <Zaggy1024> dang depth sorting!!
L1382[23:31:48] <dangranos> oooh, shiny notifications from pings
L1383[23:31:52] <Zaggy1024> I thought I had done something pretty nice with the item layer generator but naaah
L1384[23:31:56] <Zaggy1024> opengl has other plans
L1385[23:32:16] <Zaggy1024> wait, I pinged you?
L1386[23:32:20] <dangranos> opengl always have other plans
L1387[23:32:25] <dangranos> Zaggy1024: eh, i dont mind
L1388[23:32:41] <dangranos> not like anybody uses that to ping me
L1389[23:32:53] <dangranos> though it was nice to see notifications working
L1390[23:32:58] <Zaggy1024> lol I don't either, it's your fault you set up an exclamation as your ping :P
L1391[23:33:45] <Zaggy1024> http://i.imgur.com/n74BJ0t.png
L1392[23:33:52] <Zaggy1024> I did that
L1393[23:33:54] <dangranos> um, it actually "dang"
L1394[23:34:05] <dangranos> um
L1395[23:34:18] <Zaggy1024> but of course depth sorting can't do it properly
L1396[23:34:31] <Zaggy1024> http://i.imgur.com/k9WoQMN.png
L1397[23:34:32] <dangranos> it looks like if you built something big in distance and it somehow is in front
L1398[23:34:49] <Zaggy1024> lol no, it's a generated item model
L1399[23:35:33] * Thutmose needs to get back to trying to write a pokemob attack animation generator, too many pokemob attacks to animate manually...
L1400[23:35:38] <Zaggy1024> I made opaque pixels neighboring partially transparent ones not have missing faces...
L1401[23:35:53] <Zaggy1024> but it cuts a hole in the side due to depth sorting, if I look at it at the right angle
L1402[23:36:20] <Zaggy1024> http://i.imgur.com/z7d0NSd.png
L1403[23:36:24] <Zaggy1024> better screenshot
L1404[23:38:23] <fry> yup, translucency is hard :P
L1405[23:38:59] <Zaggy1024> I may make the PR anyway, just so that things are a little nicer
L1406[23:42:20] ⇦ Quits: Brokkoli (~Brokkoli@x55b1c214.dyn.telefonica.de) (Ping timeout: 192 seconds)
L1407[23:43:51] <Zaggy1024> there isn't a way to make it sort it properly, is there?
L1408[23:43:55] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1409[23:44:04] <fry> not really
L1410[23:44:17] <Zaggy1024> ah well
L1411[23:44:25] <fry> ony for special cases
L1412[23:47:16] ⇨ Joins: Brokkoli (~Brokkoli@x55b18b2f.dyn.telefonica.de)
L1413[23:53:26] ⇦ Quits: Brokkoli (~Brokkoli@x55b18b2f.dyn.telefonica.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
<<Prev Next>> Scroll to Top