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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
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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?
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
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
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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?
L34[00:57:18] ⇨
Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L35[00:58:11] <GeoDoX> Hey Jezza
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] ⇨
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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?
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L46[01:15:50] <GeoDoX> Jezza, how have you
been?
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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?
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L57[01:31:59] <GeoDoX> Jezza, what are
those hobby projects? :)
L58[01:36:34] ⇨
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L59[01:36:46] <Jezza> Varies.
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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.
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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] ⇨
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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
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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*
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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
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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?
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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
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
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L136[03:07:40] <GeoDoX> I need sleep
:P
L137[03:07:43] <GeoDoX> Night! o/
L138[03:07:46] <Wuppy> \o
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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.
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L165[04:53:04] <ThePsionic> Flenix: Are
you using Immibis' BON?
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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
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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.
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L192[06:14:55] <Ordinastie> is there
anyway to detect when an itemStack is update on the client ?
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L195[06:15:59] <Maharaja> anyone know
where i can add a sugestion for steve's factory manager
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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
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
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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
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
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L237[06:35:41] <Ordinastie> currently
lookin at that one :)
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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
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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> ^^
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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?
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L302[10:12:44] <Flenix> Ooh, didn't know
that. cheers
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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] ⇦
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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
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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
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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?
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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
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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
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
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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
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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
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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] ***
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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
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L516[14:27:16] <masa> what is it for? a
1.8 mod?
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L519[14:28:49] <diesieben07> no
L520[14:29:09] <diesieben07> shouldn't
matter
L521[14:36:05] <MalkContent> blegh
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L523[14:37:00] <MalkContent> this would be
so much easier if you could just go and yawpitchroll it
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L525[14:38:42] <diesieben07> dude, i
tried
L526[14:38:46] <diesieben07> that doesn't
solve anything
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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
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L551[15:38:21] <MalkContent> man this is a
pita
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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
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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)
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L609[15:57:20] <MalkContent> uh wha?
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L611[15:57:47] <MalkContent> i don't
"want" it in any special way
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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
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L617[16:01:09] <MalkContent> flenix: just
now i mostly wanted to know siebens default rotation for the top
icon
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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"
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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] ⇦
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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
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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]
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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]
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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>
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]
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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] ⇦
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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
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]
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L877[17:01:36] ⇦
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(Mysticdrew@24-183-50-233.dhcp.mdsn.wi.charter.com) ()
L878[17:01:36] ***
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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
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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]
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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]
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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? :/
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] ⇦
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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
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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
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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
L995[17:23:26] ⇦
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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]
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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"
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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
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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
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L1023[18:17:49] <Zaggy1024> lighting on
generated models :)
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L1029[18:27:43] <Zaggy1024> hm,
transformed item models in blocks seem to have some weird
lighting
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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/
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
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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?
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L1058[18:44:46] <tterrag> Thutmose:
kihira made something I think
L1059[18:44:52] <tterrag> not sure what
it was called exactly
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L1083[20:13:24] <GeoDoX> I seriously hate
Windows 10
L1084[20:13:34]
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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
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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
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_
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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
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L1107[20:26:55] <Zaggy1024> it seems as
though it's caused by the vertex positions not matching up
perfectly, rather than the texture
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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
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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
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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
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L1200[21:22:57] <Zaggy1024> lol
apparently my solution has only replaced the old seams with new,
uglier ones
L1202[21:23:07] <Zaggy1024>
*"solution"
L1204[21:24:30] <Zaggy1024> quite a bit
better, but still a seam on the left as you can see :P
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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
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L1214[22:06:50] *
Zaggy1024 tries out a fix for it :P
L1215[22:08:26] <Zaggy1024> yay it works,
I think
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L1224[22:18:48] <killjoy> fry, is that
1.8.8?
L1225[22:19:03] <killjoy> those chests
look awkward
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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
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
L1280[22:41:15] <fry> so, you do add
faces for all frames
L1281[22:41:54] <Zaggy1024> well
yes
L1282[22:42:03]
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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
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
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]
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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?
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]
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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] ***
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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]
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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]
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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]
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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
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
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
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]
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L1407[23:43:51] <Zaggy1024> there isn't a
way to make it sort it properly, is there?
L1408[23:43:55]
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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]
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