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L1[00:00:01] <RazerSwift> @Override
L2[00:00:01] <RazerSwift> public void
injectData(Map<String, Object> data)
L3[00:00:11] <RazerSwift> This function
isn't being called
L4[00:00:38] <gigaherz> McJty: your
createBlockState must include all involved properties
L5[00:00:38] <McJty> injectData? Where can I
find that?
L6[00:00:46] <gigaherz> that's unrelated to
you
L7[00:00:58] <McJty> gigaherz, well I only
have one property called FACING
L8[00:01:14] <gigaherz> do you override
createBlockstate?
L10[00:01:42] <gigaherz> @Override
L11[00:01:43] <gigaherz> protected
BlockState createBlockState() { return new BlockState(this,
DENSITY); }
L12[00:01:46] <gigaherz> that's your
problem then ;P
L14[00:01:53] <McJty> Forgot about
that
L15[00:05:00] ⇨
Joins: ZZT (~ZZT@ip70-187-150-226.oc.oc.cox.net)
L16[00:05:16] <McJty> Another question. I
load WaveFront obj files with this; model =
ModelLoaderRegistry.getModel(new ResourceLocation(Gaia.MODID,
modelName));
L17[00:05:22] <McJty> But it complains it
cannot find a json
L18[00:05:27] <McJty> What should that json
contain?
L19[00:05:35] <Wuppy> lol, when a teammate
in rocket league calls you bad but he's 10 times worse xD
L20[00:05:36] <McJty> i.e. it tries to load
'whatever.obj.json'
L21[00:05:50] <gigaherz> hmm never used the
model loader that way :/
L22[00:05:53] <gigaherz> ah
L23[00:05:54] <gigaherz> wait
L24[00:06:09] <gigaherz> do you call
OBJLoader.enableDomain or whatever it's called
L25[00:06:26] <McJty> Nope, where should I
do that?
L26[00:06:38] <gigaherz> anywhere before
getModel ;P
L27[00:06:50] <gigaherz> preferably during
preinit
L29[00:07:01] <ZZT> hey now, this'll be
annoying but my onWorldTick handler doesn't run serverside... I
register it using FMLCommonHandler.instance().bus().register(new
SeasonTickHandler()); and I just built it on the current version of
forge for minecraft 1.7.10
L30[00:07:14] <McJty> And the domain is my
mod ID?
L31[00:07:21] <gigaherz> yes
L32[00:07:24] <gigaherz> your resource
domain
L33[00:07:29] <gigaherz> which is your
modid in lowercase
L34[00:07:39] <McJty> I see it is converted
to lower already
L35[00:07:48] <McJty> Anyway my modid is
already lowercase anyway
L36[00:07:53] <gigaherz> yup
L37[00:08:18] <McJty>
java.lang.RuntimeException: java.io.FileNotFoundException:
gaia:models/obj/sprinkler.mtl
L38[00:08:29] <McJty> The file has
extension .obj
L39[00:08:34] <McJty> Why does it replace
the extension?
L40[00:08:36] <gigaherz> your .obj file
references a material library
L42[00:08:55] <McJty> 1.7.10 seemed to
ignore that
L43[00:09:05] <McJty> But I don't have such
a library. What should it contain?
L44[00:09:54] <gigaherz> hmm not sure how
shade's obj loader works in that regard
L45[00:10:02] <Wuppy> hmmm... my ludum dare
game would fit really well as a christmas game
L46[00:10:10] <gigaherz> maybe if you edit
the .obj file and remove the "mtllib" line, it will
work?
L47[00:10:16] <Wuppy> now do I actually
want to make an Xmas game...
L48[00:10:17] <shadekiller666> hmm?
L49[00:10:37] <gigaherz> how does your obj
loader handle mtl references?
L50[00:10:40] <gigaherz> in mine
L51[00:10:52] <shadekiller666> they
do
L52[00:11:01] <gigaherz> I did it so that
"map_Kd something" maps to a texture channel with name
"something"
L53[00:11:13] <gigaherz> in the
corresponding .json ;P
L54[00:11:15] <shadekiller666> if
"mtllib" is present in the .obj file, it will try and
load the referenced file
L55[00:11:27] ***
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L56[00:11:34] ⇦
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L57[00:11:41] <shadekiller666> thats how
the loader is able to pull in texture data without having to rely
on the jsons
L58[00:11:45] <foxy> hey i have a question.
I'm trying to draw quads, but when i use glColor4ub to set alpha,
any alpha under 26 is completely invisible. Help?
L59[00:11:47] <gigaherz> yeah
L60[00:12:04] <gigaherz> but, if mtllib is
NOT present, will it map "usemtl" directly to texture
channels?
L61[00:12:07] <gigaherz> or will it
fail
L62[00:12:08] <shadekiller666> mcjty, its
not changing the path
L63[00:12:08] <McJty> gigaherz, having to
remove the mtllib all the time is annoying though
L64[00:12:11] <ZZT> sorry, any ideas on the
tickHandler issue?
L65[00:12:18] <shadekiller666> mcjty, so
make a .mtl
L66[00:12:22] <shadekiller666> its not
hard
L67[00:12:23] <gigaherz> McJty: well you
should keep the mtl files then
L68[00:12:30] <gigaherz> a mtl file is easy
to create
L69[00:12:34] <gigaherz> just make a .txt
with
L70[00:12:36] <McJty> Ah blender exports
them as well
L71[00:12:39] <gigaherz> newmtl
<name>
L72[00:12:39] <McJty> So I can use
them
L73[00:12:42] <gigaherz> map_Kd
<texture>
L74[00:12:47] <shadekiller666> most obj
exporters will export them at the same time
L75[00:12:48] <gigaherz> for each material
needed
L76[00:12:56] <Wuppy> can't believe it's
already 4 hours :o
L77[00:12:59] <gigaherz> yeah blender will
create them ;P
L78[00:13:07] <McJty> They do contain an
absolute path to the texture name though]
L79[00:13:10] <shadekiller666> you'll have
to change the texture path that "map_Kd" points to so
that minecraft can find it
L80[00:13:11] <McJty> Which is a bit
annoying
L81[00:13:20] <McJty> And unneeded since
I'm binding the texture manually in code
L82[00:13:20] <shadekiller666> can't do
anything about that
L83[00:13:31] <shadekiller666> why?
L84[00:13:38] <foxy> help? anyone?
L85[00:13:40] <RazerSwift> So is there any
reason my plugin isn't having it's functions called?
L86[00:13:41] <McJty> Because it varies in
code (animates depending on situation)
L87[00:13:50] <McJty> shadekiller666, I
just need the triangle data
L88[00:14:10] <foxy> hello?
L90[00:14:16] <shadekiller666> you don't
have to do that, there are ways to animate the texture with the
loader still using it
L91[00:14:19] <shadekiller666> i
think
L92[00:14:27] <foxy> transparency is
broken
L93[00:14:28] <shadekiller666> hmm
L94[00:14:40] <foxy> i can't draw anything
with an alpha less than 26
L95[00:14:57] <foxy> or at least any
quads
L96[00:14:59] <foxy> lines work fine
L97[00:15:05] <shadekiller666> mcjty, what
do you mean it changes by situation?
L98[00:15:06] <McJty> Perhaps I'll write a
script to remove the mtlib then
L99[00:15:11] <shadekiller666> does it just
swap textures?
L100[00:15:22] <McJty> yes and some of the
models are not even rendered with textures. Just color
shading
L101[00:15:31] <shadekiller666> ok
L102[00:15:43] <shadekiller666> you can
apply a color to the obj as well via .mtl
L103[00:15:53] <ZZT> i dunno about that
transparency issue, but the MC & Forge version might help for
someone else to help haha
L104[00:16:12] <shadekiller666> just have
"Kd r g b" where r/g/b are 0..1
L105[00:16:38] <McJty> What...
L106[00:16:39] <McJty>
java.lang.IllegalArgumentException: can't bake vanilla models to
the format that doesn't fit into the default one: format: 2
elements: 3,Position,Float 2,UV,Float
L107[00:16:49] <shadekiller666> ...
L108[00:16:52] <shadekiller666> what did
you do
L109[00:17:09] <McJty> Trying to port my
mod is what I'm doing :-_)
L110[00:17:19] <McJty> lidModel =
ModelLoaderRegistry.getModel(new ResourceLocation(Gaia.MODID,
"obj/cupboardLid.obj"));
L111[00:17:19] <McJty> bakedLidModel =
lidModel.bake(TRSRTransformation.identity(),
DefaultVertexFormats.POSITION_TEX, location ->
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString()));
L112[00:17:22] <shadekiller666> thats an
error from the ByteBuffer that minecraft reads texture data
from
L113[00:17:41] <McJty> That's the code I'm
using to try to get the model
L114[00:17:44] <shadekiller666> no no no
no
L115[00:17:58] <shadekiller666> is this a
TESR? or do you want the game to render this for you
L116[00:18:03] <McJty> I need both
L117[00:18:07] <McJty> A few are
TESR
L118[00:18:09] ⇦
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L119[00:18:11] <McJty> But some are
overlay renders
L120[00:18:31] <shadekiller666> ok
L121[00:18:38] <shadekiller666>
jeeze
L122[00:18:58] <shadekiller666> well that
error was the "DefaultVertexFormats.POSITION_TEX"
L123[00:19:19] <shadekiller666> don't ever
call bake() on your own
L124[00:19:42] <McJty> Well that was
suggested to me here earler :-/
L125[00:19:44] <McJty> earlier
L126[00:19:50] <shadekiller666> by
whom?
L127[00:19:50] <McJty> Conflicting
information alert
L128[00:19:59] <McJty> hmm fry I think.
Not sure
L129[00:20:09] <McJty> How do I get the
baked model?
L130[00:20:28] <McJty> I'm using this to
render my model:
Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModel(world,
m, world.getBlockState(tileEntity.getPos()), tileEntity.getPos(),
Tessellator.getInstance().getWorldRenderer());
L131[00:20:32] ***
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L132[00:20:47] <McJty> With 'm' the baked
model
L133[00:20:55] <shadekiller666> give me a
second
L134[00:21:54] <shadekiller666> the game
will automatically render any models loaded via the obj loader if
they're setup normally
L135[00:22:05] <shadekiller666> now
L136[00:22:17] <shadekiller666> whilst i
was designing the OBJLoader
L137[00:22:30] <shadekiller666> and
deciding on the features that i wanted to implement
L138[00:23:06] <shadekiller666> i thought
about ways that mods, like yours, could interface with various
things inside of the model and have the game automatically render
the changes
L139[00:23:28] <shadekiller666> directly
from within the block/item/tile entity that the game is rendering
for
L140[00:24:09] <shadekiller666> one of
those things is the ability to modify the parameters of Materials
(the things that are read from the .mtl, that define texture
information)
L141[00:24:22] <foxy> i feel ignored
L142[00:24:35] <ZZT> welcome to the club
haha
L143[00:24:38] <shadekiller666> foxy,
submit bug report
L144[00:24:43] <killjoy> Found some really
weird code.
L145[00:24:46] <gigaherz> foxy: that may
be alpha testing
L146[00:24:47] <killjoy>
itemFrame.isSneaking()
L147[00:24:51] <killjoy> Item frames can
sneak?
L148[00:24:55] <foxy> how do i disable
that?
L149[00:25:01] <shadekiller666> killjoy,
they're entities
L150[00:25:10] <killjoy> I found that in
vanilla code
L151[00:25:13] <McJty> shadekiller666,
ok
L152[00:25:16] <killjoy> when is it
sneaking?
L153[00:25:30] <gigaherz>
GL11.glDisable(ALPHA_TEST)
L154[00:25:31] <McJty> shadekiller666, I
guess I have no idea how to tackle this. It was easy in 1.7.10
:-/
L155[00:25:34] <shadekiller666> mjty, if
you give me a second i'll see if i can find the example
L156[00:25:42] <gigaherz> although in
1.8
L157[00:25:43] <shadekiller666> its even
easier now :P
L158[00:25:49] <McJty> shadekiller666,
note that some of my TESR's use multiple models
L159[00:25:54] <McJty> Transformed
independently from each other
L160[00:25:55] ***
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L161[00:25:57] <McJty> Keep that in
mind
L162[00:26:14] <gigaherz> you should use
GlStateManager
L163[00:26:22] <McJty> gigaherz, I'm using
that already
L164[00:26:30] <gigaherz> I was talking to
foxy ;P
L165[00:26:33] <McJty> ah sorry
L166[00:26:34] <shadekiller666> mcjty, i
thought of that too
L167[00:26:38] <gigaherz> hmm
L168[00:26:45] <foxy> alright thank
you
L169[00:26:45] <McJty> shadekiller666, ok
a good example will help then :-)
L170[00:26:48] <gigaherz> GlStateManager
doesn't have alpha testing
L171[00:27:00] <gigaherz> so yeah
GL11.glDisable(ALPHA_TEST) then
L172[00:27:09] <shadekiller666> you can
move Grouped faces around in a similar manner, assuming you've
defined groups in the .obj
L173[00:27:20] <McJty> shadekiller666,
well they are different .obj
L174[00:27:25] <McJty> Different blend
files
L175[00:27:46] <shadekiller666> hmm
L176[00:27:58] <shadekiller666> don't
think that will be an issue
L177[00:28:07] <McJty> And I do not want
to change that as that would be very annoying since some of them
are shared for multiple TESR
L178[00:28:18] <shadekiller666> fair
enough
L179[00:28:26] <shadekiller666> shouldn't
have to i don't think
L180[00:28:53] <shadekiller666> the most
important thing for me whilst making this, was to put the 1.7.10
loader to shame
L182[00:29:28]
⇨ Joins: Owexz
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L183[00:29:49] <shadekiller666> that is
how you're supposed to obtain the IBakedModel for any given
IModel
L184[00:30:34] <shadekiller666> now, the
rest of that function is an example of how to change the colors of
a Material applied to an OBJ model from within a TileEntity
L185[00:30:58] <shadekiller666> and the
change is triggered by a right click in this case, but could be
called from a TESR or whatever
L186[00:31:11] <McJty> Ok but that code
assumes one bakedmodel per TESR right?
L187[00:31:18] <shadekiller666> no
L188[00:31:20] <McJty> Or per block state
that is
L189[00:31:23] <shadekiller666> well
L190[00:31:25] <shadekiller666> hmmm
L191[00:31:35] <shadekiller666> no
actually
L192[00:31:58] <shadekiller666> you should
be able to use that for as many models as you want
L193[00:32:31] <McJty> How?
L194[00:33:01] <shadekiller666> hmm
L195[00:33:11] <shadekiller666> well, you
could use a custom state mapper
L196[00:33:51] <shadekiller666> which
allows you to shove resource locations into the map that that
method finds the model from
L197[00:34:11] <shadekiller666> ore
L198[00:34:13] <shadekiller666> or*
L199[00:34:32] <McJty> But
getModelFromBlockState() can only return one model and a block only
has one state active at a given time. No?
L200[00:35:30] <gigaherz> yes
L201[00:35:37] <gigaherz> but every time a
block is drawn
L202[00:35:49] <gigaherz> mc calls
getExtendedState
L203[00:36:02] <gigaherz> which you can
use to provide IUnlistedProperties
L204[00:36:16] ⇦
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L205[00:36:34] <gigaherz> then pass the
info over to the renderer on your state mapper
L206[00:36:39] <shadekiller666> ^
L207[00:36:51] <McJty> ok... This is a big
much to digest right now
L208[00:37:04] <shadekiller666> ok
L209[00:37:15] <McJty> Sounds like it
might be a solution but right now I don't have a clear idea on how
to actually implement it
L210[00:37:24] <shadekiller666> working on
it
L211[00:37:52] <McJty> Also I need more
information on how to actually do the animation. Some of these
models animate independent from each other depending on a number in
the tile entitity
L212[00:38:28] <gigaherz> it's 7:37 am
here so I should probably be sleeping
L213[00:38:29] <gigaherz> so night
;P
L214[00:38:39] <McJty> i.e. the equivalent
of GL11.glRotatef(tileEntity.getRotation(), ...)
L215[00:39:03] <McJty> shadekiller666, I
have to be afk for a short while but I'll stay here so I will
record whatever you say :-)
L216[00:39:06] <McJty> And thanks for the
help
L217[00:39:36] <shadekiller666> what
exactly do you mean by "animation"
L218[00:42:30]
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(~Azanor@196-210-106-126.dynamic.isadsl.co.za)
L219[00:43:39] *** MineBot sets mode: -b
*!*@2001:19f0:6800:8161:a:1ce:c01d:babe
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L221[00:50:06] <McJty> shadekiller666,
well like the glRotatef
L222[00:50:16] <McJty> Some of the models
rotate on their axis depending on te state
L223[00:50:27] <shadekiller666> ok
L224[00:50:45] <shadekiller666> that
wouldn't even need a TESR, though the multiple models is
interesting
L225[00:50:52] ⇦
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L226[00:51:00] <McJty> Well it is a bit
more complicated too
L227[00:51:13] <McJty> I have one TESR
that has two models, one animates and in addition it also renders
items in the world
L228[00:51:25] <McJty> i.e. like if you
throw an item on the ground. That kind of render
L229[00:51:42] <McJty> Actually I have
multiple TESR like that
L230[00:52:12] <shadekiller666> hmm
L231[00:52:25] <shadekiller666> what does
the obj model itself do?
L232[00:52:32] ⇦
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L233[00:52:53] <shadekiller666> you can
actually have both renderers going at once, in fact its
recommended
L234[00:52:56] <McJty> Well this is for a
kind of cupboard
L235[00:53:01] <McJty> With a lid that can
open
L236[00:53:02] <shadekiller666> have the
game render your obj for you
L237[00:53:05] <McJty> So those are the
two models
L238[00:53:14] <McJty> But in addition the
items in the cupboard have to be rendered too
L239[00:53:21] <McJty> That's all handled
by one TESR in the 1.7.10 version right now
L240[00:53:23] <shadekiller666> then have
the TESR render the rest
L241[00:53:27] <shadekiller666> ok
L242[00:53:31] <shadekiller666> hmmm
L243[00:54:00] <McJty> I have no clue how
to tackle this in 1.8.8 atm
L244[00:54:07] <shadekiller666> well
L245[00:54:13] <McJty> I didn't even know
you could have multiple TESR/renderers for a single block
L246[00:54:27] <shadekiller666> you have
an obj for the cupboard itself right?
L247[00:54:47] <shadekiller666> just the
stationary part that everything gets rendered inside of
L248[00:55:01] <shadekiller666> you can
have the game render that for you since it doesn't move at
all
L249[00:55:07] <McJty> shadekiller666,
yes
L250[00:55:35] <shadekiller666> (you might
actually be able to get away with having the door and the cupboard
be the same model file)
L251[00:55:53] <McJty> Yes but that I
don't want as that door is used on other TESR's as well
L252[00:56:06] <McJty> And this could get
ugly real fast. I have more combinations of models like that
L253[00:56:07] <shadekiller666> but
keeping them separate, you would then have a TESR to render the
door and whatever else
L254[00:56:19] <shadekiller666> ok, then
keep the door separate
L255[00:56:37] <shadekiller666> probably
be easier with rotations anyway...
L256[00:56:47] <shadekiller666> so
L257[00:57:11] <shadekiller666> there is a
way to get an IBakedModel from a ModelResourceLocation
L258[00:57:31] <shadekiller666> assuming
said ModelResourceLocation has an IBakedModel loaded for it
L259[00:58:23] <shadekiller666>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getModel();
L260[01:02:45] <shadekiller666> i'm trying
to think how you would tell the game to load the .obj...
L261[01:03:08] <shadekiller666> oh i
know
L262[01:03:38] ⇦
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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.)
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L264[01:06:16] <shadekiller666> you would
add a variant to your blockstate, as well as its .json, via
ModelLoader.registerVariant() i think...
L265[01:06:23] <shadekiller666> idk, i'm
tired
L266[01:06:38] <McJty> ok, we can continue
this later if needed
L267[01:06:42] <McJty> I have to go myself
too
L268[01:06:53] <McJty> Perhaps I can
figure it out on my own
L269[01:06:55] <McJty> Thanks in any
case
L270[01:07:18] <shadekiller666> i'll talk
to fry about it, as well as run some things past him about loading
models without requiring .mtls... hmm
L271[01:07:29] <shadekiller666> might be
an argument for them
L272[01:07:40] <shadekiller666> but they
are nice to have nontheless
L273[01:32:13]
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L274[01:34:08] ⇦
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L275[01:39:19] <killjoy> Has anyone used
blendFunc for a block (1.8)?
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L280[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151212 mappings to Forge Maven.
L281[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151212-1.8.8.zip
(mappings = "snapshot_20151212" in build.gradle).
L282[02:00:17] <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/
L284[02:04:14] <killjoy> Finally figured
it out
L285[02:13:01] ⇦
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L287[02:20:44] <killjoy> I've spent hours
on this one thing
L288[02:20:50] <killjoy> rendering
sucks
L289[02:22:44] <ThePsionic> yep
L290[02:23:12] <killjoy> Searched
everywhere until I realized I had to use GL_CONSTANT_COLOR
L291[02:23:27] <killjoy> but now it's
messed up for the items
L293[02:27:55] <killjoy> second image is
great
L294[02:28:03] <killjoy> first one is
filling too much
L295[02:29:09] <ThePsionic> That's a
ponie!
L296[02:29:13] <shadekiller666> I am so
glad Senator Ted Cruz knows how to skewer stupid people...
L298[02:31:03]
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L299[02:38:23] ***
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L302[02:50:27] ***
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L304[02:50:35]
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L308[02:58:19] <killjoy> I need to find
out how chests are rendered as items
L309[03:02:23]
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L310[03:02:48] ***
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L312[03:03:50] <Wuppy> ugh next time I
should really write a basic engine before starting Ludum dare
L313[03:03:58] <ThePsionic> lol
L315[03:04:55] <ThePsionic> she's beauty,
she's grace
L316[03:15:02]
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L317[03:17:13] <Corosus> anyone here know
how to setup forge with mcpbot snapshot builds, these renderer
namings are too sexy to pass up
L318[03:18:17] <Corosus> oh wait, its an
easy gradle file edit
L319[03:18:18] <Corosus> w00t
L320[03:21:44]
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L322[03:22:51] <killjoy> I forget how to
check gamemode
L323[03:23:50] <ThePsionic> yep
L324[03:24:02] <ThePsionic> (@ Corosus
^)
L325[03:24:02] <killjoy> Thanks for the
help
L326[03:24:09] <ThePsionic> lol
L327[03:24:26] <ThePsionic> You should
find it in Player
L328[03:25:13] ***
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L329[03:26:37]
⇨ Joins: OrionOnline
(~OrionOnli@ip-62-235-46-254.dial.scarlet.be)
L330[03:26:57] <OrionOnline> Hello
L331[03:26:59] <OrionOnline> How is
everybody
L332[03:27:41] <killjoy> hello
L333[03:28:00] <OrionOnline> How is
everybody?
L334[03:28:23] <ThePsionic> Wuppy: Gave up
on the Dare? :P
L335[03:33:04] <Corosus> mmmmmmmm,
worldRenderer.pos(...).tex(...).color(...).endVertex();
L336[03:33:08] <Corosus> dat clean method
chaining
L337[03:33:53] <sham1> it's a monad
L338[03:36:06]
⇨ Joins: bochen415 (~bochen415@46.101.38.101)
L339[03:36:24] <OrionOnline> Anyone know
if it is possible to modify a Quads data?
L340[03:36:37] <OrionOnline> Like setting
Its normals to Up?
L341[03:36:44] <sham1> still pondering
rotation?
L342[03:36:55] <OrionOnline> sham1, no i
got the rotation
L343[03:37:02] <OrionOnline> Now trying to
fix lighting issues i have
L344[03:37:06] ⇦
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L345[03:37:28] <OrionOnline> Cause of the
Block Lighting the additional layers gets darkened by a lot
L346[03:37:50] <OrionOnline> So i am
trying to set the Normals to upwarts so it would not really
matter
L347[03:37:53] <ThePsionic> I always write
stuff like that like
worldRenderer.pos(~).tex(~).color(~).endVertex();
L348[03:38:02] <ThePsionic> With ~ instead
of ... basically lol
L349[03:38:22] <OrionOnline> But as i am
looking at the bake method of the ItemLayerModel
L350[03:38:29] <OrionOnline> all methods
are private
L351[03:38:35] <ThePsionic>
Reflection?
L352[03:38:40] <OrionOnline> and it sets
the normals based on the neighboring pixels
L353[03:38:58] <OrionOnline> ThePsionic,
No lighting enabled when i donnot want it to be
L354[03:39:08] <Dark> Access
Transformers
L355[03:39:18] <sham1> Eww, ATs
L356[03:39:22] <OrionOnline> Dark, that
could fix my problem
L357[03:39:31] <OrionOnline> But i am
trying to stay a way from them
L358[03:39:33] <Dark> very useful
L359[03:39:43] <sham1> Reflection can be
about as fast as ATs if you know what you are doing
L360[03:39:49] <sham1> no
L361[03:39:49] <OrionOnline> I was hoping
i could change the Data before or after the baking process of the
Quad
L362[03:39:53] <sham1> As fast as
ATs
L363[03:39:54] <Dark> if you plan to use
relection a lot just use AT
L364[03:40:00] <sham1> Or
MethodHandles
L365[03:40:06] <Dark> meh
L366[03:40:14] <Dark> not sure why people
do not like them
L367[03:40:19] <OrionOnline> I would have
used reflection and cached the method handle
L368[03:40:21] <Dark> its a built in
feature by forge to make life easy
L369[03:40:21] <Corosus> could also just
make a PR for those methods ;D
L370[03:40:39] <sham1> which one
dark
L371[03:40:40] <Corosus> PR to publicize
with a forge patch, if they allow those kind of prs...
L372[03:40:43] <sham1> ATs or
reflection
L373[03:40:43] <OrionOnline> Corosus, the
problem is that it goes against the nature of the Concept
L374[03:40:48] <Dark> ATs
L375[03:40:59] <Dark> reflection is a java
thing, works outside of forge and MC
L376[03:40:59] <OrionOnline> The whole
Idea of BakedQuads is that they are immutable
L377[03:41:01] <sham1> well they do have a
problem with compatibility
L378[03:41:08] <sham1> ATs
L379[03:41:09] <Corosus> hrm
L380[03:41:11] <Dark> only if you set
things to private
L381[03:41:18] <Dark> or remove
finals
L382[03:41:46] <Dark> even with caching
they are faster
L383[03:41:55] <Dark> as you have edited
the code directly
L384[03:41:57] <OrionOnline> And i am
having a hard time realising how to modify the data once it is that
stupid int[] of the vertex data
L385[03:42:22] <sham1> ask fry when he
comes up
L386[03:42:51] <OrionOnline> He told me to
modify the normals....
L387[03:42:54] <OrionOnline> But did not
say how
L388[03:43:01] <OrionOnline> So i am out
of ideas for now
L389[03:43:16] <sham1> <sham1> ask
fry when he comes up
L390[03:43:23] <OrionOnline> I was hoping
we would have more then one render expert in the channel:P
L391[03:43:31] <Dark> how is the normal
data stored
L392[03:43:36] <Dark> as I might be able
to help
L393[03:43:38] <OrionOnline> inside the
vertex data
L394[03:43:57] <Dark> I mean what exactly
does the vertex data look like
L395[03:44:05] <Dark> is it 3 int
array
L396[03:44:06] <OrionOnline> One sec i am
making pictures :P
L397[03:44:20] ⇦
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L398[03:45:04] <OrionOnline> It is
generally stored in a UnpackedBakedQuad
L399[03:45:40] <OrionOnline> As long as it
is in that state i would be able to modify the data, but only as
long as nobody else cals the getVertexData on the Quad
L400[03:46:13] <OrionOnline> Cause that is
the moment all data gets somehow pushed into the LightUtil.pack
method and floats get turned into a int...
L401[03:47:18] <OrionOnline> If i just
would be able to modify the Data before it gets packed
L402[03:47:26] <OrionOnline> I would have
accomplished my job
L403[03:51:06] <Ordinastie> OrionOnline,
unpack the float and repack it after
L405[03:51:24] <Ordinastie> it's a stupid
way imo, but that's what MC does
L406[03:51:35] <OrionOnline> I donnot need
to unpack it
L407[03:51:44] <OrionOnline> I just need
to know how this is interpreted
L408[03:52:00] <OrionOnline> Like where is
the normal vector pointing to in this case
L409[03:52:09] <Ordinastie> depends on the
vertex format you use
L410[03:52:17] <OrionOnline>
VertexFormat.ITEM
L411[03:52:35] <OrionOnline> Is what IDEA
told me
L412[03:52:39] <OrionOnline> And fry
confirmed
L413[03:52:43] <Dark> hmm thought I could
help but guess not
L414[03:52:51] <Ordinastie> then it's the
forth element
L415[03:52:59] <Dark> format is so
different then my model formats I've created outside of MC
L416[03:53:00] <Ordinastie> *fourth
L418[03:53:23] <Dark> might be the
case
L419[03:53:25] <OrionOnline> Ordinastie,
What do you mean with fourth element?
L420[03:53:28] <Dark> normally you only
need 3 points
L421[03:53:32] <Dark> not sure why its
4
L422[03:53:36] <Ordinastie> OrionOnline,
open DefaultVertexFormats
L423[03:53:53] <OrionOnline> yes
L424[03:54:16] <Ordinastie> you see what
elements are in for the ITEM
L425[03:54:45] <OrionOnline> A position_3F
(i think saying that the position of the vertex is stored in 3
floats)
L426[03:55:05] <OrionOnline> A color_4ub
indicatting that the color is stored in 4 unsigned bytes
L427[03:55:10]
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L428[03:55:23] <OrionOnline> a tex_2f (my
gues would be texture but no clue)
L429[03:55:44] <OrionOnline> And then a
Normal_3B indicating that the normal is stored in 3 Bytes
(signed)
L431[03:56:03] <Ordinastie> so yes, you
have 3 floats first for position (x, y, z)
L432[03:56:21] <OrionOnline> Oh i was
looking at the wrong float values then
L433[03:56:36] <Ordinastie> a byte for
color, then 2 times UVs (one for UVs, 2nd for the light
texture)
L434[03:56:48] <Ordinastie> then the
normal as 3 floats too
L435[03:56:56] <Ordinastie> *3 bytes
L437[03:57:23] <OrionOnline> 1, 0, 0 would
be west correct?
L438[03:58:04] <OrionOnline> And all the
floats get covnerted to the correct type defined by the
VertexFormat and stored in a Int[]
L439[03:58:06] <Ordinastie> except you
have 4 slots
L440[03:58:10] <OrionOnline> So that is
what LightUtil.pack does
L441[03:58:25] <OrionOnline> Ordinastie,
That four is hard coded
L442[03:58:28]
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L443[03:58:36] <Ordinastie> ah yes, that
would be the padding
L444[03:59:05] <Wuppy> ugh I feel like
it's late in the afternoon already...
L445[03:59:07] <OrionOnline> COrrect the
fifth component to the VertexFormat is the PAdding
L446[03:59:15] <Wuppy> makes sense though,
after 8 hours of work
L447[03:59:24] <OrionOnline> Wuppy, Ludum
Dare?
L448[03:59:37] <Ordinastie> but that's why
I say MC is really badly coded
L449[03:59:44] <Wuppy> si senor
L450[03:59:59] <OrionOnline> Ordinastie, I
donnot think it is that bad coded
L451[04:00:17] <OrionOnline> It is just
not documented well enough (understandable, but still)
L452[04:00:26] <Ordinastie> no, it's
really bad
L453[04:00:32] <OrionOnline> Yeah okey it
is bad
L454[04:00:38] <OrionOnline> But i have
seen worse
L455[04:00:40] <OrionOnline> GRanted
L456[04:00:57] <OrionOnline> If i would
change those on all vertexes in all quads to 0,1,0,0
L457[04:01:09] <OrionOnline> It would mean
that the Normals would be poiunting upwarts correct?
L459[04:02:11] <OrionOnline> Ordinastie,
Wow that makes somehow sense
L460[04:02:19] <OrionOnline> Alltoughh i
donnot think that would help me
L461[04:02:23] <OrionOnline> As you are
already rendering
L462[04:02:31] <OrionOnline> And i donnot
have acces to the renderer
L463[04:02:31] <Ordinastie> MC code make
the bakequads return int[] so all the calculations are to be done
on that int[], unpacking and then repacking
L464[04:02:48] <OrionOnline> But need to
modify that during the Baking of the model
L465[04:03:11] <Ordinastie> no, I'm just
showing how mojang should have done it
L466[04:03:20] <OrionOnline> So
technically i could grad the vertex of the quad, remove it, unpack
it, modify it, repack it, and add it back?
L467[04:03:31] <OrionOnline> Oh yeah that
is much cleaner code
L468[04:03:35] <Ordinastie> I can because
I don't use models at all, and my Vertex data already contains the
right data
L469[04:03:59] <OrionOnline> Sadly that is
not a option for me
L470[04:04:00] <Ordinastie> I don't think
vanilla MC has a vertex at all
L471[04:04:12] <OrionOnline> As i really
on vanilla models for the first layer of my item
L472[04:04:17] <OrionOnline> And render a
temperature bar over it
L473[04:04:43] ⇦
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L475[04:06:31] <Ordinastie> so, what you
need to do is what MC does
L476[04:06:39] <OrionOnline> sadly,
yes
L477[04:06:48] <OrionOnline> Which is a
bit frustrating right now
L478[04:06:53] <Ordinastie> just insert
the ints you want at the hardcoded position in the array
L479[04:06:57] <OrionOnline> As MC does
weird stuff.
L480[04:08:02] <Ordinastie> yes, when I
had to refactor my rendering system for 1.8, I had to really dig
into MC code, and I was baffled by what I saw
L481[04:08:22] <OrionOnline> The thing i
donnot get is why it is that HardCoded
L482[04:08:34] <OrionOnline> Like at the
start i thought it was flexible and powerfull
L483[04:08:40] <Ordinastie> because when
bad code could be blamed on Noth not being that good before, it's
no longer the case
L484[04:08:50] <Ordinastie> bad
design
L485[04:09:01] <OrionOnline> But the more
i get into it the more i realise that the design is just
flawed
L486[04:09:08] <OrionOnline> Yeah correct
bad design at least on some parts
L487[04:09:19] <OrionOnline> And i think
forge tries to make up for it
L488[04:09:26] <OrionOnline> But i am not
sure it is succeeding
L489[04:10:11] <OrionOnline> I now
actually understand what that vertexData array actually is
L490[04:10:20] <OrionOnline> I could never
under stand why it was that big
L491[04:10:39] <OrionOnline> But it is
that big because it contains the int[] data of each vertex in
order
L492[04:10:49] <Ordinastie> yeah, I don't
think patching over MC model system was the right way to go
L493[04:10:50] <OrionOnline> Making the
actual array for a vetex 1/4 of that length
L494[04:11:00] <Ordinastie> yes
L495[04:11:19] <OrionOnline> which is
equal to seven
L496[04:11:25] <OrionOnline> 3 ints for
the position
L497[04:11:28] <OrionOnline> one for the
color
L498[04:11:37] <OrionOnline> two for the U
and V
L499[04:11:58] <OrionOnline> Hmm that
would not fit
L500[04:12:18] <OrionOnline> How would i
fit that normals and the padding in that stupid array
L501[04:12:20] <Ordinastie> 7 is for
blocks
L502[04:13:15] <Ordinastie> or wait,
no
L503[04:13:22] <Ordinastie> I always
confuse the counts too
L504[04:13:33] <Ordinastie> and that's why
I use a Vertex object :]
L505[04:14:18] <OrionOnline> Sadly not a
option for me
L506[04:14:35] <OrionOnline> Allthough i
see a pattern in the vertexDataMap
L507[04:14:38] <Ordinastie> yeah, nobody
want's hard dep :x
L508[04:17:58] <OrionOnline> I think i am
better of, AT the protected away from the unpacked daata
L509[04:18:08] <OrionOnline> set the
normals there and setted the packed value to false
L510[04:19:08] <OrionOnline> Making it
auto repack the new data the next time it render the mode
L511[04:19:19] <OrionOnline> Would make my
life certainly a lot easier
L512[04:19:29] <Ordinastie> can't help you
there, I don't know how the models work now
L513[04:19:35] <OrionOnline> No problem
man
L514[04:19:43] <OrionOnline> You pointed
me in the right direction
L515[04:19:53] <OrionOnline> Which is more
then i had before
L516[04:20:19] <Ordinastie> everytime I
see someone give a solution using model, it always feels like a big
dirty hack that shouldn't exist
L517[04:21:16] <OrionOnline> .... I can
follow that... at least after what i had to go trhough this
week
L518[04:21:23] <OrionOnline> Like the
whole system makes no sense
L519[04:21:28] <OrionOnline> We have
perspective aware models
L520[04:21:43] <OrionOnline> But for block
we still do the rotation hardcoded in the render? Like what?
L521[04:22:05] <OrionOnline> Eventhrough
we call that same method to get the perspectives additional
rotation before hand....
L522[04:22:16] <OrionOnline> Like no
consistency in that part there
L523[04:24:25] <OrionOnline> Owhh never
mind
L524[04:24:32] <OrionOnline> I can actualy
not use a AT
L525[04:24:41] <OrionOnline> Because the
UnpackedBakedQuad comes from Forge
L526[04:24:59] <OrionOnline> And i donnot
think AT's work on Forge
L527[04:25:02] <OrionOnline>
Correct?
L528[04:27:50] <Lumien> I think they do,
you can asm forge
L529[04:28:07] <OrionOnline> I will
try
L530[04:28:11] <Ordinastie> I think they
do, but if you need to, you're probably doing something wrong
:p
L531[04:29:50] <OrionOnline> Ordinastie,
As i sad, the easiest way is to modify the actual data that the
int[] is made up of
L532[04:30:02] <OrionOnline> Which i would
have acces to were it not that it is protected
L533[04:30:32] <Ordinastie> are you not
providing the int[] yourself ?
L534[04:30:55] <OrionOnline> Nope
L535[04:31:01] <OrionOnline> I just have a
Quad
L536[04:31:25] <OrionOnline> And i can get
the Packed int[] by calliung getVertexData()
L537[04:31:40] <OrionOnline> But that does
nothing else then pack the unpackedData
L538[04:31:55] <OrionOnline> Which is
stored in a protected float[][][]
L539[04:32:40] <OrionOnline> Okey for
reference, you cannot AT a MinecraftForge class
L540[04:32:54] <OrionOnline> Cause
ForgeGradle does not know about does at the time it does the
AT
L541[04:33:21] <Ordinastie> what object do
you have access to ?
L542[04:34:08] <OrionOnline> The class is
called:
net.minecraftforge.client.model.pipeline.UnpackedBakedQuad
L543[04:34:39] <OrionOnline> The plain for
a human readable data is stored in the unpackedData variable
L544[04:35:45] <Ordinastie> can you show
me your code ?
L545[04:36:24] <OrionOnline> Sure one sec,
will push everything
L547[04:38:49] <Ordinastie> are you trying
to set normals for your base model or for your temperatur quad
?
L548[04:38:51]
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L550[04:39:05] <OrionOnline> For the
temperature thingy
L551[04:39:27] <Ordinastie> and are you
not making that quad yourself ?
L552[04:39:33] <OrionOnline> Nope
L553[04:39:38] <OrionOnline> It gets
created by the texture loaded
L554[04:39:42] <OrionOnline> texture
laoder*
L555[04:39:46] <OrionOnline>
loader**
L557[04:41:00] <Ordinastie> damn that shit
looks so complicated, when I could do that in 10min :x
L558[04:41:09] <OrionOnline> The bar on
the Blocks should just as bright as on the Item
L559[04:41:38] <Ordinastie> ah, yes, hence
the "fix the normal"
L560[04:41:50] <OrionOnline> In 1.7
L561[04:41:57] <OrionOnline> this code
four lines
L562[04:42:14] <Ordinastie> with
MalisisCore 1.8, it would be too :)
L563[04:42:24] <OrionOnline> granted i can
shrink other parts of the code thanks to 1.8
L564[04:42:28] <OrionOnline> I have a base
mode
L565[04:42:41] <OrionOnline> Which already
grants me more freedom then i normally have
L566[04:42:55] <OrionOnline> What is
MalisisCore
L567[04:42:57] <OrionOnline>
Actualy?
L569[04:43:27] <Ordinastie> like a
framework to simplify stuff
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L573[04:43:44] <Ordinastie> (I should
update the README ><)
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L576[04:44:46] <Ordinastie> well, in the
1.8 branch actually
L578[04:45:44] <OrionOnline> That is
nice
L579[04:46:34] <Ordinastie> but like I
said, people don't want hard deps, so they won't use it
L580[04:46:51] <OrionOnline> I would use
it if i did not already have one :P
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L582[04:47:53] <Ordinastie> or that excuse
:p
L583[04:48:00] <OrionOnline> Sorrrryyyyy
:D
L584[04:48:07] <OrionOnline> I just
started making my own
L585[04:48:16]
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L586[04:48:17] <OrionOnline> So I am not
going to give up on it
L587[04:48:36] <OrionOnline> But i might
take a peak under the Hood for MalisisCore and see how you solved
some stuff
L588[04:49:12] <Ordinastie> yeah, the nice
thing about it is that I went so far you can't really just pick
just some stuff :p
L589[04:52:02] <OrionOnline> Hmm
damn
L590[04:52:13] <OrionOnline> I am not able
to acces that dang field
L591[04:52:21] <OrionOnline> No i need to
wait until fry is up
L592[04:54:43] <Ordinastie> why don't you
just make the int[] yourself for the bar ?
L593[04:56:28] <OrionOnline> I have no
idea how
L594[04:56:36] <OrionOnline> Like i have
the pixel data
L595[04:56:42] <OrionOnline> But all the
methods are private
L596[04:57:17] <OrionOnline> And really i
donnot need to modiy the individual pixels
L597[04:57:30] <OrionOnline> I just would
like to modify the normals
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L599[04:58:07] <OrionOnline> I am
stupid
L600[04:58:17] <OrionOnline> There is
actually a unpack method....
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L602[05:01:25] <sham1> :D
L603[05:01:42] <OrionOnline> meaning that
i can unpack the data and repack it......
L604[05:01:45] <OrionOnline> I am so
stupid
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L609[05:04:48] <OrionOnline> Okey time to
implement that this afternoon, while my girlfriend makes cookies,
yum
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L619[05:32:45] <Ronzan> Hiyas
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L629[05:36:55] <Rockers> Am I voiced
now?
L630[05:37:00] <Rockers> Oh, I am.
L631[05:37:16] <Rockers> That's weird.
Anyway. I'm awake Wuppy.
L632[05:37:39] <Wuppy> mornin
L633[05:38:08] <Rockers> Morning
L634[05:38:12] <Wuppy> 8 hours in :)
L635[05:38:55] <Rockers> 2 Hours In. (I
did some after I left last night.)
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L638[05:40:32] <Rockers> Insane rn
L639[05:40:38] <Rockers> It's
fabulous.
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L668[07:53:07] <Wuppy> Rockers, what do
you have so far?
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L670[07:53:50] <Rockers> A scene with a
camera that goes up forever. In the game, the player will be riding
a worm that gets "bigger", so to speak.
L671[07:54:05] <Wuppy> oh yeah, in Unity
right?
L672[07:54:09] <Rockers> Yep
L673[07:54:22] <Rockers> I bet you created
it from SDL or something like that.
L675[07:54:58] <Wuppy> but, stuff is
actually working :P
L676[07:55:02] <Rockers> That's
good.
L677[07:59:53] <Wuppy> hmm a short break,
some fresh air and some just cause really refershed me
L678[08:00:47] <Rockers> I've mostly been
creating textures.
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L681[08:12:01] <Rockers> I'm mixing 3d and
2d
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L686[08:39:48] <raoulvdberge> what system
does MC use for color passing in GUI's? passing 0x4C4C4C does
nothing for example
L687[08:43:21] <Ivorius> 0xAARRGGBB
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L689[08:45:26] <raoulvdberge> so something
like 0x004C4C4C should work?
L690[08:45:40] <raoulvdberge> I hope 00
doesn't mean its transparent. tried 11 too
L691[08:46:48] <heldplayer> 00 is fully
transparent, FF is fully opaque
L692[08:46:57] <raoulvdberge> oh yeah
indeed, i'm dumb.
L693[08:52:17] <Wuppy> Ivorius, for some
reason SDL likes doing 0xRRGGBBAA :|
L694[08:54:07] <Ivorius> rgba is also
common
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L696[08:55:43] <Wuppy> also, I'm writing
my first game (outside of an engine) which is not grid based
:D
L697[08:56:25] <Ivorius> That's like all I
did my first 3 years of programming Java :P
L698[08:56:49] <Rockers> Atm I'm doing 2d
character rigging
L699[08:57:16] <Wuppy> Ivorius, how did
you do those?
L700[08:57:30] <Ivorius> lol you dont
wanna know
L701[08:57:43] <Ivorius> My first attempts
were all pre-OGL with java Graphics library
L702[08:57:44] <Ivorius> brrrr
L703[08:58:08] <Wuppy> oh
L704[08:58:48] <sham1> Wuppy use
opengl
L705[08:59:22]
⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L706[08:59:27] <Wuppy> nah, C++ &
sdl
L707[09:06:27] <sham1> ... that does not
make it so that you cannot use opengl
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L709[09:08:49] <DanseMacabreD2> After
seeing ichun's twitter confessions thing, I thought lex's would be
in the same vein. NOPE.
L710[09:09:21] <hipsterpig> lmao no
L711[09:09:24] <hipsterpig> I have a lot
more followers than lex
L712[09:09:29] <hipsterpig> and well, lex
has been through more shit
L713[09:10:32] <Rockers> Confession?
L714[09:10:52] ⇦
Quits: modmuss50 (uid42264@id-42264.highgate.irccloud.com) (Quit:
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L715[09:11:06] <Rockers> Did he do an
ama?
L717[09:11:33] <amadornes> he's doing the
one like -> one confession thing
L718[09:12:38] <hipsterpig> i'm stuck
amadornes
L719[09:12:39] <hipsterpig> halp
L720[09:12:46] <amadornes> uhhh
L721[09:12:47] <Rockers> I see it
L722[09:13:01] <amadornes> you gave out
invitations to FC at Minecon, hipsterpig :P
L723[09:13:10] <amadornes> say something
about that :P
L724[09:13:18] <amadornes> *
"you"
L725[09:13:38] <hipsterpig> meh.
L726[09:13:41] <amadornes> I don't
actually know what else you could talk about
L727[09:15:34] <DanseMacabreD2> Any
hilarious education related shenanigans?
L728[09:16:48] <DanseMacabreD2> lmao @
lex's item number 19
L729[09:17:47] <Ronzan> Is there a simple
way to do something like renderBlockAsItem() in an
IItemRenderer?
L730[09:18:11] <Ronzan> Or do I have to do
it manually with a tessellator
L731[09:18:34] <amadornes>
RenderBlocks.getInstance().renderBlockAsItem() ?
L732[09:18:45] <Ronzan> Thank you :)
L733[09:18:55] <amadornes> I'm not sure if
it's actually called that way
L734[09:19:01] <amadornes> but it should
be something like that :)
L735[09:19:13] <Ronzan> You are spot on
:)
L736[09:19:18] <amadornes> \o/
L737[09:19:55] <Ronzan> I'm still a
modding noob, so I don't think of these things, like to check for a
static instance like here :)
L738[09:23:50] <Ronzan> and it works
perfectly, thanks man ;)
L739[09:25:03] <Wuppy> damn, 1.5L of coke
isn't even nearly enough for a 1 person 48 hour jam
L740[09:25:28] <Ronzan> Hiya Wuppy, how is
it going with the game?
L742[09:26:13] <Ronzan> nice, getting
things done ;)
L743[09:26:24] <Wuppy> still hardly
anything gameplay wise
L744[09:26:30] <Wuppy> seriously, there is
no input yet xD
L745[09:26:45] <Ronzan> hehe, it takes
time when writing stuff from (almost) scratch :)
L746[09:26:56] <Wuppy> it sure does
:o
L747[09:27:11] <Wuppy> at least I'm not
even nearly halfway :P
L748[09:27:24] <Wuppy> and I did make some
nice progress \o/
L749[09:28:12] <Ronzan> I finally got my
block basic rendering under control hehe
L750[09:28:23] <Wuppy> you're doing jam as
well?
L751[09:28:31] <Ronzan> nope
L752[09:29:22] <Wuppy> now... how am I
going to check if the player can or cannot fall...
L753[09:29:37] <Ronzan> I have small kids
and I would pull some serious wife aggro if I just disappeared into
the computer for several days/nights hehe
L754[09:29:47] <Wuppy> hehe, makes
sense
L755[09:29:58] <Ronzan> plane-sphere
collision check?
L756[09:30:11] <Wuppy> nop it's not a
plane
L757[09:30:11] <Ronzan> or circle if in 2D
only
L758[09:30:34] <Wuppy> I've written a
circle to box collision but I've gotta figure out when it should
fall or not
L759[09:30:57] <Ronzan> what are you
doing, platform game thing?
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L761[09:31:07] <Wuppy> pretty much,
yeah
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L763[09:31:56] <Ronzan> I hate writing
collision detection/reponse hehe
L764[09:32:02] <Wuppy> the theme is 2
button controls, I can only do 2d art-wise, have just 48 hours and
had to work with some not 100% familiar things so I did not have a
lot of choice
L765[09:32:05] <Wuppy> hey same here
:P
L766[09:32:09] <Wuppy> it's extremely
educational though
L767[09:32:13] <Ronzan> indeed
L768[09:32:37] <Ronzan> 2 buttons hehe,
nice
L769[09:32:50] <Wuppy> hmm I think I've
got an idea on how to do this collision
L770[09:33:30] <raoulvdberge> collision
detection, always fun
L771[09:33:32] <Ronzan> well I guess you
would have to decide a gravity direction
L772[09:34:31] <Wuppy> that's the easy
part
L773[09:34:37] <Ronzan> and then just
brute force your circle-rectangle collision check
L774[09:34:44] <Wuppy> the hard part is to
get the right reaction upon collision
L775[09:34:47] <raoulvdberge> meanwhile my
AE clone mod is taking shape :D
L776[09:34:58] <Wuppy> AE?
L777[09:35:02] <Ronzan> it first get more
tricky when you have collisions with multiple blocks hehe
L778[09:35:04] <raoulvdberge> Applied
Energestics
L779[09:35:15] <Ronzan> contact points,
manifolds and all that
L780[09:35:17] <Wuppy> raoulvdberge, your
name sounds very dutch, is there a reason for htat? :P
L781[09:35:27] <raoulvdberge> I am pretty
Dutch :P
L782[09:35:36] <Wuppy> \o/
L783[09:35:43] <raoulvdberge> Actually
Belgian.
L784[09:35:49] <Wuppy> meh
L785[09:35:51] <Wuppy> :P
L786[09:35:54] <raoulvdberge> ahahah
L787[09:36:10] <Wuppy> just kidding, great
beers and in the dutch part the people are nice
L788[09:36:23] <Wuppy> I also currently
live about 15 minutes from the border so yeah :P
L789[09:36:29] <raoulvdberge> fun
:-D
L790[09:36:44] <raoulvdberge> close to
Antwerp? ;-)
L791[09:37:23] <raoulvdberge> well, close
to the border near Antwerp
L792[09:37:50] <Wuppy> close-ish,
Breda
L793[09:38:54] <raoulvdberge> ah :)
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L798[09:44:01] <Ronzan> just noticed you
used puush Wuppy, I've never tried that before, pretty neat
:)
L799[09:44:19] <Wuppy> puush is
awesome
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L803[09:49:23] <Rockers> Added anything
else yet Wuppy?
L804[09:49:30] <raoulvdberge> those slots
support >64 items btw :)
L805[09:49:33] <Wuppy> nop still nothing
:<
L806[09:49:36] <raoulvdberge> well, item
quantities
L807[09:49:39] <Wuppy> well, I've improved
my level parsing :)
L808[09:50:03] <Rockers> That's
cool.
L809[09:50:07] <Ronzan> looking good raoul
:)
L810[09:50:20] <raoulvdberge> thanks
:)
L811[09:50:34] <Rockers> I've added in
custom popup boxes with text.
L812[09:50:50] <Rockers> Dynamic popup
boxes*
L813[09:51:00] <raoulvdberge> above player
heads?
L814[09:51:11] <Rockers> Oh no, we are
ModJamming
L815[09:51:11] <raoulvdberge> or like
alerts or something
L816[09:51:17] <Rockers> *Game
Jamming
L817[09:51:22] <Rockers> for Ludum
L818[09:51:28] <raoulvdberge>
aaaaaaah
L819[09:51:30] <raoulvdberge>
awesome
L820[09:51:58] <OrionOnline> fry , you
there?
L822[09:52:18] <OrionOnline> I think i got
the normal stuff
L823[09:52:51] <Rockers> Neat, I didn't
know that you got structs in c#
L824[09:52:55] <raoulvdberge> what a
difficult theme!
L826[09:54:01] <OrionOnline> It works
brilliantly and it was definitly worth it
L828[09:54:30] <OrionOnline> even though i
whish there was an accesor for the unpacked data on the
unpackedBakedQuad
L829[09:54:46] <OrionOnline> That would
allow you to modify it easily and auto repack it on command
L830[09:55:00] <fry> it's immutable by
design
L831[09:55:13] <OrionOnline> It is
not
L832[09:55:20] <OrionOnline> I can just
grab the packed data and modify that
L833[09:55:31] <OrionOnline> So why is the
unpacked data just protected by a protected flag
L834[09:55:31] <fry> don't do that
L835[09:55:37] <diesieben07> baked =
immutable
L836[09:55:43] <OrionOnline> i have to if
i want to change the normals
L837[09:55:49] <fry> no, you don't
L838[09:55:54] <OrionOnline> i donnot have
acces to the Quads data before hand
L839[09:55:56] <fry> create a new
quad
L840[09:56:04] <fry> pipe the old data to
it
L841[09:56:09] <OrionOnline> Hmm
L842[09:56:09] <fry> and transform it in
the process
L843[09:56:15] <OrionOnline> That might
actually
L844[09:56:16] <OrionOnline> work
L845[09:56:25] <OrionOnline> So instead of
writing the new int back to the old one
L846[09:56:33] <OrionOnline> I could just
create a new Quad
L847[09:56:41] <OrionOnline> But how do i
overwrite the Quad
L848[09:56:44] <OrionOnline> in the
model
L849[09:56:49] <fry> only reason modifying
packed data works is efficiency
L850[09:56:50] <OrionOnline> As that is a
ImmutableMap
L851[09:56:59] <fry> create a new
model
L852[09:57:05] <fry> since you're doing
that anyway
L853[09:57:15] <OrionOnline> Hmm that
might be a fix as well
L854[09:58:42] <OrionOnline> How do i make
a model with just Quads?
L855[09:59:00] <OrionOnline> I only see
options to create BakedModels with Quads
L857[09:59:45] <diesieben07> glad it works
:D
L858[10:00:03] <Ronzan> :)
L859[10:04:04] ⇦
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L860[10:04:24] <Ronzan> Now I just need to
figure out how to organize the GUI for the block :)
L861[10:13:34] <OrionOnline> Is there an
Exmaple of how to use the OBJ Loader somewhere (for 1.8)?
L862[10:14:02] ⇦
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L865[10:18:09] <OrionOnline> diesieben07,
what are those OBJModel.OBJProperties ExtendedBlockStates
L866[10:18:10] <OrionOnline> ?
L867[10:18:20] <diesieben07> I do not know
:D
L868[10:18:26] <diesieben07> i haven't
used it
L869[10:18:49] <OrionOnline> oke
L870[10:20:15]
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L871[10:20:46]
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L872[10:20:50] <MrVoltz> Hi
L873[10:21:00]
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L875[10:21:15] <sham1> Hello mate
L876[10:21:19] <gigaherz> OrionOnline:
they are used in order to specify transformations and sub-model
visibility
L877[10:21:42] <OrionOnline> gigaherz, i
just came to the part with the rotating eye and realised that
L878[10:21:54] <gigaherz> you can use them
from getExtendedState in your block
L879[10:21:57] <gigaherz> but keep in
mind
L880[10:22:19] <gigaherz> the non-TESR
stuff is drawn in batches, embedded into the world
L881[10:22:26] <OrionOnline> Yeah
oke
L882[10:22:29] <gigaherz> so using that
for animations would be rather slow ;P
L883[10:22:35] <OrionOnline> But how does
the OBJLoader work for items?
L884[10:23:01] <MrVoltz> Anyone has
experiences with javasssist runtime patching or
tickthreading?
L885[10:23:17] <diesieben07> please don't
do either.
L886[10:23:22] <gigaherz> I believe they
hacked it so that items can also have a blockstate file
L887[10:23:30] <OrionOnline> hmmm
L888[10:23:30] <gigaherz> but i have no
idea
L889[10:23:39] <OrionOnline> I need to ask
Shadekiller that then
L890[10:24:06] <gigaherz> in my own obj
loader I made a method for it ;P
L891[10:24:28] <OrionOnline> If you are
okey with it i might want to take a look at yours
L892[10:24:30]
⇨ Joins: Cojo
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L893[10:24:33] <MrVoltz> I patched IC2
with it, so it spreads tile entity loads over several ticks,
because it was freezing the server
L894[10:24:39] <OrionOnline> Becuase this
one has so many limits
L895[10:25:01] <gigaherz> mine is designed
for items exclusively
L896[10:25:05] <gigaherz> it may work for
blocks
L897[10:25:06] <OrionOnline> good
L898[10:25:13] <OrionOnline> then i might
use yours for my book
L899[10:25:17] <gigaherz> but
L900[10:25:24] <gigaherz> in many things,
it's even MORE limited
L901[10:25:31] <gigaherz> mine can't hide
sub-parts
L902[10:25:34] <gigaherz> or do
animations
L903[10:25:50] <OrionOnline> what do you
mean with animations
L904[10:25:57] <OrionOnline> Like pre
baked animations that are part of the OBJ
L905[10:26:05] <gigaherz> no that isn't a
thing
L906[10:26:08] <gigaherz> obj doesn't do
animations
L907[10:26:19] <OrionOnline> Oh that was
the B3D
L908[10:26:23] <OrionOnline> wasn't
it?
L909[10:26:31] <gigaherz> I mean I don't
have anything like that "OBJState" that lets you
show/hide things, or apply transform matrices
L910[10:26:37] ⇦
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L911[10:27:09] <OrionOnline> oke
L912[10:27:18] <MrVoltz> Now I have
problem with patching out one if, which is in dynamically created
function in dynamically created class
L913[10:27:30] <OrionOnline> then i will
have to fall back on the main OBJ Loader
L914[10:27:34] <OrionOnline> or even use
the B3D one
L915[10:27:44] <OrionOnline> As i think
Blender can export to that as well
L917[10:28:04] <diesieben07> MrVoltz, what
do you mean by "dynamically created class"?
L919[10:28:41] <gigaherz> every
ResourceLocation that's added there, gets ".obj" appended
to it and loaded as an obj model with my loader ;P
L920[10:29:01] <OrionOnline> yeah okey
understood
L921[10:29:10] <OrionOnline> It forces the
system to use that model loader
L922[10:29:23] <OrionOnline> Cause the
other one wants it to end with *.obj
L923[10:29:32] <gigaherz> sortof, it just
tells my loader to return true from accept()
L924[10:29:50] <MrVoltz> diesieben07, can
I post screenshot of IC2's decompiled source, or it is against its
license?
L925[10:29:51] <gigaherz> the other one
only triggers if a blockstate file contains a resourcelocation
ending in ".obj"
L926[10:30:02] <OrionOnline> yeah
L927[10:30:16] <Rockers> Is it bad that my
ludum game has a "story"
L928[10:30:34] <diesieben07> MrVoltz, the
heck do I know, if you want to be save send it in a pm
L929[10:31:00] <MrVoltz> i need to mess
with the if (TileEntityBlock.this.enableUpdateEntity()) {
L930[10:31:02] <diesieben07> MrVoltz,
there is no "dynamic class there"
L931[10:31:25]
⇨ Joins: Xilef11 (~xilef11@209.195.101.19)
L932[10:31:29] <MrVoltz> I don't really
know java, so...
L933[10:31:40] <diesieben07> then you
should NOT be writing a coremod :O
L934[10:32:01] <MrVoltz> I just want to
add one condition to the if block
L935[10:32:12] <diesieben07> that does not
alter my statement at all.
L936[10:32:27] <diesieben07> do not write
a Mod without knowing Java. especially not a coremod.
L937[10:32:43] <ThePsionic> Wuppy: you
there?
L938[10:32:46] <Wuppy> yes
L939[10:32:56] <ThePsionic> You know what
sucks
L940[10:33:07] <MrVoltz> diesieben07, dont
write coremod, just use TickThreading's patcher
L941[10:33:07] <Wuppy> writing collision
code?
L942[10:33:12] <ThePsionic> that
also
L943[10:33:23] <gigaherz> Rockers: ofc
not.
L944[10:33:23] <diesieben07> MrVoltz, the
wut.
L945[10:33:28] <Rockers> kden
L946[10:33:30] <ThePsionic> but having a
birthday party downstairs while you have to finish two projects
before monday
L947[10:33:33] <gigaherz> the only bad
thing is overreaching
L948[10:33:35] <Wuppy> :c
L949[10:33:37] <gigaherz> and not being
able to finish
L950[10:33:44] <Rockers> It's just a
little intro
L951[10:33:50] <gigaherz> if you can do it
within the weekend, add ALL the story
L952[10:33:51] <gigaherz> ;P
L954[10:34:09] <diesieben07> oh jesus
christ
L955[10:34:20] <Wuppy> ThePsionic, I've
been working for 14 hours straight now \o/
L956[10:34:32] <ThePsionic> Wuppy: You
know that's not true
L957[10:34:35] <MrVoltz> in background, it
uses javaassist to patch the mods
L958[10:34:37] <ThePsionic> I saw you play
Just Cause 3 earlier
L959[10:34:41] <diesieben07> yeah that is
ugly AF.
L960[10:34:44] <ThePsionic> (like, this
morning)
L961[10:34:45] <Wuppy> well yeah I take
short brakes in between
L962[10:34:56] <Wuppy> 14 hours with short
brakes
L964[10:35:55] <diesieben07> also MrVoltz
if you do not know java you are probably not the right person to
fix a performance problem in a mod.
L966[10:36:18] <ThePsionic> short brake
:^]
L967[10:36:38] <Xilef11> is there a
specific version of Forge I should use for 1.8.8? there's not been
a "recommended" build for a while
L968[10:36:52] <MrVoltz> I already fixed
the problem, but now there are instances where tile entity is
loaded after the chunk it was in was already unloaded
L969[10:36:53] <diesieben07> just
latest
L970[10:37:03] <MrVoltz> That will break
everything
L971[10:37:16] <Xilef11> thanks
L972[10:37:47] <diesieben07> MrVoltz, ok
now. i want you to make a very simple mod. one class. with one
anonymous class (like in the code you showed). compile it and look
a what it compiles to.
L973[10:37:58] ⇦
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L975[10:48:39] <MrVoltz> diesieben07, ok,
I have it :) actually first time I've coded something in java
L976[10:49:04] <MrVoltz> It compiled to
ITestInterface.class MainClazz.class MainClazz$1.class
L977[10:49:06]
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L978[10:49:17] <diesieben07> exactly
L979[10:49:18] <OrionOnline> Hey
shadekiller666
L980[10:49:23] <diesieben07> that shoud
tell you how to do what you want.
L981[10:49:29] <OrionOnline> I have some
questions regarding the OBJ Loader
L982[10:49:31] <MrVoltz> So I need to
target the $1 one
L983[10:49:38] ⇦
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L984[10:50:34] <OrionOnline>
shadekiller666, how do i load model for Items and modify the OBJ
based of the NBT Data (say rotation) inside a Stack?
L985[10:51:22] <shadekiller666> uhhh
L986[10:51:30] ⇦
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L987[10:52:22] <shadekiller666> give me a
bit to get situated and such
L988[10:52:43] *
diesieben07 hands shadekiller a dring
L989[10:52:46] <diesieben07> drink
L990[10:52:57] <OrionOnline>
shadekiller666, no problem
L991[10:53:00] <OrionOnline> take your
time
L992[10:54:26] <shadekiller666> not
exactly what i meant but thanks
L993[10:57:36]
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L995[11:00:53] <OrionOnline>
shadekiller666, what did you mean then?
L996[11:02:33] *
shadekiller666 was referring to diesienben :P
L997[11:02:59] <OrionOnline> Oh lol
:D
L998[11:03:15] *
gigaherz hands shadekiller666 a coffee
L999[11:03:23] *
OrionOnline hands him a cup of soup
L1000[11:03:29]
⇦ Quits: fuj1n (~fuj1n@101.190.222.175) (Quit:
Sleep)
L1001[11:03:30] *
gigaherz goes get a tea for himself
L1002[11:03:46] *
diesieben07 already has tea
L1003[11:03:47] <shadekiller666> do you
have more sugar and creamer in that coffee than actual
coffee?
L1004[11:04:02] <OrionOnline> yes,
gigaherz has, as usual :D
L1005[11:04:18] <Xilef11> nice, the new
gradle creates the run configs for eclipse
L1006[11:04:18] *
shadekiller666 doesn't drink coffee, it is far too
bitter
L1007[11:04:19] <OrionOnline> That is the
only reason he vibrates at those frequencies
L1008[11:04:39] <OrionOnline>
shadekiller666, me neither, i like tea, with milk and sugar
L1009[11:04:46] <diesieben07> ^^
that
L1010[11:04:54] <shadekiller666> i don't
like warm leaf juic
L1011[11:04:58] <shadekiller666>
juice
L1012[11:05:03] <diesieben07> lol
L1013[11:05:09] <OrionOnline> lol
:D
L1014[11:05:15] *
shadekiller666 references!!!
L1015[11:05:34] <OrionOnline> I really
really really like earl grey with milk and a goob bit of
sugar
L1016[11:05:40] <OrionOnline> But the tea
has to be really dark
L1017[11:05:47] <shadekiller666> goob
bit?
L1018[11:05:58] <OrionOnline> Yeah like 2
or 3 tea spoons
L1019[11:06:08]
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L1020[11:06:20] <shadekiller666> ok
L1021[11:06:24] <diesieben07> thats
pretty much what i drink, too :D
L1022[11:06:32] *
shadekiller666 drinks soda
L1023[11:06:40] *
diesieben07 highfives OrionOnline
L1024[11:06:51] <OrionOnline>
diesieben07, Yeah
L1025[11:06:54] <OrionOnline> It is
great
L1026[11:07:10]
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L1028[11:07:14] <OrionOnline> But when my
cup gets as big as a half a liter i go up to like five spoons
L1029[11:07:26] <diesieben07> lol
L1030[11:07:49] <shadekiller666> what do
you call 2 or 3 + 5 spoonfuls?
L1031[11:07:49] <diesieben07> i make a
1.2 liter jug always and then pour individual ~300ml cups
L1032[11:08:02] <OrionOnline>
diesieben07, nah i make them by cup
L1033[11:08:05] <OrionOnline> Much darker
tea
L1034[11:08:11] <diesieben07> nah
L1035[11:08:18] <diesieben07> i have the
tea loose, i can put as much in as i like
L1036[11:10:12] <OrionOnline> Yeah
okey
L1037[11:10:17] <OrionOnline> Sometimes i
do that too
L1038[11:10:34] <OrionOnline> From the
tea guy here in my village i can get earl grey with a bit of
lavender
L1039[11:10:39] <OrionOnline> It is
soooooo good
L1040[11:11:27]
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L1041[11:11:48] <OrionOnline> So
shadekiller666 you settled in yet?
L1042[11:11:58]
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L1043[11:12:08] <shadekiller666> no,
still can't find my blanky
L1044[11:12:27] <shadekiller666> :P
L1045[11:13:21] <shadekiller666> so you
wanted to do what
L1046[11:13:50] <gigaherz> back with the
tea
L1047[11:13:58] <gigaherz> ans a
sandwich
L1048[11:14:00] <gigaherz> and*
L1049[11:14:01] <OrionOnline> I want to
load OBJ Models for items
L1050[11:14:18] <OrionOnline> And have a
single group rotate based on the NBT Data of the ItemStack
L1051[11:14:27] <OrionOnline> Like a book
that opens when the user right clicks
L1052[11:15:03] <shadekiller666> ok
L1053[11:16:25]
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L1054[11:17:02] <shadekiller666> so first
you would need to obtain the IBakedModel for said item
L1055[11:17:15]
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L1056[11:18:15] <shadekiller666> then
cast to an OBJBakedModel, get the Group that you want to change out
of it, and call its applyTransform() method with a new
TRSRTransformation
L1057[11:18:51] <shadekiller666> and then
use the returned set to set the Group's face set
L1058[11:19:58] <shadekiller666> or you
could do a similar thing with OBJState
L1059[11:20:18]
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L1065[11:28:10] <Rockers> Wait, you can
use OBJ models now?
L1066[11:28:16] <OrionOnline> Rockers,
yes
L1067[11:28:20] <Rockers> Oh wow
L1068[11:28:21] <Rockers> cool
L1069[11:28:29] <shadekiller666> you're
welcome :P
L1070[11:28:39] <Xilef11> any clue on how
to fix "Build path contains duplicate entry:
'org.eclipse.jdt.launching.JRE_CONTAINER' for project
'.org.eclipse.jdt.core.external.folders'"
L1071[11:28:40] <Wuppy> :o best soup
ever
L1072[11:28:49] <Rockers> How far along
are you Wuppy?
L1073[11:29:07] <OrionOnline>
shadekiller666, i would need to add my resource domain to the
OBJLoader
L1074[11:29:09] <Wuppy> managed to get my
collision code to work properly
L1075[11:29:13] <OrionOnline> and then
register it
L1076[11:29:24] <Rockers> I feel like I'm
cheating using unity :/
L1077[11:29:31] <OrionOnline> But what do
i register to where,
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L1079[11:29:42] <OrionOnline> For my own
model loaders i register a custom ItemMesh to the registry
L1080[11:29:49] <shadekiller666> if
you're loading objs it should already be registered
L1081[11:29:50] <OrionOnline> But that
would probably not work
L1082[11:29:50] <Rockers> Then again,
there are alot of shit unity games.
L1083[11:30:06] <OrionOnline> No it will
be the first OBJ i personally load
L1084[11:30:26] <shadekiller666> you call
ModelLoaderRegistry.addDomain() before you load your models
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L1086[11:30:49] <shadekiller666> check
that link i gave you
L1087[11:30:58] <shadekiller666> at the
top is the domain registration stuff
L1088[11:31:04] <OrionOnline> okey
L1089[11:31:05]
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L1091[11:31:37] <shadekiller666> every
example is in that file
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L1093[11:31:47] <OrionOnline> so just the
same
L1094[11:31:56] <OrionOnline> But instead
of having it end with .json
L1095[11:32:02] <OrionOnline> I end it
with .obj?
L1096[11:32:16] <shadekiller666> ?
L1097[11:32:54] <shadekiller666> no, that
points to the blockstate json, which then grabs the
"model" path and shoves it into the OBJLoader
L1098[11:33:04] <shadekiller666> which
then shoves it into the OBJModel.Parser
L1099[11:33:11] <OrionOnline> yeah but
that does not work for items
L1100[11:33:19] <OrionOnline> as it does
not have a BlockState file
L1101[11:33:25] <shadekiller666> it has
to
L1102[11:33:36] <shadekiller666> its
confusing i know
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L1105[11:33:53] <shadekiller666> but
theres not much that can be done until "ItemStates"
become a thing
L1107[11:34:19] <shadekiller666>
nope
L1108[11:34:29] <shadekiller666> a
"blockstate" of the forge variety
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L1141[11:34:45] <OrionOnline> then
how?
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L1150[11:35:35] <shadekiller666> thats
for a block, but instead of "transform":
"forge:default-block" make it
"forge:default-item"
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L1152[11:35:47] <OrionOnline> okey
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L1154[11:35:56] <OrionOnline> that i
understand now
L1155[11:36:06] <shadekiller666> the game
doesn't give a shit weather or not there is a block associated with
the item, it stores the item.delegate as the map key
L1156[11:36:21] <shadekiller666> so
"blockstates" apply to items primarily
L1157[11:36:30] <OrionOnline> Ah
oke
L1158[11:36:37] <OrionOnline> So how do i
tell it which texture to use
L1159[11:36:44] <OrionOnline> I need a
materials file correct?
L1160[11:36:45] <shadekiller666>
ell
L1161[11:36:48] <shadekiller666>
yes
L1162[11:37:01] <shadekiller666>
hmm
L1163[11:37:13] <shadekiller666> ya you
do need a .tml
L1164[11:37:16] <shadekiller666>
.mtl*
L1165[11:37:32] <OrionOnline> hmm that
gets created automatically when i use Blender
L1166[11:37:40] <shadekiller666>
mhmm
L1167[11:37:47] <OrionOnline> But how do
i tell blender what texture to use
L1168[11:37:51] <shadekiller666> you'll
have to open it in a text editor
L1169[11:37:57] <shadekiller666> its
easier to just do it manually
L1170[11:38:10] <shadekiller666> you'll
see a "map_Kd" key
L1171[11:38:18] <shadekiller666> the
string following that is the texture path
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L1173[11:38:42] <shadekiller666> you want
it to be "<modid>:item/texture"
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L1175[11:39:01] <shadekiller666> or
whatever the textures/ subdirectory is for the texture
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L1179[11:39:27] <shadekiller666> if you
don't have "map_Kd", look for "map_Ka" or
"map_Ks"
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L1181[11:39:57] <shadekiller666> they all
end up meaning the same thing, but Kd has priority if more than one
is defined
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L1187[11:41:17] <shadekiller666> k, so
add one
L1188[11:41:29] <shadekiller666> well,
one per material
L1189[11:41:31] <OrionOnline>
anywhere?
L1190[11:41:37] <OrionOnline> or under
one of the materialy?
L1191[11:41:50] <shadekiller666> well,
one for each "newmtl"
L1192[11:41:57] <shadekiller666> you
don't have to have one per mtl
L1193[11:42:03] <shadekiller666> per
newmtl*
L1194[11:42:10] <OrionOnline> okey
L1195[11:42:34] <shadekiller666> if you
don't have a "map_Kx" the OBJLoader will apply a white
texture and will assume you want to use vertex coloring
L1196[11:42:42] <shadekiller666> for that
material though
L1197[11:42:48] <OrionOnline> Okey
L1198[11:42:51] <shadekiller666> other
materials can have textures applied
L1199[11:42:52] <OrionOnline> so i can
solve that
L1200[11:42:59] <OrionOnline> How about
duplication of groups
L1201[11:43:03] <OrionOnline> In my old
IItemRender
L1202[11:43:09] <OrionOnline> i rendered
the same group twice
L1203[11:43:09] <shadekiller666>
duplication?
L1204[11:43:13] <shadekiller666>
hmm
L1205[11:43:16] <OrionOnline> Just in a
different position
L1206[11:43:26] <shadekiller666> you
might be able t
L1207[11:43:29] <shadekiller666> able
to
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L1209[11:43:36] <OrionOnline> With both
having different textures
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L1211[11:43:40] <OrionOnline> (one front,
on back)
L1212[11:44:07] <OrionOnline> Would it be
easier to just add the duplicate of the side, so the OBJ has two
sides
L1213[11:44:11] <OrionOnline> each with
there own material
L1214[11:44:19] <OrionOnline> and then
rotate only the front?
L1215[11:44:25] <shadekiller666> ?
L1216[11:44:33] <OrionOnline> Like
instead of rendering it twice
L1217[11:44:39] <shadekiller666> at that
point it would be easier to make all the groups in blender
L1218[11:44:42] <OrionOnline> Oke
L1219[11:44:43] <shadekiller666> then
just name them
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L1221[11:44:51] <OrionOnline> Then i will
create all the groups in blender
L1222[11:44:52] <shadekiller666> and move
them in the game
L1223[11:45:20] <shadekiller666>
materials are applied relative to faces, and are state
setting
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L1225[11:45:48] <OrionOnline> Which means
after it has been applied it stays right, until i set a different
one?
L1226[11:45:50] <shadekiller666> so every
"f" defined in the .obj will have the last-defined
"usemtl" applied to it
L1227[11:46:01] <OrionOnline> ah
okey
L1228[11:46:05] <OrionOnline> that is
good to know
L1229[11:46:08] <shadekiller666> until
another "usemtl" is defined
L1230[11:46:14] <OrionOnline> I will keep
that in mind
L1231[11:46:28] <shadekiller666> so if
you want 1 face to have a different material than the rest, put a
"usemtl" above it
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L1234[11:46:49] <OrionOnline> okey
nice
L1235[11:46:57] <shadekiller666> (and
below it if that face has others below it)
L1236[11:47:02] <OrionOnline> I am going
to give this a try tomorrow evening
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L1239[11:47:26] <OrionOnline> For now i
am going to spend some quality time with the GF
L1240[11:47:31] <OrionOnline> So see yeah
all
L1241[11:47:35] <OrionOnline> Have a good
night
L1242[11:47:38] <shadekiller666> you do
that
L1243[11:47:41] <shadekiller666>
night
L1244[11:47:55] *
OrionOnline gives diesieben07 a nice cup of warm tea before he
leaves
L1245[11:47:59] <diesieben07> awww
L1246[11:48:01] <diesieben07> :D
L1247[11:48:02] <diesieben07>
thanks
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L1257[11:55:00] <Xilef11> now that is
strange... my built jar includes an empty com.examplemod
folder
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L1259[11:55:32] <gigaherz> Xilef11: check
your filesystem, you probably have the folder there
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L1261[11:55:53] <Xilef11> I don't see
it
L1262[11:55:56] <gigaherz> then you may
want to refresh eclipse/idea/gradle
L1263[11:56:04] <Mimiru> I guess I should
try a 1.8 tutorial or something to see if I can figure out wtf is
up with this huge 3rd person model ¬_¬
L1264[11:56:15] <gigaherz> Mimiru: huge
model?
L1265[11:56:26] <Mimiru> Yes, the issue
I've been having for... 4? days no? lol
L1266[11:56:29] <gigaherz> item or
block?
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L1268[11:56:45] <Mimiru> Well, it's an
ItemBlock, it only happens when I'm holding it in hand
L1269[11:56:48] <Mimiru> and only in 3rd
person view
L1270[11:57:09] <Mimiru> I don't have my
dev env installed ATM just did a repair install so I'm still
getting stuff setup
L1271[11:57:11] <gigaherz> do you have a
models/item/blockname.json?
L1272[11:57:16] <Mimiru> Yep
L1273[11:57:24] <Mimiru> and it seemingly
ignores it
L1275[11:57:33] <Mimiru> cause *nothing*
I change in there makes any difference
L1276[11:57:44] <gigaherz> does the
thirdperson transform look like this?
L1277[11:57:51] <shadowfacts> Mimiru: do
you register it?
L1278[11:58:00] <Mimiru> shadowfacts,
yes
L1279[11:58:21] <gigaherz>
odelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block)
?
L1280[11:58:24] <gigaherz> Model*
L1281[11:58:26] <Mimiru> Well, I
registered something... I have no idea if I did it right hold
on
L1282[11:58:37] <shadowfacts> so even if
you change one of the textures to "items/diamond" nothing
changes?
L1284[11:58:52] <gigaherz> it should look
like
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block),
meta, new ModelResourceLocation(ModPackingTape.MODID +
":" + blockName, "inventory"));
L1287[11:59:23] <gigaherz> thisi s how I
do it
L1288[11:59:39] <gigaherz> ah you are
using the old method
L1289[11:59:46] <Mimiru> Old... method
¬_¬
L1290[11:59:47] <Mimiru> lol
L1291[11:59:48] <gigaherz>
ModelLoader.setCustomModelResourceLocation is the preferred
one
L1292[11:59:57] <gigaherz> note that it's
meant to run on pre-init phase
L1293[12:00:07] <gigaherz> yeah look at
my link
L1294[12:00:33] <Mimiru> Oh..
preint..
L1295[12:00:35] <Mimiru> init*
L1296[12:00:36] <gigaherz> (the old
method was used in init IIRC)
L1297[12:00:49] <Mimiru> Yeah I'm running
the old one in Init
L1298[12:00:58] <Mimiru> And the new one
runs in pre?
L1299[12:00:59] <gigaherz> yeah I suggest
you "adopt" my methods
L1300[12:01:02] <gigaherz> and move them
to pre
L1301[12:01:28] <gigaherz> big note: the
model name for a block MUST match the registration name
L1302[12:01:54] <gigaherz> as annoying as
it was for me, it's not possible to have a block registered as
"packingTape", that makes use of a model called
"packing_tape.json"
L1303[12:02:00] <Mimiru> I guess it
does.... I honestly have no idea any more at this point.
L1304[12:02:56] <Mimiru> I got put on new
AS Meds a week ago, and since then modding has become very
difficult :/
L1305[12:03:17]
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L1307[12:03:43] <Mimiru> I'm not sure
which is worse, Constant migraines, or everything being in a damn
fog.
L1308[12:04:36] <gigaherz> I don't suffer
from migraines, but I'd assume the crippling headaches are
worse?
L1309[12:04:49] <Mimiru> In theory,
yes.
L1310[12:05:36] <dangranos> ...those are
two different things?
L1311[12:05:50] <shadekiller666> no
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L1314[12:06:18] <gigaherz> dangranos:
which two?
L1315[12:07:01] <dangranos> okaaay
L1316[12:07:10] <dangranos> welp, hello
and bye
L1317[12:07:13] <dangranos> going to
sleep
L1318[12:08:04] <gigaherz> Mimiru: and I
assume a lower dose wouldn't be effective?
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L1320[12:08:20] <Mimiru> This IS the low
does... lol
L1321[12:08:23]
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L1322[12:08:25]
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L1323[12:08:27] <Mimiru> I don't bump up
for another 2 days
L1324[12:08:34] <gigaherz> ah sucks
L1325[12:08:35] <gigaherz> :/
L1326[12:08:50] <Mimiru> A friend was on
the same meds for a few years, she said it started getting better
after a few weeks
L1327[12:08:55] <Mimiru> So I'm
hoping...
L1328[12:09:00] <Mimiru> Lots of people
say it never goes away
L1329[12:09:02] <Mimiru> so... idk
L1330[12:09:12]
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L1331[12:14:57] <Ronzan> Hi again
:)
L1332[12:15:22]
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L1333[12:15:23] <Wuppy> \o/ my collision
code is great :D
L1334[12:15:37] <Ronzan> is
setBlockBoundsBasedOnState() the correct place to set block bounds
when you want to have different bounds for different
TileEntities?
L1335[12:15:58] <shadekiller666>
different tile entities?
L1336[12:16:00] <shadekiller666> uhh
sure
L1337[12:16:07] <Ronzan> Nice Wuppy
:)
L1338[12:16:17] <Wuppy> finally, took
ages to get it right :P
L1339[12:16:21]
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L1340[12:16:28] <Ronzan> different as in
each placed block has its own TE instance
L1341[12:16:30] <Wuppy> rewrote that code
like 3 times
L1342[12:16:33] <Ronzan> hehe
L1343[12:16:40] <Wuppy> and I had to
rewrite all positions in the entire project once
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L1349[12:21:23] <Ronzan> I want to have
different bounds for different instances of my block, but setting
block bounds changes the bounds for the block=all instances, if I
understand it correctly
L1350[12:25:24] <Ronzan> So any ideas on
how I get around that?
L1351[12:25:39] <shadekiller666>
dunno
L1352[12:25:46] <Ronzan> if it makes any
sense at all hehe
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L1356[12:35:45] <Mimiru> Oh hmm, my
preinit isn't even being called.... o_O
L1357[12:35:51] <Mimiru> special...
L1358[12:36:14] <Mimiru> Or.. it is.. but
the call to my proxy isn't falling through some how
L1359[12:36:19] <Mimiru> as my breakpoint
is never hit
L1360[12:37:27] <gigaherz> do you call
your proxy from your mod's preinit?
L1361[12:37:41] <gigaherz> I call
proxy.preInit() from my @Mod's preinit handler
L1362[12:38:27]
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L1363[12:38:33] <Mimiru> Well I have
proxy.registerItemRenders(); in my preinit...
L1364[12:38:54]
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L1365[12:38:55] <Mimiru> I have that
method in both common and client proxies, common is empty, client
has my call to register it
L1366[12:39:13] <Mimiru> but the
breakpoint in my client proxy is never called. Other breakpoints in
my client proxy work though.. so I know IT works
L1367[12:39:39]
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L1368[12:39:44] <colossali1> I've been
looking for a link to the latest forge javadocs but couldn't find
them, can anyone throw me a link please?
L1369[12:40:06] <diesieben07> there
aren't any
L1370[12:40:07] <shadekiller666> mimiru,
that means the breakpoint is applied to the server thread
L1371[12:40:07] <gigaherz> we don't have
a link
L1372[12:40:11] <diesieben07> they are
not built anymore
L1373[12:40:33] <diesieben07> shade,
there is no server thread in preInit
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L1376[12:40:56] <colossali> oh damn
that's a shame
L1377[12:41:07] <diesieben07> just look
at the source code
L1378[12:41:28] <colossali> Yup
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L1381[12:43:17] <Mimiru> Well, my prints
also aren't happening in that function... so IDK what the issue
is
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L1383[12:43:41] <gigaherz> if you place a
print in your preinit
L1384[12:43:43] <gigaherz> does THAT
work?
L1385[12:43:51] <gigaherz> right before
the proxy call
L1386[12:45:02] <Mimiru> "[12:44:48]
[Client thread/INFO] [openfm]: Testing"
L1387[12:46:11]
⇦ Parts: colossali (~Ivan@176.61.73.101) ())
L1388[12:46:19] <diesieben07> do you have
@Override on that method in your ClientProxy?
L1389[12:46:37] <diesieben07> if not, put
it on. does it make an error?
L1390[12:47:14] <gigaherz> Mimiru: by the
way, it's better to use an interface for proxies, instead of
Common+Client
L1391[12:47:21] <gigaherz> this way if
you don't implement a method, it tells you ;P
L1392[12:47:47] <Mimiru> That's way above
my paygrade. :P
L1393[12:47:50]
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L1394[12:48:01] <diesieben07> lol
L1395[12:49:38]
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L1396[12:49:42] <gigaherz> interface
ISideProxy { void something(); } --> class ClientProxy
implements ISideProxy // class ServerProxy implements
ISideProxy
L1397[12:49:46] <gigaherz> not THAT hard
;P
L1398[12:50:43] <Mimiru> lol
L1399[12:50:53] <Mimiru> Well.... your
method made a pretty crash report... now to decode it
L1400[12:51:13] <gigaherz> o_O
L1401[12:51:30] <gigaherz> look at the
last "caused by" ;P
L1403[12:52:31] <gigaherz> t
pcl.OpenFM.ClientProxy.registerItem(ClientProxy.java:28)
L1404[12:52:32] <gigaherz> ;P
L1405[12:52:33] <Mimiru> so yeah a NPE
trying to set the item location
L1406[12:52:51] <gigaherz> what does that
line look like? ;P
L1407[12:54:05] <Mimiru> That's the
"ModelLoader.setCustomModelResourceLocation" line
L1408[12:54:28] <gigaherz> yeah one of
the params you pass
L1409[12:54:30] <gigaherz> is null
L1410[12:54:46] <gigaherz> most
probably
L1411[12:54:47] <Mimiru> Oh crap
right
L1412[12:54:54] <gigaherz> you are
calling registerrenderers BEFOPRE creating your instances
L1413[12:54:54] <gigaherz> XD
L1414[12:54:54] <Mimiru> I'm
stupid.
L1415[12:54:58] <gigaherz> -P
L1416[12:56:48] <Mimiru> It's still
broken though lolol
L1417[12:57:02] <Mimiru> damn I need my
ShareX ¬_¬
L1418[12:57:12] <Mimiru> puush will work
for now
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L1420[12:58:39] <Ronzan> Can someone give
me a hint as to how I can implement TE specific block bounds? if it
is possible at all
L1421[12:58:53] <Mimiru> Oh yay sharex
configs \o/
L1423[13:01:19]
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L1425[13:03:07] <Zaggy1024> sooo..is
anything going to be done about IPlantable? or should I try and
make a PR for it?
L1426[13:03:35] <Zaggy1024>
(specifically, IPlantable having block methods but being used for
items)
L1427[13:04:40]
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L1428[13:05:00] <sham1> what about
IPlantable
L1429[13:05:47] <Zaggy1024> what I said
in parentheses :P
L1430[13:05:59] <Zaggy1024> it's not
ItemStack aware
L1431[13:06:07] <sham1> You should make
it PR
L1432[13:06:20] <sham1> Preferably for
1.8.8
L1433[13:06:20] <Mimiru> So yeah... the
Item Renderer is registered.. but I still get giant block..
L1434[13:06:30] <Zaggy1024> well, last
time people discussed it, it kind of sounded like Lex might've
wanted to look at it
L1435[13:06:49] <Zaggy1024> and tterrag
was saying it could use more than just a new interface for
items
L1436[13:06:51] <Zaggy1024> IIRC
L1437[13:06:57] <sham1> that does not
make it so that you cannot make a PR for it
L1438[13:07:08] <Zaggy1024> true
L1439[13:08:44] <sham1> time to tinker
around just how to implement a request-based system
L1440[13:09:01] <sham1> And great, my
keyboard layout has changed to the US layout...
L1441[13:09:52] <tterrag|ZZZzzz> I was
thinking there should be an interface for farmland,
"seeds", and "plants"
L1442[13:10:04] <tterrag|ZZZzzz> but lex
said there were apparently already hooks for farmland, so maybe
just the second two
L1443[13:10:10] ***
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L1444[13:10:21] <tterrag> IGrowable and
IPlantable try to fit the bill, but they are pretty limiting
L1445[13:10:51]
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L1446[13:11:05] <shadekiller666> word of
advice, don't lean on your keybaord... else pages might
continuously scroll
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L1448[13:11:55] <sham1> Well farmland
just implements a method in Block
L1449[13:11:55] <sham1> that tells the
crop that it can grow there
L1450[13:12:45] <Zaggy1024> that method
is also lacking, I'd say
L1451[13:13:18] <Zaggy1024> well,
actually, the one for plants is
L1452[13:13:22] *
Mimiru sighs
L1453[13:13:25] <Zaggy1024> because
plants can't grow on desert and plains
L1454[13:13:37] <Zaggy1024> unless you
override canPlantStay or whatever
L1455[13:13:45] <Zaggy1024> but mods
won't necessarily use that, I expect
L1456[13:14:04] <tterrag> one of the
lacking points for farmland is when it is
"hydrated"
L1457[13:14:09] <tterrag> imo hydration
should be reactive, not active
L1458[13:14:19] <tterrag> hydration
sources should seek out and hydrate surrounding blocks
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L1460[13:14:27] <tterrag> instead of the
current way, where farmland is constantly searching for water
L1461[13:14:37] <Zaggy1024> yeah
L1462[13:14:37]
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L1463[13:14:53] <Zaggy1024> but that's a
vanilla thing, wouldn't that be rather difficult to switch?
L1464[13:15:06] <diesieben07> one thing
that always irks me: who decides where a plant can grow? the plant.
but Block has canSustainPlant
L1465[13:15:31] <Zaggy1024> I'd guess the
reason for that is because of all the special cases in
vanilla
L1466[13:15:54] <Zaggy1024> "special
cases" meaning hardcoded stuff :P
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L1468[13:16:24] <shadekiller666> diesie,
but aren't there situations where a block that plants can grow in
aren't suitable for some reason
L1469[13:16:27] <tterrag> the whole
plants system is a mess
L1470[13:16:29] <diesieben07> there
should be a "ground type" which the ground block
descides
L1471[13:16:32] <tterrag> like I said, it
needs rethinking from a base level
L1472[13:16:35] <tterrag> and now is the
time to do it
L1473[13:16:37] <tterrag> but the window
is closing
L1474[13:16:39] <diesieben07> and then
the plant decides which ground typs i can grow on
L1475[13:16:50] <shadekiller666> like
farmland, can be dry and unsuitable, or can be watered
L1476[13:17:03] <diesieben07> then it
woudn't be the same block :P
L1477[13:17:05] <tterrag> unfortunately I
know a few other systems are currently being reworked (inventories
come to mind) so this may take a back seat
L1478[13:17:08] <gigaherz> dry farmland
turnsto dirt when it's unsuitable
L1479[13:17:09] <Zaggy1024> nice thing
about canSustainPlant though is that then you can make your plant
do multiple ground types
L1480[13:17:09] <gigaherz> ;p
L1481[13:17:16] <Zaggy1024> or force a
mod plant to be plantable
L1482[13:17:22] <diesieben07> there would
be 2 ground types: dry farmland and wet farmland
L1483[13:17:35] <gigaherz> this would
require more of a hierarchical system
L1484[13:17:38] <Zaggy1024> (hopefully,
although the annoyingness of IPlantable may contribute to people
not using canSustainPlant)
L1485[13:17:47] <gigaherz> or an
oreDictionary-style thing
L1486[13:17:51] <ThePsionic> diesieben07:
General IDEA question, would you know how to mark a directory as
web source
L1487[13:17:59] <diesieben07> web source?
:O
L1488[13:18:16] <ThePsionic> Doing EE
stuff with Tomcat
L1489[13:18:16] <Zaggy1024> Okay, I guess
this is what I'll do
L1490[13:18:31] <diesieben07> i have
never done that and i hope i never have to
L1491[13:18:33] <Zaggy1024> I'll make my
PR with what *I* want, and then everyone who wants to can put their
comments in as to what's missing
L1492[13:18:42]
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L1494[13:20:39] <sham1> My bouncer is
doing some really stupid things all the sudden
L1495[13:22:12] <Mimiru> So, someone
asked if I was sure my item's .json was being ignored, I just
changed it to this
https://gist.github.com/141f51b38cdcf9f822e3 and it
still uses my block model. I was told having an #inventory in my
blockstate override this, but if I remove it I get the pink/black
checker box (Still huge)
L1496[13:22:52] <Mimiru> The Item
Renderer is called, afaik everything matches name wise
L1497[13:23:22]
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L1501[13:24:20] <diesieben07> sham1,
that's what a netsplit looks like when you are on a bouncer
L1502[13:24:30] <diesieben07> actually
nvm
L1503[13:24:34] *
diesieben07 is being an idiot
L1504[13:24:59] <tterrag> huh
L1505[13:25:03] <tterrag> seems the docs
page has finally updated proper
L1506[13:25:07] <tterrag> still some
weird interlinking going on though
L1507[13:25:23] <Ronzan> Do I need to
override anything else other than getCollisionBoundingBoxFromPool()
and getSelectedBoundingBoxFromPool() to have custom collision
bounds and render bounds for my block/TE?
L1508[13:25:32] <tterrag> Ronzan:
no
L1509[13:25:34] <Mimiru> I feel like I'm
missing something stupidly simple
L1510[13:25:45] <Ronzan> tterrag ok
:(
L1511[13:26:32] <Ronzan> grrrr, why isn't
it working then!
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L1513[13:27:42] <tterrag> Ronzan: define
not working
L1514[13:28:25] <Ronzan> tterrag: I get
no bounds at all and the rendering is full block size
L1515[13:28:25] <Wuppy> we're 17 hours in
so far :o
L1516[13:29:11] <tterrag> Ronzan: those
methods have nothing to do with block rendering
L1517[13:29:15] <tterrag> also, post
code
L1518[13:29:54]
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L1520[13:30:09] <Ronzan> the
TileEntity.getRenderBoundingBox() method uses
Block.getRenderBoundingBox() as far as I can see
L1521[13:30:27] <tterrag> Ronzan: that
method is for frustum calculation
L1522[13:30:31] <Ronzan> ah ok
L1523[13:30:43] <tterrag> not actual
block rendering
L1524[13:31:11] <Ronzan> I see, but if I
use setBlockBounds() it does affect the rendering
L1525[13:32:02] <Ronzan> anyways in
getCollisionBoundingBoxFromPool and getSelectedBoundingBoxFromPool
I'm just testing right now with: return
AxisAlignedBB.getBoundingBox(0.0f, 0.0f, 0.0f, 1.0f, 0.1f,
1.0f);
L1526[13:32:02] <ThePsionic> Wuppy: SDL
tutorial? x)
L1527[13:32:11] ***
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L1528[13:32:18] <Wuppy> it's way more
than that by now x|
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L1530[13:32:28] <Wuppy> still no
interaction with the game though :P
L1531[13:32:46] <ThePsionic> tell the
game to listen to the arrows
L1532[13:32:52] <Wuppy> I have that
L1533[13:32:58] <Wuppy> but they dont
actually do anything yet
L1534[13:33:01] <ThePsionic> l
L1535[13:33:40] <Ronzan> tterrag: what I
want to do is have my TE store the bounds info so each placed
block/TE can have different bounds
L1536[13:33:56] <tterrag> bounds
meaning...what?
L1537[13:34:10] <Ronzan> collision
bounds
L1538[13:34:17] <ThePsionic> Wuppy: Just
now I explained my atechnic uncle what Minecraft, GitHub and Ludum
Dare are
L1539[13:34:20] <ThePsionic> He lost his
mind
L1540[13:34:20] <Ronzan> bounds in
bounding box
L1541[13:34:51] <Wuppy> hehe
L1542[13:34:54] <tterrag> Ronzan: and
this is 1.7, I'm guessing by the method names
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L1544[13:35:03] <Ronzan> tterrag:
yes
L1545[13:35:20] <tterrag> then all you
need is getCollisionBoundingBoxFromPool
L1546[13:35:25] <tterrag> taht is the
only thing that controls collision
L1547[13:35:31] <Wuppy> ThePsionic, this
game actually contains level parsing (not grid based for the first
time for me) multiple ways to render cubes and good collision
detection I had to write
L1548[13:35:42] <ThePsionic> Nice
L1549[13:35:56] <Wuppy> interaction, art
and sound are coming soon (tm)
L1550[13:36:05] <Ronzan> tterag: so I
shouldn't even override getSelectedBoundingBoxFromPool and
setBlockBoundsBasedOnState for that matter?
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L1553[13:36:41] <tterrag> Ronzan: if you
only care about collision, no
L1554[13:37:42] <Ronzan> tterrag: ok,
I'll try that. I started doing it by setting the bounds with
setBlockBounds(), but that sets all instances' bounds hehe
L1555[13:37:59] <sham1> Well, I am no
longer inside a netsplit
L1556[13:38:00] <Ronzan> but it did
change the rendering to match the bounds for free though
L1557[13:38:20]
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L1558[13:38:55] <tterrag> Ronzan: that's
what setBlockBoundsBasedOnState is for
L1559[13:39:10] <tterrag> it gives you a
hook to edit the bounds before any rendering/collision/selection
stuff is done
L1560[13:39:44] <Ronzan> tterrag: yeah,
it also sets the min/max values used in the default ..FromPool()
methods
L1561[13:41:03] <Lumien> I don't have to
clean up opengl resources like buffers right? They get cleaned up
automatically when minecraft closes?
L1562[13:41:09] <Mimiru> gigaherz, All I
should have to do is register my block with this method right? It
doesn't matter that it has an ItemBlock or anything?
L1563[13:42:10] ***
2RRAAA800 is now known as Vigaro
L1564[13:42:10] <tterrag> Lumien: it's
all part of the JVM, right?
L1565[13:42:15] <diesieben07> Lumien, if
you allocate them like once and then use them permanently: yes. but
if it's things that come and go, they do NTO get cleaned up
L1566[13:42:23] <tterrag> O.o
L1567[13:42:25] <diesieben07> things get
cleaned up when the game closes thaat is
L1568[13:42:28] <Lumien> ehhhh?
L1569[13:42:33] <Lumien> I mean stuff
that's in graphic memory
L1570[13:42:38] <Lumien> like vbos
L1571[13:42:43] <diesieben07> yes, that
gets cleaned up when the game closes
L1572[13:42:47] <Lumien> ok :)
L1573[13:42:52] <diesieben07> so if you
use many of them don't just leave the lying around :P
L1574[13:42:53] <Ronzan> gets cleared
when the process terminates
L1575[13:43:19]
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L1577[13:43:47] <tterrag> it's 1.8 code
but pretty much the same
L1578[13:45:02] <Ronzan> tterrag: that
was how I was doing it, but the the bounds change for all blocks
based on what block I am _looking_ at
L1579[13:45:15] <Ronzan> then the*
L1580[13:45:19] <AbrarSyed> someone
willing to be a test dummy with the forge workspace and idea?
L1581[13:45:41] <tterrag> Ronzan: blocks
aren't re rendered every frame
L1582[13:45:47] <tterrag> so what exactly
do you mean? what bounds are changing?
L1583[13:47:02] <Ronzan> tterrag: say I
stand on one block instance (TE) with full bounds and then look at
another block instance with smaller/different bounds, then the
block I am standing on changes bounds and I fall through it
L1584[13:47:20] <diesieben07> abrar, i'm
here. what do?
L1585[13:47:20] <tterrag> right
L1586[13:47:23] <tterrag> see my above
link?
L1587[13:47:25] <tterrag> the second
method?
L1588[13:47:26] <tterrag> do that
L1589[13:47:34] <tterrag> you need to
recalc the bounds before getting the collision box
L1590[13:47:44] <shadowfacts>
!latest
L1591[13:49:00] <Ronzan> tterrag: ok, let
me try that, thank you
L1592[13:49:10] <AbrarSyed> diesieben07,
clean forge master, setup, then import the projects.ipr
L1593[13:49:14] <Ronzan> think that was
what I was doing ealier hehe
L1594[13:49:20] <AbrarSyed> and tell me
whats wrng with it.. because nothing is wrong in my testing..
L1595[13:49:30] <diesieben07> ok
L1596[13:50:17]
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L1597[13:52:12] <Ronzan> tterrag: do I
need to do the stuff you do in getSelectedBoundingBox() too?
L1598[13:52:37] <tterrag> Ronzan:
no
L1599[13:53:07] <Ronzan> tterrag:
yay!
L1600[13:53:46] <Ronzan> geez, I did
"exactly" like you, but in
getSelectedBoundingBoxFromPool() client side only :)
L1601[13:54:07] <tterrag> selection box
*is* clientside only
L1602[13:54:08] <tterrag> ?
L1603[13:54:40] <Ronzan> yeah, but the
call to setBlockBoundsBasedOnState() should be in
getCollisionBoundingBox()
L1604[13:54:46] <Ronzan> and now
everything is working
L1605[13:54:57] <tterrag> ah
L1606[13:55:06] <tterrag> well collision
and selection have nothing to do with each other
L1607[13:55:32] <Ronzan> got it (well,
kinda I think) :)
L1608[13:55:52] <Ronzan> tterrag: thank
you very much, again :)
L1609[13:56:04] <tterrag> collision is
how entities hit the block, selection is the box that renders when
a player highlights your block
L1610[13:56:12] <tterrag> they do not
depend on one another in any way
L1611[13:56:13] <tterrag> and np
L1612[13:56:17] <Ronzan> gotcha :)
L1613[13:56:34]
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L1614[13:56:43] <tterrag> you can get
very fancy with selection boxes, but collision is pretty
basic
L1615[13:57:33] <Ronzan> finally I can
move on hehe
L1617[13:58:07] <diesieben07> AbrarSyed,
seems to work just fine.
L1618[13:58:12] <tterrag> that
texture...
L1619[13:58:18] <Ronzan> well a simple
clone hehe
L1620[13:58:19] <Mimiru> I have a
partially implemented one in my mod as well Ronzan.. lol
L1621[13:58:27] <diesieben07> off to eat
now
L1622[13:58:44] <Ronzan> Mimiry: I love
that mod, but I don't want to have IC2 in my pack at the moment
:)
L1623[13:58:50] <Mimiru> Right?
L1624[13:59:20] <Ronzan> tterrag: what
texture? :)
L1625[13:59:46] <tterrag> the bright
green 32x-for-no-reason texture
L1626[14:00:14] <Ronzan> hey! its dev art
;)
L1627[14:00:50] <Mimiru> So, who else
wants to try to figure out my huge block in 3rd person issue?
:P
L1628[14:00:53] <hipsterpig> psssh dev
art is bright magenta with black
L1629[14:01:15] <Ronzan> actually the
texture is white, but I was testing how to use that color overlay
method
L1630[14:02:31] <Mimiru> Actually I think
the issue is that unless I have an inventory variant in the
blockstate the inventory rendering is broken even though I register
the item from the block.
L1631[14:02:45]
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L1632[14:03:27] <Rockers> I've nearly
finished the intro section Wuppy. The main game mechanic has
already been created too.
L1633[14:03:47] <Wuppy> nice, I've got
most things but the main game mechanic :P
L1634[14:04:27] <Ronzan> is it 1.8
Mimiru?
L1635[14:04:28]
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L1636[14:04:32] <Mimiru> Ronzan,
yes
L1637[14:04:55] <Ronzan> aw, I know even
less of 1.8 than 1.7 hehe
L1638[14:04:58] <Mimiru> lol
L1639[14:05:01] <Mimiru> Same :P
L1640[14:05:09] <Mimiru> This is why most
of my mods are 1.7 still
L1641[14:05:23] <sham1> I actually like
to use the missing textures as long as possible
L1642[14:05:24] <Mimiru> I thought Oh...
I'll just port my tiny 2 block mod to 1.8 it'll be EASY
right?
L1643[14:05:25] <Mimiru> ¬_¬
L1644[14:06:39]
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L1645[14:06:46] <gigaherz> Mimiru:
generally speaking, it's only hard once ;P
L1646[14:06:54] <gigaherz> once you get
it right, it becomes smoother
L1647[14:06:54] <Mimiru> Per mod.
:P
L1648[14:07:04] <Mimiru> But
yeah...
L1649[14:07:05] <gigaherz> second mod you
know what you are doing ;P
L1650[14:07:18] <Mimiru> I just don't get
why this isn't working ¬_¬
L1651[14:08:52]
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L1652[14:09:06]
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L1653[14:10:55] <Mimiru> Yeah ok... even
my simple block without an ItemBlock doesn't work ¬_¬
L1654[14:11:04] <gigaherz> :/
L1655[14:11:15] <gigaherz> does ANY
resource work?
L1656[14:11:29] <gigaherz> or has worked
at any point in time since you upgraded to 1.8
L1657[14:12:08] <Mimiru> It works fine in
world.... just not in inventory/in hand UNLESS I add a inventory
blockstate... which I've been told overrides the Item.json
L1658[14:12:09] <Wuppy> I'm really,
really impressed that I'm still not tired :o
L1659[14:12:28]
⇦ Parts: sham1 (~sham1@weneg.de) ())
L1660[14:12:31] <Mimiru> even with the
inventory blockstate the block renders upside down and big
L1661[14:12:53]
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L1663[14:14:12] <tterrag> Mimiru: you are
adding the custom model resource location right?
L1665[14:14:43] <Mimiru> I.. have no
idea?
L1667[14:15:51] <gigaherz> do you call
registerItemRenderers though?
L1668[14:15:59]
⇦ Parts: sham1 (~sham1@weneg.de) ())
L1669[14:16:25] <Mimiru> Yes
L1671[14:16:31] <Mimiru> I get the debug
output
L1672[14:16:35]
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L1673[14:16:38] <gigaherz> and the name
of the item
L1674[14:16:39]
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L1675[14:16:42] <gigaherz> is EXACTLY the
same asyou use there?
L1676[14:16:42] <Mimiru> yep
L1677[14:16:43] <sham1> THis bloody
bouncer is acting weird
L1678[14:16:57] ***
Cojo|AFK is now known as Cojo
L1679[14:17:01] <Mimiru> gigaherz, afaik,
yes, it's exactly the same
L1680[14:17:06] <gigaherz> you register
it as "Radio" not "radio" or anything
else
L1681[14:17:14]
⇨ Joins: Maruchan (bnc@2001:41d0:1:68a3::14)
L1682[14:17:33] <gigaherz> I mean in the
GameRegistry.registerBlock
L1683[14:17:33] <Mimiru> Yes.. in 1.7 I
used Radio... which screwed me on renaming it to lowercase and
keeping the blocks in world ¬_¬
L1684[14:17:45] <gigaherz> just making
sure
L1685[14:17:47] <gigaherz> also you can
rename
L1686[14:17:51]
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L1688[14:17:56] <gigaherz> there's an
option to have two names at once
L1689[14:17:59] <gigaherz> but prefer one
over the other
L1690[14:18:06] <Mimiru> Oh..? no
way..
L1691[14:18:26] <gigaherz>
GameRegistry.addSubstitutionAlias();
L1692[14:18:38] <gigaherz> you can add
the "old names" there
L1693[14:18:40] <Mimiru> Ooooh
L1694[14:19:13] <Mimiru> Neat... I'll do
that... IF I CAN EVER FIX THIS.. lmao
L1695[14:19:27] <gigaherz> it looks
like...
GameRegistry.addSubstitutionAlias("minecraft:end_stone",
GameRegistry.Type.BLOCK, testBlock);
L1696[14:19:51] <Mimiru> kk, seems easy
enough.. I'll add a comment.. otherwise I'll forget
L1697[14:20:02] <gigaherz> heh
L1698[14:20:07] <tterrag> Mimiru: any
missing model errors in the log?
L1699[14:20:14] <gigaherz> okay yeah your
block issue
L1701[14:21:10] <gigaherz> do you have a
blockstates file?
L1702[14:21:13] <Mimiru> if I add
inventory to my BlockState for Radio/Speaker those go away
L1703[14:21:16] <tterrag>
openfm:Radio
L1704[14:21:19] <Mimiru> but it still
doesn't fix the huge block
L1705[14:21:21] <tterrag> shouldn't that
be openfm:radio ?
L1706[14:21:39] <gigaherz> no the
registratio nname is Radio XD
L1707[14:21:41] <tterrag> I thought you
changed the uppercase
L1708[14:21:42] <gigaherz> -n
L1709[14:21:42] <Mimiru> I've switched it
to all lowercase and it made no difference, and broke worlds
L1711[14:21:49] <gigaherz> hmmm
L1712[14:21:54] <tterrag> always use all
lowercase
L1713[14:21:56] <gigaherz> you need an
explicit "inventory" there
L1714[14:22:03] <tterrag> mc lowercases
paths in many places
L1715[14:22:03] <gigaherz> the automatic
one only works for non-blockstate jsons
L1716[14:22:06] <Mimiru> gigaherz, I was
told that overrode the item.json
L1717[14:22:18] <Mimiru> but I'll add it
back
L1718[14:22:36] <gigaherz>
"inventory": { "model":
"openfm:item/Radio" }
L1719[14:22:44] <tterrag> no you
don't
L1720[14:22:52]
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L1722[14:22:58] <tterrag> that works just
fine
L1723[14:23:14] <Mimiru> Adding that
fixes the pink/black box
L1724[14:23:16] <gigaherz> tterrag: it
works for "normal" because mc maps "inventory"
to "normal"
L1725[14:23:18] <Mimiru> but the model is
still huge
L1726[14:23:24] <gigaherz> but if you
have blockstates, that doesn't happe nanymore
L1727[14:23:28] <gigaherz> you need an
explicit one
L1729[14:23:48] <tterrag> that one works
as well
L1730[14:23:52] <tterrag> no normal or
inventory
L1731[14:23:58] <gigaherz> in item
form?
L1732[14:24:03] <gigaherz> and which
aspect does it take?
L1733[14:24:08]
⇨ Joins: Maruchan (bnc@2001:41d0:1:68a3::14)
L1735[14:24:10] <tterrag> it looks like
that
L1736[14:24:13] <gigaherz> hmmm
L1737[14:24:25] <gigaherz> then this has
changed since I wrote my branch mod
L1738[14:25:14]
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L1739[14:25:15]
MineBot sets mode: +v on Tahgtahv
L1740[14:26:05] <sham1> Hmm
L1741[14:26:58]
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L1742[14:27:14] <shadekiller666> erll
vtsp
L1743[14:27:17] <shadekiller666> well
crap
L1744[14:29:16] <Mimiru> Ok now wдt
L1745[14:29:25] <Mimiru> Unable to load
block model: 'openfm:block/item/Speaker' for variant
L1746[14:29:29] <Mimiru> That's new
¬_¬
L1747[14:29:44] <sham1> Umn
L1748[14:29:50] <tterrag> seems like it's
assuming the block folder to be used
L1749[14:29:52] <sham1> Why is there a
random Cyrilic letter on your message
L1750[14:30:13] <Mimiru> blame my
autoreplace... I imported old settings and didn't remove it
L1751[14:30:19]
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L1752[14:30:21] <shadekiller666> i am
seriously considering making a video on how to set up and use the
obj loader...
L1753[14:30:50] <Mimiru> tterrag, well...
that's the thing It's supposed to use the block model as the
parent
L1754[14:30:55] <Mimiru> does that not
work now or something?
L1755[14:31:02] <shadekiller666>
what?
L1756[14:31:32] <shadekiller666> put the
console log on gist and link to the relavent code/jsons
L1757[14:32:06] <Mimiru>
https://gist.github.com/1530031e518291de1bdf
[14:28:42] [Client thread/WARN] [FML]: Unable to load block model:
'openfm:block/item/Radio' for variant: 'openfm:Radio#inventory':
java.io.FileNotFoundException:
openfm:models/block/item/Radio.json
L1758[14:32:12]
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L1759[14:32:19] <tterrag> someone who
actually understands all the nonsense about where to put your model
files and such, should REALLY WRITE A DOC PAGE ABOUT IT
L1760[14:32:31] <tterrag> not a day goes
by in thsi channel where we don't have a discussion like the one
Mimiru is having now
L1761[14:32:32]
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L1763[14:32:50] <tterrag> and it's
getting old
L1765[14:32:51] <shadekiller666> tterrag,
i started one, just not sure how to format it into something
coherent
L1766[14:32:54] <Mimiru> and theres my
models.
L1767[14:33:00]
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L1769[14:33:09] <tterrag> Mimiru: there's
no Speaker.json in that repo
L1770[14:33:09] <shadekiller666>
...
L1771[14:33:20] <Mimiru> well... I've not
pushed in the last 5 or so minutes..
L1772[14:33:21] <shadekiller666> why is
it looking for "models/block/item/Radio.json"
L1773[14:33:24] <Mimiru> but Radio as a
standin :P
L1774[14:33:25] <sham1> this discussion
feels like something someone would say if 1.8 was new
L1775[14:33:27] <sham1> But it aint
L1776[14:33:28] <Mimiru> as that's
there.
L1777[14:33:35] <tterrag> sham1:
preciesely
L1778[14:33:41] <ThePsionic> Enough
JavaEE for tonight
L1779[14:33:44] <tterrag> 1.8 has been
our for months and still almost no one knows how to use it
L1780[14:33:50] <tterrag> bit telling,
don't you think?
L1781[14:33:51] <shadekiller666>
fine
L1782[14:34:00] <sham1>
BeanFactoryFactoryBeanFactorySingletonFactory
L1783[14:34:02] <Mimiru> I'm pushing
speaker stuff now
L1784[14:34:04] <shadekiller666> i'll
write a doc page for it
L1785[14:34:16] <sham1> J2EE naming
everyone
L1786[14:34:18] <shadekiller666> it will
likely be long and incoherent at first
L1787[14:34:22] <shadekiller666> but
fine
L1788[14:34:32] <sham1> or maybe Spring,
but whatever
L1789[14:34:33]
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L1790[14:34:43] <Mimiru> Also
shadekiller666 as to WHY it's looking for that path, I have no
idea.
L1791[14:34:53] <Rockers> Is this JSON
files or OBJ files, because there are lots of tutorials on YouTube
about JSON files.
L1792[14:35:13] <Mimiru> JSON, and the
tutorials I've followed have got me to this.... not really working
point.
L1793[14:35:24]
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L1794[14:35:47] <Mimiru> omfg git push
faster it's like 5 files.
L1795[14:36:39] <sham1> Does it have
binary files
L1797[14:37:06]
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L1798[14:37:31] <Mimiru> k, there my
speaker jsons are up
L1799[14:37:33] <Rockers> That video
helped ↑ ↑ ↑ ↑
L1801[14:37:58] <Mimiru> and I think I'm
an idiot.
L1803[14:38:47] <Rockers>
WorkerImporterExpressionListenerModelTestMapperProxyStubTestsCloneMockBridgePrinter
L1804[14:39:00] <sham1> Yes
L1805[14:39:22] <shadekiller666>
ohhhhhh
L1806[14:39:25] <shadekiller666>
hmmm
L1807[14:39:27] <sham1> Anyway, I think I
will start to learn some pixel art so I can actually start making
decent textures
L1808[14:39:39] <Rockers> <T extends
Map<T, T>, T implements ImportListener<T, T, T_T extends
<T>>
L1809[14:39:46] <sham1>
"T_T"
L1810[14:39:49] <ThePsionic> T_T
L1811[14:39:51] <Rockers> (jk idk java
that well)
L1812[14:39:58] <Rockers> That was
subliminal messaging
L1813[14:40:00] <Rockers> T_T
L1814[14:40:08] <shadekiller666> mimiru,
its looking in "block/item/Radio" because you have
"item/Radio" as the path for the "model" key in
your blockstate json
L1816[14:40:17] <Mimiru> Yes, I fixed
that
L1817[14:40:23] <Mimiru> but it's
still... not right as you can see
L1818[14:40:32] <Mimiru> it's also still
upside down.
L1819[14:40:41] <shadekiller666> if you
fixed it, then push to your github
L1820[14:40:42] <Mimiru> and it still
ignores values in the item jsons
L1821[14:40:45] <Mimiru> I did.
L1822[14:40:45] <ThePsionic> Rockers:
List<Iterable<ArrayList<HashMap<int[],String[]>>>>
L1823[14:41:00] <Rockers> That's not too
bad ThePsionic
L1824[14:41:04] <shadekiller666> why
aren't you using forge blockstates
L1825[14:41:09] <shadekiller666> this is
so much easier
L1826[14:41:10] <Mimiru> I.. am..?
L1827[14:41:13] <ThePsionic> I did worse
once but I lose those IRC logs
L1828[14:41:14] <shadekiller666> no
L1829[14:41:20] <shadekiller666> you're
actually not
L1830[14:41:21] <ThePsionic> lost*
L1831[14:42:06] <Mimiru> Then tell the
people who write the tutorials that say this is how you do X that
they're wrong ¬_¬
L1832[14:42:54] <Rockers>
List<List<List<List<List<List<HashMap<List<int[]>,List<int[]>>>>>>>>
L1833[14:43:03] <sham1> The
generics
L1834[14:43:49] <Rockers> I will give
someone a cookie if they utilize that in one of their
mods/games
L1835[14:44:29] <sham1> Or any
application ever
L1836[14:44:45] <ThePsionic> Rockers:
Prepare Uranus
L1837[14:44:46] <ThePsionic>
List<HashMap<HashMap<HashMap<HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>,HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>>,HashMap<HashMap<HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>,HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>>>>
L1838[14:44:51] <Rockers> holy fuck
L1839[14:45:02] <ThePsionic> (And yes,
it's correct code)
L1840[14:45:26] <Rockers> And this is why
<> should never have been a thing.
L1841[14:45:43] <Rockers> kek
L1842[14:45:55] <MattDahEpic> you all do
realise that there is no rational use for any of those
L1843[14:46:04] <sham1> Better than the
bilions of parenthesis on LISP
L1844[14:46:05] <sham1>
)))))))))))))))))))
L1845[14:46:11] <Rockers> oh rly?
L1846[14:47:16] <shadekiller666> mimiru:
remove the contents of "Radio.json" in your blockstates/
folder, and replace it with this
L1847[14:47:33] <Rockers> I bet you £10
that ThePsionic is writing an unnecessary generic string right
now.
L1848[14:47:44] <shadekiller666> you can
then get rid of both model jsons from model/blocks and
model/items
L1849[14:47:48] <ThePsionic> Nope, I'm
actually fixing up the one I posted above
L1850[14:47:54] <ThePsionic> Seems it's
not quite correct
L1851[14:48:12] <Zaggy1024> I'm not
surprised one bit that you got something wrong in that :P
L1852[14:48:46] <shadekiller666> mimiru,
that is what a forge blockstate json looks like
L1853[14:49:01] <Mimiru> shadekiller666,
I.. don't see a link?
L1854[14:49:04] <shadekiller666> wait,
theres one more thing mimiru
L1855[14:49:13]
⇦ Quits: auenfx4 (David@120.155.97.223) (Remote host closed
the connection)
L1856[14:49:15]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
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L1860[14:50:31] <ThePsionic> pls
L1861[14:50:44] <Rockers> neh
senpeh
L1862[14:50:53] <Rockers>
3muchstring
L1863[14:52:00] <MattDahEpic> how do you
make a IModel from a json
L1864[14:52:10] <MattDahEpic> like
convert jaon to IModel
L1865[14:52:17] <Rockers> Like
this:
L1866[14:52:18] <Rockers>
List<HashMap<HashMap<HashMap<HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>,HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>>,HashMap<HashMap<HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>,HashMap<List<List<List<List<int[]>>>>,<List<List<List<List<int[]>>>>>>>>
L1867[14:52:21] <Rockers> jkjk
L1868[14:53:01] <Zaggy1024> MattDahEpic,
why would you even do that
L1869[14:53:19] <Zaggy1024> you would
have to make a bunch of BakedQuads or something
L1870[14:53:40] <heldplayer> Rockers:
*cries*
L1871[14:53:42] <Zaggy1024> well, I only
say "or something" because it's been a while since I
looked at that code
L1872[14:54:14] <MattDahEpic> because i
have a mod that allows people to create infinite items with
slightly varied textures and i dont want to copy the json and
rename it infinite times
L1873[14:54:25] <shadowfacts> why does
using a log4j log result in [15:52:48] [Client thread/INFO]:
{whatever}
L1874[14:54:44] <Zaggy1024> MattDahEpic,
then use a forge blockstates json :P
L1875[14:54:51] <shadowfacts> the logger
name should be printed, and IIRC this was the behavior in
1.7.10
L1876[14:55:15] <MattDahEpic>
shadowfacts, try using the gradle runClient and see if its still
there
L1878[14:55:35] <Rockers> Why would you
even bother.
L1879[14:55:52] ***
kroeser is now known as kroeser|away
L1880[14:56:01] <ThePsionic> Because I
can
L1881[14:56:31] <Rockers> "Just
because they can, doesn't mean they should."-some dude
L1882[14:57:15] <shadowfacts> o_O
Matthew, it works with runClient but not in IDEA
L1883[14:57:46] <shadowfacts> That's
really weird, do you know why that is?
L1884[14:57:48] <MattDahEpic> i am
Matthew
L1885[14:57:53] <MattDahEpic> Matthew is
me
L1886[14:58:12] <shadowfacts> debugging
in IDEA would be much easier if the proper labels would show
up
L1887[14:58:16] ***
MorphFK is now known as Morphan1
L1888[14:58:40] <ThePsionic> Okay I got
it Rockers
L1889[14:58:41] <ThePsionic> ArrayList
list = new
ArrayList<List<HashMap<HashMap<HashMap<HashMap<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
HashMap<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>>,
HashMap<HashMap<HashMap<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
HashMap<List<List<List<List<int[]>>>>,
L1890[14:58:41] <ThePsionic>
List<List<List<List<int[]>>>>>>,
HashMap<HashMap<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
HashMap<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>>>>,
HashMap<HashMap<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
HashMap<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>>>>>();
L1891[14:58:49] <MattDahEpic> stahp
L1892[14:58:51] <ThePsionic> k
L1894[14:59:07] <ThePsionic>
Basically
L1895[15:00:59]
⇦ Quits: TTFTCUTS (~ttftcuts@2001:41d0:a:2dcf::) (Remote host
closed the connection)
L1896[15:01:16] <Rockers> Or in c#
::::::::::::::::::
L1897[15:01:17] <Rockers>
List<List<Dictionary<Dictionary<Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>>,
Dictionary<Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
L1898[15:01:17] <Rockers>
List<List<List<List<int[]>>>>>>,
Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>>>>,
Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>
L1899[15:01:18] <Rockers>
>>>>>> list = new
List<List<Dictionary<Dictionary<Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>>,
Dictionary<Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
L1900[15:01:18] <Rockers>
List<List<List<List<int[]>>>>>>,
Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>>>>,
Dictionary<Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>>>,
Dictionary<List<List<List<List<int[]>>>>,
List<List<List<List<int[]>>>
L1901[15:01:18] <Rockers>
>>>>>>();
L1902[15:01:50] <ThePsionic> pls
L1903[15:02:10]
⇨ Joins: AndersBillLind
(~anders@217-211-66-29-no23.tbcn.telia.com)
L1904[15:02:30] <Mimiru> ._.
L1905[15:02:31] <Zaggy1024> I think if
your code looks like that you need to rethink your data structure
:P
L1907[15:03:07] <Rockers> Basically
anybody that uses Unreal engine.
L1909[15:03:53] <ThePsionic> :3c
L1910[15:04:04]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L1911[15:04:45] <Zaggy1024> uh
L1912[15:04:51] <Zaggy1024> ok
L1913[15:05:00] <ThePsionic> Sometimes I
scream into the void
L1914[15:05:42] <Rockers> Anyone
interested in Game enignes? Unity got a huge lighting update a few
months ago and even I noticed it in my projects. This is what it
changed:
L1916[15:05:58] <Zaggy1024> GO! :)
L1917[15:05:59] <ThePsionic> Zaggy1024:
If you're interested, you too can scream into #the_void
L1918[15:06:00] <Zaggy1024> er GI
L1919[15:06:02] <Zaggy1024> lol
L1920[15:06:06] <Zaggy1024> gg
brain
L1921[15:06:08] <shadowfacts> oops, sorry
Matthew
L1922[15:06:11] <Mimiru> Well, thanks to
shadekiller666, all I have left is rewriting my
getDescriptionPacket method...
L1923[15:06:15] <shadowfacts> I typed
Matt and pressed tab
L1924[15:06:30] <ThePsionic> Correct
usage, Rockers
L1925[15:06:47] <shadowfacts>
MattDahEpic, any idea why that happens?
L1926[15:06:49] <Zaggy1024> Rockers, I
assume the main thing there is GI/SSAO, right?
L1927[15:07:06] <Rockers> Nope
L1928[15:07:12] <Zaggy1024> wut
L1929[15:07:15] <MattDahEpic>
shadowfacts, no idea, but i set my loghelper to prepend the modid
in deobf
L1930[15:07:18] <Rockers> New lighting
engine.
L1931[15:07:26] <shadowfacts> :V
L1932[15:07:28] <Zaggy1024> I'm talking
about the features of the engine
L1933[15:07:31] <Zaggy1024> shaders
L1934[15:07:36] <Rockers> Oh
L1935[15:07:44] <Rockers> I don't mess
with shaders.
L1936[15:07:53] <Rockers> They have their
own shader system
L1937[15:07:55] <Zaggy1024> Global
illumination and screen space ambient occlusion
L1938[15:07:58] <Zaggy1024> that's what I
see
L1939[15:07:58] <gigaherz> lots of
shading these days ;P
L1940[15:07:59] <Rockers> It uses DX and
OpenGL
L1941[15:08:11] <Zaggy1024> erm
L1942[15:08:17] <Zaggy1024> their own
shader system?
L1943[15:08:22] <Rockers> ShaderLab
L1944[15:08:27] <Rockers> Well
L1945[15:08:28] <Rockers> No
L1946[15:08:28] <Zaggy1024> it's gotta
use DX or GL shaders
L1947[15:08:39] <Zaggy1024> does it
compile some weird thing to DX and GL?
L1948[15:08:44] <gigaherz> unity?
L1949[15:08:49] <gigaherz> it uses Cg
language
L1950[15:08:55] <Rockers> But, because
they have both DX and GL it needs a crossplatform shader
language.
L1951[15:08:57] <Zaggy1024> never heard
of it :P
L1952[15:09:03] <Rockers> ShaderLab
L1953[15:09:03] <gigaherz> with a custom
hlsl->glsl converter
L1954[15:09:12] <Zaggy1024> ah
L1955[15:09:31] <gigaherz> then there's
the whole surface shaders system
L1956[15:09:38] <Rockers> I don't know
anything about shaders at all.
L1957[15:09:41] <gigaherz> which is an
abstraction on top of normal shaders
L1958[15:09:50] <Zaggy1024> Rockers, look
up SSAO :P
L1959[15:10:02] <Rockers> I know what
SSAO is
L1960[15:10:07] <fry> engines do all the
fun stuff for you :/
L1961[15:10:18] <gigaherz> fry: what's
when you become an engine developer ;P
L1962[15:10:20] <Zaggy1024> then you know
something about shaders :P
L1963[15:10:36] <Rockers> I don't know
about *programming custom* shaders.
L1964[15:10:44] <Zaggy1024> haha
yeah
L1965[15:10:49] <Wuppy> I guess I'm going
to do 1 more thing today and then call it a day... this is hour
#19
L1966[15:10:52] <fry> it's insanely fun
:P
L1967[15:10:57] <gigaherz> it's fun
;P
L1968[15:11:06] <Rockers> I will learn
then :p
L1969[15:11:22] <gigaherz> I used a
custom lighting system for my game
L1972[15:11:39] <shadowfacts>
>.<
L1973[15:11:45] <gigaherz> it prerenders
the light information into a texture, and then uses this light
texture from the material shaders
L1974[15:11:54] <shadekiller666> fry,
have you done anything with custom data for the b3d loader?
L1975[15:12:00] <Rockers> Nice
L1976[15:12:02] <fry> yes
L1977[15:12:16] <shadekiller666> what all
have you done?
L1978[15:12:30] <fry> part
selection
L1979[15:13:02] <shadekiller666> i seem
to be having issues with custom data being applied to OBJModels
that didn't even define a "custom" tag
L1980[15:13:12] <Zaggy1024> I've never
written a shader from scratch but I have fiddled with a lot of
bokeh shaders
L1981[15:13:37] <gigaherz> it's generally
the same idea
L1982[15:13:42] <gigaherz> you know what
you want to otuput
L1983[15:13:46]
⇨ Joins: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L1984[15:13:55] <gigaherz> then you
modify the textures and inputs accordingly
L1985[15:14:12] <fry> "modify the
textures" - no :P
L1986[15:14:21] <gigaherz> texel
data*
L1987[15:14:22] <gigaherz> ;P
L1988[15:14:24] <gigaherz> and yes
L1989[15:14:28] <gigaherz> there's
writable textures these days
L1990[15:14:29] <gigaherz> XD
L1991[15:14:33] <gigaherz> and
framebuffer reading
L1992[15:14:35] <shadekiller666> fry,
what is "part selection"
L1993[15:14:43] <fry> *fragment data
:P
L1994[15:14:44] <gigaherz> it's all
slowly becoming blurry ;P
L1995[15:14:57] <gigaherz> nah fragment
is the output
L1996[15:15:04] <gigaherz> ;P
L1997[15:15:11] <gigaherz> and I don't
like the term anyhow ;P
L1998[15:15:15]
⇨ Joins: Yuken
(~yuken@cpe-24-166-64-151.neo.res.rr.com)
L1999[15:15:18] *
gigaherz learned with D3D
L2000[15:15:20] <Zaggy1024>
SEMANTICS
L2001[15:15:21] <fry> it's the input too,
in GL :P
L2002[15:15:25] <Zaggy1024> :)
L2003[15:15:31] <Yuken> Simply need help
with installing Forge to a server on Debian 8.
L2004[15:16:02]
⇨ Joins: techbrew
(sid72171@id-72171.highgate.irccloud.com)
L2005[15:16:14] <gigaherz> Yuken: run the
installer jar, choose server, then run "java -jar
forgewhatever.jar" and let it run?
L2006[15:16:39] <Zaggy1024> hey fry, off
the top of your head, anything you think I can do about this?
L2008[15:16:42] <Yuken> gigaherz, would
that create the server files, or would I have to have the vanilla
server files available?
L2009[15:16:54] <gigaherz> forge does it
for you
L2010[15:17:04] <sham1> D3D requires
interaction with winapi, so no
L2011[15:17:05] <fry> what about it,
Zaggy? leaves?
L2012[15:17:06]
⇦ Quits: PeterRabbit
(~Peter@pool-173-76-139-148.bstnma.east.verizon.net) (Ping timeout:
186 seconds)
L2013[15:17:16] <Zaggy1024> well, it's
lit up weird
L2014[15:17:25] <Yuken> gigaherz,
thanks.
L2015[15:17:30] <Zaggy1024> with
shaders
L2016[15:17:46] <Zaggy1024> I'm assuming
it's because SEUS makes torches really bright and reddish
yellow
L2017[15:17:58] <gigaherz> Yuken: you can
even use the installer without a gui, using -installServer, I
believe
L2018[15:18:10] <Zaggy1024> but the edge
of the portal looks weird against the leaves
L2019[15:18:12] <Yuken> gigaherz, was
just about to ask that, thanks :o
L2020[15:19:01] <Zaggy1024> I don't
suppose you have much experience specifically with the shaders
mod
L2021[15:19:20] <Zaggy1024> I know I
don't, at least on the modding end of things :P
L2022[15:20:02]
⇦ Quits: Noppes (~Noppes@62.41.77.242) (Read error:
Connection reset by peer)
L2023[15:22:33] <shadekiller666> does
"normal" json not support // as being a comment
L2024[15:22:49] <shadekiller666> every
json syntax highlighter i see marks them as red
L2025[15:22:56] <Rockers> Isn't it
"_comment" : "" ?
L2026[15:23:04] <mikebald> json doesn't
have comments...
L2027[15:23:12]
⇨ Joins: TTFTCUTS (~ttftcuts@2001:41d0:a:2dcf::)
L2028[15:23:20] <shadekiller666> it
ignores // though
L2029[15:23:35] <gigaherz>
"_comment" isn't actually a comment
L2030[15:23:41] <gigaherz> it's just
unlikely to be used for actual data
L2031[15:23:41] <gigaherz> XD
L2032[15:23:52] <gigaherz> json does NOT
define any syntax for comments
L2033[15:23:54] <gigaherz> if some parser
does
L2034[15:23:59] <gigaherz> then it's up
to the parser
L2035[15:24:04] <gigaherz> it's an
"unofficial extension"
L2036[15:24:08] <shadekiller666> :/
L2037[15:24:13] <shadekiller666> i know
GSON ignores //
L2038[15:24:32] <mikebald> so like
gigaherz said, it's parser specific
L2039[15:24:33] <gigaherz> then
//comments may be ok for minecraft
L2040[15:24:41] <gigaherz> but you can't
expect the same file to work elsewhere
L2041[15:24:46] <shadekiller666> but on
the documentation having a bunch of red lines is problematic
L2042[15:24:57] <gigaherz> then use the
_comment trick
L2043[15:28:15] ***
PaleoCrafter is now known as PaleOff
L2044[15:29:29] <shadekiller666> fry am i
correct in saying that there can only be one registered model
loader for any file type?
L2045[15:29:40] <shadekiller666> like one
.obj, one .b3d,...
L2046[15:29:52] <gigaherz> no
L2047[15:29:56] <fry> not right now
L2048[15:29:59] <gigaherz> it's just the
accept()
L2049[15:30:04] <gigaherz> the first one
to return true
L2050[15:30:08] <fry> you need to
register a modid per loader too
L2051[15:30:12] <gigaherz>
"keeps" the rights to the resourcelocation
L2052[15:30:16] <fry> (for all common
loaders)
L2053[15:30:37] <shadekiller666>
ahh
L2054[15:30:55] <gigaherz>
basically
L2055[15:30:58] <gigaherz> I can use my
own obj loader
L2056[15:31:01] <gigaherz> alongside
yours without problems
L2057[15:31:08] <shadekiller666> so if
there is more than 1 registered loader for a file type, it will use
the one that accepts the modid
L2058[15:31:22] <gigaherz> it will use
the first that returns true from accept()
L2059[15:31:30] <gigaherz> which in
general terms
L2060[15:31:35] <gigaherz> will be the
first that has the domain enabled
L2061[15:31:41] <gigaherz> AND recognizes
the extension
L2062[15:32:16] <gigaherz> since I
believe both the b3d loader, your obj loader
L2063[15:32:20] <gigaherz> (and my
own)
L2064[15:32:29] <gigaherz> register
themselves on the first reference
L2065[15:32:41] <gigaherz> which loader
is chosen will depend on the initialization order
L2066[15:32:43] <gigaherz> so like
L2067[15:32:57] <fry> nope, forge loaders
register always now
L2068[15:33:01] <gigaherz> ah
L2069[15:33:04]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L2070[15:33:10] <fry> there's an issue of
using pure resourcepacks
L2071[15:33:15] <fry> with custom
models
L2072[15:33:21] <gigaherz> yeah
L2073[15:33:23] <gigaherz> that always
bothered me
L2074[15:33:33] <gigaherz> having to
explicitly call enableDomain
L2075[15:33:38] <fry> there needs to be
at least 1 default domain, yes
L2076[15:33:45] <gigaherz> means a
resourcepack author can't .obj-ify an existing model
L2077[15:33:45] <fry> or something
radically different
L2078[15:33:56] <gigaherz> they can't
take the crafting table
L2079[15:34:01] <gigaherz> and change the
model to a .obj or .b3d
L2080[15:34:02] <gigaherz> :/
L2081[15:34:05] <fry> this is an unsolved
problem right now
L2082[15:34:12] <shadekiller666>
hmm
L2083[15:34:21]
⇨ Joins: Hgreb
(~Hgrebnedn@d8d872d48.access.telenet.be)
L2084[15:34:41] <gigaherz> a nice
solution wouldbe something like
L2085[15:34:44] <gigaherz> in the forge
blockstates
L2086[15:34:47] <shadekiller666> well,
having the loader tied to the modid means that you avoid issues
with differences between loaders
L2087[15:34:56] <gigaherz>
"modelloader":"OBJ"
L2088[15:35:06] <gigaherz> then having a
"registration name" for the loaders
L2089[15:35:16] <shadekiller666> so say
giga's loader was registered alongside mine, the means by which one
interacts with those loaders is different
L2090[15:36:13] <MattDahEpic> is there a
wa yt ouse the same item jso nfor multiple items?
L2091[15:36:21]
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L2092[15:36:25] <sham1> oh god
L2093[15:36:37] <sham1> Your spaces are
misplaced up the wazoo
L2094[15:36:40]
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L2095[15:36:43] <gigaherz> hmmm
"modelLoader":"gigaherz.elementsofpower.models.ObjModelLoader"
L2096[15:36:47] <Rockers> I've got a come
jock in my ludum game
L2097[15:36:47] <MattDahEpic> my space
bar is glitchy
L2098[15:36:51] <Rockers> *joke
L2099[15:37:00] <gigaherz> MattDahEpic:
yes
L2100[15:37:06] <MattDahEpic> hao
L2101[15:37:13] <shadekiller666> fry,
could i get your help with writing documentation for the custom
model loaders
L2102[15:37:15] <gigaherz> on the
registration
L2103[15:37:20] <gigaherz> use the same
ModelResourceLocation for all
L2104[15:37:20] <gigaherz> ;P
L2105[15:37:28] <gigaherz> but it's best
to use inheritance in models
L2106[15:37:29] <gigaherz> so like
L2107[15:37:34] <gigaherz>
baseitemmodel.json
L2108[15:37:43] <shadekiller666> i'm not
exactly sure how to explain things broadly, nor exactly what to
explain
L2109[15:37:46] <gigaherz>
itemmodel1.json --> "parent" :
"baseitemmodel"
L2110[15:37:53] <shadekiller666> i have
some starting documentation written
L2111[15:38:19] <gigaherz> like this
MattDahEpic
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L2116[15:39:11] <gigaherz> lol
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L2123[15:52:05] <gabizou> I'm trying to
add translation keys for my mod, I've got the
assets/sponge/lang/en_US.lang file and it's shown in the jar, I'm
using the appropriate key, but I don't see it being used in game.
Thoughts?
L2124[15:53:03] <ThePsionic> gabizou:
link your file pls
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L2129[15:55:32] <shadekiller666> fry, why
is it that in the blockstate json for your CustomModelBlock, for
the "facing" directions, you don't have to specify a
"model" for each, but when i try doing so with my
directional block it crashes the game on NPEs?
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L2131[15:56:02] <fry> idk
L2132[15:56:31] <ThePsionic> gabizou: and
where do you use these keys?
L2136[15:57:16] <gabizou> there's
"end"
L2137[15:57:18] <shadekiller666> could it
be the "custom" in the "defaults"?
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L2140[15:57:44] <gabizou> which
transitively is the translation key
L2141[15:57:51] <gabizou>
"generator.end"
L2142[15:58:03] <gabizou> because of how
WorldType has the getTranslation()
L2143[15:59:18] <ThePsionic> Mhm, I see
it
L2144[15:59:19] <gabizou> ThePsionic the
translation should happen properly when in single player selecting
the world type
L2145[15:59:25] <ThePsionic> Hmmmm
L2146[15:59:30] <gabizou> but the button
just ends up showing the translation key
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L2149[15:59:54] <shadekiller666> now its
crashing because it can't load the "normal" variant
L2150[16:00:05] <shadekiller666> after
having removed "custom" from the "defaults"
block
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L2156[16:12:23] <VoxelV> hello, I'm just
getting started with modding. Can someone point me to the online
api and/or an up-to-date tutorial?
L2157[16:13:14] <VoxelV> haha, it's in
the topic, should've read that first...
L2158[16:13:32] <Rockers> I'll give you a
good tutorial.
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L2162[16:14:50] <VoxelV> sweet thank
you
L2163[16:15:05] <gigaherz> I always
preferred text-only tutorials
L2164[16:15:06] <gigaherz> XD
L2165[16:15:27] <Rockers> It all depends
for me
L2166[16:15:55] <VoxelV> btw, what is the
consensus about 'waiting for 1.9'?
L2167[16:16:02] <gabizou> ThePsionic any
ideas?
L2168[16:16:07] <ThePsionic> We wait,
VoxelV
L2169[16:16:08] <fry> there's no
consensus
L2170[16:16:19] <ThePsionic> Sorry
gabizou for not replying but I'm stumped
L2171[16:16:22] <ThePsionic> No clue
tbh
L2172[16:16:45] <gabizou> I mean, I'm
pretty sure that we could use the language registry, but we wanted
to allow translations to exist :P
L2173[16:17:43] <gabizou> rather, our
translation peeps to help us provide more files
L2174[16:17:47] <VoxelV> I suppose my
question is, which minecraft version will be most popular in 2
months?
L2175[16:17:55] <Rockers> 1.8.8
L2176[16:17:56] <VoxelV> for modding that
is
L2177[16:18:05] <fry> 1.8.9 :P
L2178[16:18:14] <fry> unless we get
1.8.10
L2179[16:18:14] <gabizou>
1.8.banana
L2180[16:18:18] <Rockers> For mods, 1.8
will phase in anytime now.
L2181[16:18:27] <Rockers> I suggest
writing for 1.8.8
L2182[16:18:31] <VoxelV> cool
thanks
L2183[16:18:35] <Rockers> but, it
requires setup
L2184[16:18:43] <fry> if you're making a
new mod - definitely 1.8.8
L2185[16:18:51] <Rockers> You need to
altar your build.gradle file
L2186[16:19:03] <Rockers> alter*
L2187[16:19:17] <VoxelV> lol put the
build.gradle file on the altar
L2188[16:19:19] <VoxelV> :P
L2189[16:19:24] <gabizou> dafuq... how is
LanguageRegistry.getInstance() returning null?
L2190[16:19:34] *
ThePsionic prints out the file and lays the paper down
L2191[16:19:45] <ThePsionic> Start
prayin', boys
L2192[16:20:16] <gabizou> ThePsionic
thoughts on using
LanguageRegistry.instance().loadLanguagesFor(this,
Side.CLIENT);?
L2193[16:20:32] <gabizou> might be a
little forceful, but thinkt hat'd work?
L2194[16:21:46] <ThePsionic> Should work
ye gabizou
L2195[16:22:11] <gabizou> ah, the npe is
happening because this is a dummymodcontainer and returning null
for the source file
L2196[16:23:09] <gabizou> hmmmm.
L2197[16:24:05] <ThePsionic> RIP
L2198[16:25:11] *
gabizou grumbles about not knowing how to fix this.
L2199[16:25:42] <gabizou> I mean, the
files should work, right? unless the fact that this is a coremod
and a dummymodcontainer
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L2201[16:27:09] <heldplayer> Hasn't the
usage of LanguageRegistry been discouraged and deprecated since
forever now?
L2202[16:27:44] <VoxelV> so the current
files.minecraftforge.net doesn't seem to have a "src"
download link. Where would I find that? or is it in the
Universal.zip?
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L2204[16:28:20] <Mimiru> mdk for the
1.8.8 builds
L2205[16:28:30] <Mimiru> 1.8/1.8.8
L2206[16:28:38] <VoxelV> cool
thanks
L2207[16:28:49] <gabizou> heldplayer if
it has been, ok. but why aren't my language keys being used?
L2208[16:29:04] <heldplayer> Are you
using a coremod?
L2209[16:29:08] <gabizou> yes
L2210[16:29:15] <heldplayer> That's why
:P
L2211[16:29:18] <gabizou> ?
L2212[16:29:41] <heldplayer> I don't
remember exactly how to make it load the language files if you're
using a coremod
L2213[16:29:59] <heldplayer> Do you have
a regular mod in the same space as the coremod?
L2214[16:30:15] <gabizou> we have a
regular mod that directly extends DummyModContainer
L2216[16:34:30] <heldplayer> I think you
need to override getCustomResourcePackClass() in there
L2217[16:34:53] <gabizou> class? why a
class?
L2218[16:34:58] <heldplayer> See
L2219[16:35:02] <sham1> Was wonding about
how I would be able to make a calculation take place parallel to
everything else
L2220[16:35:14] <heldplayer> *See
ForgeModContainer for what you need
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L2223[16:36:05] <heldplayer> Not sure why
it needs a class
L2224[16:36:18] <gabizou> heldplayer the
thing is, how do I get the file of the mod?
L2226[16:36:32] <gabizou> cause atm, it's
just null :P
L2227[16:37:18] <ThePsionic> Yes
VoxelV
L2228[16:38:20] <heldplayer> Is SpongeMod
used for every Sponge plugin, or just for the core SpongeForge
container?
L2229[16:38:32] <gabizou> core
spongeforge container
L2230[16:38:37] <sham1> you usually
should trust on what diesieb says VoxelV, for he knows what he
does
L2231[16:38:43] <gabizou>
SpongeModPluginContainer is used for plugins
L2232[16:39:13] <VoxelV> cool, thank you.
I just wasn't sure since it was dated for 2014
L2233[16:39:57] <gabizou> also at one
point I heard that it wasn't necessary to extend
DummyModContainer
L2234[16:39:59] <heldplayer> Then
"if (getSource().isDirectory()) { return
FMLFolderResourcePack.class; } else { return
FMLFileResourcePack.class; }" should work for you
L2235[16:40:01] <sham1> Well is propably
would have been updated if there have been any significant
changes
L2236[16:40:02] <gabizou> for core mods
at elas
L2237[16:40:05] <sham1> :P
L2238[16:40:40] <heldplayer> You don't
need a DummyModContainer, but if you don't have one and you don't
have a regualar @Mod, you won't have resources loaded
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L2240[16:43:21] <gabizou> still an issue
that SpongeMod doesn't know what file it itself is.
L2241[16:43:25] <VoxelV> Rockers, were
you saying I have to edit build.gradle somehow for 1.8?
L2242[16:43:33] <gabizou> i'll try and
see about converting it to just @Mod
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L2244[16:43:45] <Falkreon> why does
spongemod need to know what file it is?
L2245[16:43:55] <sham1> VoxelV: what MDK
did you download
L2246[16:44:04] <sham1> 1.8.8, 1.8 or
1.7.x?
L2247[16:44:04] <VoxelV> the 1.8.8
latest
L2248[16:44:47] <sham1> well no
L2249[16:44:48] <Falkreon> I mean, part
of the bonus of the modloader system is that you don't need to know
where the files are coming from
L2250[16:45:18] <Falkreon> granted,
sponge is then going to turn around and provide modcontainers
L2251[16:45:32] <sham1> other than the
idea change to get assets to work
L2252[16:45:33] <Falkreon> but I think
you folks have that part of the equation covered?
L2253[16:45:47] <VoxelV> thanks
sham1
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L2255[16:47:35] <sham1> No problem
L2256[16:47:47] <sham1> Glad to be
helpful for once
L2257[16:48:03] <gabizou> Falkreon
because spongemod needs to provide language files and since it's a
core mod, you get the picture
L2258[16:48:33] <Falkreon> I guess I
don't get the picture.
L2259[16:48:44] <Falkreon> isn't Forge
still loading the whole thing
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L2261[16:48:51] <gabizou> coremods don't
have language files loaded by default
L2262[16:49:04] <Falkreon> ok.
L2263[16:49:04] <gabizou> so core mods
need to load them themselves.
L2264[16:49:14] <gabizou> and Sponge is a
coremod
L2265[16:49:17] <Falkreon> so you need to
find the jar or folder
L2266[16:49:27] <Falkreon> so you can
pull the lang files in. Hmm.
L2267[16:49:32] <gabizou> right.
L2269[16:50:18] <Falkreon> I mean you
could always be messy and say
SomeSpongeClass.getClassLoader().getResourceAsStream
L2270[16:50:22] <Falkreon> ^_^
L2271[16:50:27] <gabizou> oh hey
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L2275[16:58:11] <sham1> So back to my
question
L2276[16:58:35] <sham1> Is there any way
I could have a calculation be executed in parallell to anything
else
L2277[16:58:58] <fry> yes
L2278[16:59:39] <sham1> Like I have a
Callable to represent my calculation, but it has the problem that
it looks stuff up from the World and other stuff
L2279[16:59:45] <sham1> Which is not
thread-save
L2280[16:59:49] <fry> yes
L2281[16:59:53] <sham1> :p
L2282[17:01:03] <shadekiller666> stupid
persistant data...
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L2284[17:02:15] <Falkreon> yeah, at that
point you need to have a thread handoff to the minecraft main
thread
L2285[17:02:17] <sham1> Something to do
with addSchedueledTask?
L2286[17:02:19] <Falkreon> to look up the
data
L2287[17:02:46] <Falkreon> but then you
need to wait for a response. This is why minecraft is
single-threaded, because multithreading can be hard ^_^
L2288[17:03:03] <Falkreon> well, it's
not
L2289[17:03:12] <heldplayer> gabizou: Did
you try the getCustomResourcePackClass() method?
L2290[17:03:25] <sham1> Well I know that
MC is not thread safe, thus I ask this
L2291[17:03:30] <Falkreon> ehh
L2292[17:03:36] <Falkreon> chat is
async.
L2293[17:03:41] <Falkreon> so in some
ways it *is*
L2294[17:03:49] <gabizou> heldplayer nah,
I went the route of the coremod getting the file and telling the
LanguageRegistry to register the language resources
L2295[17:03:54] <sham1> Huzzah
L2296[17:03:55] <Falkreon> what I do to
help
L2298[17:04:14] <Falkreon> is package up
as much of the data I need to share in immutable objects.
L2299[17:04:24] <Falkreon> if it's
immutable, it's inherently threadsafe.
L2300[17:04:32] <sham1> Well yeah
L2301[17:04:33] <heldplayer> But... you
shouldn't use LanguageRegistry
L2302[17:04:48] <kashike> don't need to
call loadLanguagesFor, forge will for you
L2303[17:04:54] <sham1> But Minecraft has
a very mutable state
L2304[17:04:58] <Falkreon> it does.
L2305[17:05:15] <Falkreon> see also
OpenGL state shenanigans :/
L2306[17:05:20] <gabizou> thing is, it
wasn't doing anything when using the customresourcepackclass
L2307[17:05:33] <sham1> Not just
OpenGL
L2308[17:05:46] <Falkreon> so what is the
calculation?
L2309[17:06:03] <sham1> Path finding
between my mod's blocks
L2310[17:06:08] <Falkreon> oh.
L2311[17:06:21] <sham1> And I feel it
would be rude to execute it in 1 tick
L2312[17:06:30] <sham1> As it would make
the server kinda hang
L2313[17:06:31] <Falkreon> you know, what
you could do is keep that on the main thread, but spread it over
multiple ticks.
L2314[17:06:38] <sham1> Hmm
L2315[17:06:42] <sham1> true
L2316[17:06:55] <Falkreon> because you're
right, you'd need to load in map data for every single bit of
work.
L2317[17:07:18] <Falkreon> I really like
spreading tasks over what would have been syncRepeatingTasks in
bukkit.
L2318[17:07:44] <Falkreon> ask the
WorldEdit folks, who are probably sick of me asking about the
OpsRedux branch ^_^
L2319[17:08:20] <Falkreon> actually don't
ask them. They'll be annoyed and I don't want that.
L2320[17:08:22] <Falkreon> hehe
L2321[17:10:15] <sham1> The reason BTW
why I am doing this is because I am making a request-based transfer
system for my Mana, and it obviously needs to know a route from the
mana source into the receiver
L2322[17:10:17] <gabizou> heldplayer
there, not using the language registry
L2323[17:10:45] <heldplayer> And does it
work?
L2324[17:10:53] <heldplayer> What did you
change?
L2325[17:11:02] <gabizou> yeah, it didn't
work before because the getSource() was null
L2326[17:11:03] <gabizou> :P
L2327[17:11:09] <heldplayer> heh :P
L2328[17:11:24] <heldplayer> Glad you got
it sorted :D
L2329[17:11:50] <gabizou> now to get back
to being productive.
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L2352[18:18:14] <Rockers> Does anybody
know how to use a ProxyTestsServiceDatabaseTagField(Clazz); ?
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L2361[18:45:39] <Soni> anyone willing to
rewrite MC's particle system?
L2362[18:49:45] <Soni> with JSON
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L2370[19:16:13] <Mimiru> Did
SimpleNetworkWrapper change much in 1.8?
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L2377[19:33:47] <Mimiru> ok... my
networking works..
L2378[19:34:05] <Mimiru> now to figure
out why my text is rendering dark in world...
L2379[19:34:12] <Mimiru> my fix for this
from 1.7 isn't working
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L2384[20:29:13] <Mimiru> Thanks everyone
who helped me! I got everything working
L2386[20:30:24] <karlthepagan> last
feature request was server-side... so I guess that will be a
thing
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L2403[21:40:46] <MattDahEpic> how does
spawn egg coloring work
L2404[21:41:32] <MattDahEpic> ang spawn
egg texture making
L2405[21:41:49] <MattDahEpic> avatar
spawn egg texture making
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L2407[21:46:31] <gigaherz> MattDahEpic:
didn't I link you to the exact function that does it?
L2408[21:47:07] <gigaherz> there's a
getColorFromItemstack (or something like that) method in Item
L2409[21:47:28] <MattDahEpic> thats not
working though
L2410[21:47:30] <gigaherz> it returns a
color from a table, based on which meta value the stack has
L2411[21:50:18] <MattDahEpic> also on
another note, is there a way to assign an item json that isnt the
same name as the item?
L2412[21:51:03] <MattDahEpic> because
that doesnt seem to be workign for me
L2413[21:51:10] <gigaherz> that should
work just fine
L2414[21:51:36] <gigaherz> for items only
though
L2415[21:51:54] <gigaherz> inventory
blocks must use the same name as the registration
L2417[21:52:12] <gigaherz> my tape item
is registered as "itemTape"
L2418[21:52:21] <gigaherz> but uses
packing_tape.json
L2419[21:55:19] <gigaherz> well getColor
worked just fine for me,
L2420[21:55:24] <gigaherz> although
Ididn't try layer1
L2421[21:55:38] <gigaherz> public int
getColorFromItemStack(ItemStack stack, int renderPass) { return
0x7f007f; }
L2422[21:55:42] <gigaherz> makes my item
dark purple
L2423[21:55:57] <gigaherz> you probably
want to return your custom color ONLY in renderPass==1 though
L2424[21:56:15] <gigaherz> I assume
layer1 is renderpass=1
L2425[21:57:16] <gigaherz> yeap
L2426[21:57:16] <gigaherz> return
entityegginfo != null ? (renderPass == 0 ?
entityegginfo.primaryColor : entityegginfo.secondaryColor) :
16777215;
L2427[21:57:26] <gigaherz> spawn egg item
uses that
L2428[21:57:36] <gigaherz> so in your
case
L2429[21:57:39] <gigaherz> you'd want
something like
L2430[21:58:06] <gigaherz> return
renderPass == 0 ? 0xFFFFFF :
color_from_subitem[stack.getMetadata()];
L2432[21:59:08] <MattDahEpic> but i get
Model definition for location extrarecords:record0#inventory not
found
L2433[21:59:20] <MattDahEpic> and then
later i get Model definition for location
extrarecords:record#inventory not found
L2434[22:00:00] <gigaherz> yo uhave
subitems
L2435[22:00:04] <gigaherz> you need one
line for each subitem
L2436[22:00:17] <gigaherz> one
variant
L2437[22:00:24] <MattDahEpic> for
loop?
L2438[22:00:32] <gigaherz> wait
L2439[22:00:33] <gigaherz> yeah
L2440[22:00:38] <gigaherz> hmmm
L2441[22:01:31] <MattDahEpic> im
preparing for that guy who decides to make like 700 records
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L2452[22:23:03] <killjoy> Is there a way
to render a particle client-side without spawning it in the
world?
L2453[22:23:19] <Ordinastie> look at
furnace?
L2454[22:23:38] <Ordinastie> or
torches
L2455[22:23:49] <MattDahEpic> tor
shas
L2456[22:25:05] <gigaherz> killjoy:
particles are special entities, they aren't done server-side
L2457[22:25:26] <killjoy> I know, but the
server still usually tells the client to spawn them
L2458[22:25:29] <gigaherz> I mean
management-wise
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L2460[22:26:44] <killjoy> Oh well, it's
not a priority for me right now anyway
L2461[22:27:21] <killjoy> Yesterday I was
trying to make held items have an aura around them. Now I want them
to spawn some particles
L2462[22:27:55] <killjoy> It would
require some math in order to find the correct location of the held
item relative to the world
L2463[22:32:58] <Kolatra> How can you
check if the F3 screen is up?
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L2465[22:37:11] <gigaherz> killjoy: some
reflection possibly, basically reach the ingame GUI "hotbar
slots", or the current GUIContainer slots, and get their
location
L2466[22:37:29] <killjoy> No, held item
in world
L2467[22:37:32] <gigaherz> OH
L2468[22:37:34] <killjoy> it's part of
the entity
L2469[22:37:38] <gigaherz> right
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L2472[22:37:51] <gigaherz> is there even
a hook for that? XD
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L2474[22:39:44] <McJty> Hi shadekiller666
, finally got time again to continue to work on this.
L2475[22:39:58] <McJty> Do you happen to
have links or examples to show how to work with OBJ files in 1.8.8
in general?
L2476[22:40:08] <McJty> Both for static
models as well as TESR.
L2477[22:40:19] <McJty> Perhaps I should
start with the basics and go more complicated from that
L2479[22:41:11] <shadekiller666>
VertexColoring is the most simple block in that file
L2480[22:41:24] <killjoy> task
installMod(type:Copy) {
L2481[22:41:24] <killjoy> from
jar.archivePath
L2482[22:41:24] <killjoy> to
file("%APPDATA%/.minecraft/mods")
L2483[22:41:24] <killjoy> }
L2484[22:41:29] <shadekiller666> the code
presented there should work the same on 1.8.8
L2485[22:41:38] <killjoy> oops, wrong
channel
L2486[22:41:46] <McJty> shadekiller666,
ok. Let me go through that. Thanks
L2487[22:42:18]
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L2488[22:44:11] <McJty> shadekiller666,
ok, one question about that already. Say
setCustomModelResourceLocation has a second meta parameter. What if
I use meta for rotating the model. Should I link every possible
meta to the same model file?
L2489[22:44:58] <shadekiller666>
uhh
L2490[22:45:11] <shadekiller666>
hmm
L2491[22:45:27] <shadekiller666> are you
rotating only rendering the block in-world?
L2492[22:46:39] <McJty> What?
L2493[22:46:50] <shadekiller666> you can
pretty much ignore that metadata value if you aren't changing the
model based on the item's metadata
L2494[22:46:54] <McJty> I mean I use meta
in the block for orientation (FACING property for the block
state)
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L2496[22:47:45] <shadekiller666> if you
wanted to have, say, an item that uses model A for meta 0, and
model B for meta 1, you'd register both with
setCustomModelResourceLocation
L2497[22:48:09] <McJty> But if there is
only one then just keeping it 0 will work right?
L2498[22:48:14] <shadekiller666>
yep
L2499[22:48:29] <shadekiller666> theres a
couple of blocks in that file that use PropertyDirection
L2500[22:49:43] <McJty> Also
setCustomModelResourceLocation takes a resource location that
points to my OBJ file?
L2501[22:49:54] <karlthepagan> is there a
logging convention for forge? FMLLog? log4j2?
L2502[22:49:55] <shadekiller666> points
to the blockstate
L2503[22:50:18] <shadekiller666>
modid:<name of blockstate file>, "inventory"
L2504[22:51:03] <McJty> shadekiller666,
and where can I find those (for this example)?
L2505[22:51:15] <Falk|Away> karlthepagan,
look at getModLog in the PreInit event. IIRC it's an apache
logger
L2507[22:51:47] <shadekiller666> mcjty
^
L2508[22:52:10] <McJty> ok thanks
L2509[22:53:10]
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L2510[22:53:40] <Falk|Away> I'm really
disappointed at the number of logging api's there are in java,
given that it's got one built in.
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L2513[22:54:30] <McJty> shadekiller666,
also it seems you only set custom models for the 'inventory'. What
about in-world renderer? Where is that covered in your
example?
L2514[22:55:04] <shadekiller666> thats
it
L2515[22:55:17] <shadekiller666> its a
bit strange
L2516[22:55:22] <McJty> What does that
'inventory' mean exactly then?
L2517[22:55:38] <karlthepagan> Falkreon,
ty commons is easy
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L2519[22:55:47] <shadekiller666> that
"inventory" is the "inventory" in the
"variants" block in the corresponding json
L2520[22:55:54] <gigaherz> McJty:
"inventory" is a generic term that menas "not a
placed block in the world"
L2521[22:56:07] <gigaherz> item-entities
use inventory variant
L2522[22:56:13] <gigaherz> in-hand items
use inventory
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L2524[22:56:19] <shadekiller666> its
weird the entire system is designed for items
L2525[22:56:22] <gigaherz> basically 1.8
unified all item rendering
L2526[22:56:27] <karlthepagan> Falkreon,
the built in one touches synchronized :(
L2527[22:56:30] <gigaherz> into using the
SAME model for ALL views of an item
L2528[22:56:31] <karlthepagan> the build
in logging
L2529[22:56:33] <shadekiller666> but
blocks are a pseudo-exension thing of items
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L2531[22:56:59] <Falkreon> huh?
L2532[22:57:06] <shadekiller666> and it
extends the item model onto the block rendering
L2533[22:57:14] <Falkreon> do you mean
that it spends the cycles to be threadsafe? Because that's good if
it does.
L2534[22:57:24] <McJty> Another thing.
I'm now porting my simplest TESR over. It is just a single static
model. Should be easy
L2535[22:57:28] <McJty> However it has
one special thing
L2536[22:57:36] <shadekiller666> ok
L2537[22:57:41] <karlthepagan> Falkreon,
log4j2 is fully async... you can be threadsafe without
contention
L2538[22:57:42] <McJty> It has a random
offset depending on the x,y,z location in the world.
L2539[22:57:50] <gigaherz> so like
flowers?
L2540[22:57:52] <shadekiller666> ok
L2541[22:57:53] <McJty> To make it look
less regular when place in the world
L2542[22:57:58] <shadekiller666> thats
doable
L2543[22:57:58] <gigaherz> that should be
no issue
L2544[22:58:00] <McJty> gigaherz, ah do
they do that too?
L2545[22:58:07] <karlthepagan> bbiab...
Muse is in Seattle
L2546[22:58:07] <gigaherz> well flowers
are not TESR
L2547[22:58:15] <gigaherz> but they have
a random offset based on position in the world, yes
L2548[22:58:21] <McJty> Well this
particular one doesn't have to be a TESR
L2549[22:58:26] <shadekiller666>
hmmm
L2550[22:58:38] <Falkreon>
java.util.logger says "All methods on Logger are multi-thread
safe."
L2551[22:58:46] <McJty> In the 1.7.10
version I had everything TESR but I'm now trying to make it more
sensible
L2552[22:58:50] <Falkreon>
java.util.logging.Logger*
L2553[22:59:34] <gigaherz> McJty
L2554[22:59:34] <gigaherz> public
Block.EnumOffsetType getOffsetType()
L2555[22:59:34] <gigaherz> {
L2556[22:59:34] <gigaherz> return
Block.EnumOffsetType.XZ;
L2557[22:59:34] <gigaherz> }
L2558[22:59:39] <gigaherz> oops meant to
paste as one line
L2559[22:59:41] <Falkreon> so I'm going
to go with no, there's no reason for logging utils that don't just
subclass Logger.
L2560[22:59:43] <gigaherz> flowers have
that
L2561[22:59:47] <McJty> ok thanks
L2562[22:59:51] <gigaherz> presumably if
your block implements the same method
L2563[22:59:54] <gigaherz> you'd get the
same offset
L2564[22:59:55] <shadekiller666>
huh
L2565[23:00:01] <karlthepagan> Falkreon,
check out LMAX Reactor pattern, that's what inspired log4j2
L2566[23:00:03] <shadekiller666> i wonder
if that actually would work
L2567[23:00:10] *
karlthepagan mic drop's
L2568[23:00:13] <Falkreon> do what
now?
L2569[23:00:18] <shadekiller666> its
simpiler than how i was thinking of doing it :P
L2570[23:00:30]
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L2571[23:00:55] <McJty> If that works it
is certainly very simple
L2572[23:01:02] <McJty> But I wonder how
big the offset will be though
L2573[23:01:09] <gigaherz> checking
L2574[23:01:14] <gigaherz> shx =
((float)((rand >> 16) & 0xF) / 0xF - .5f) * .5f;
L2575[23:01:15] <gigaherz> shz =
((float)((rand >> 24) & 0xF) / 0xF - .5f) * .5f;
L2576[23:01:27] <shadekiller666> no more
than half a block
L2577[23:01:33] <McJty> ok
L2578[23:01:41] <shadekiller666> prob no
more than a 1/4 off of center
L2579[23:01:42] <McJty> Anyway, I'm a bit
confused about the blockstate json's
L2580[23:01:46] <shadekiller666> ok
L2581[23:01:53] <shadekiller666> how
so
L2582[23:02:01] <gigaherz> yeah it's
+-0.5 blocks
L2583[23:02:23]
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L2584[23:02:24] <McJty> shadekiller666,
which of these json's is the best example for a simple textured OBJ
with nothing special otherwise
L2585[23:02:25] <gigaherz> eh
L2586[23:02:28] <gigaherz> +-0.25**
L2587[23:02:42] <gigaherz> it calculates
a nubmer between -0.5 and 0.5, then does *0.5 again,
L2588[23:02:47] <shadekiller666> mcjty,
OBJTesseract
L2589[23:02:48] <gigaherz> so the result
is -0.25 to 0.25
L2590[23:03:13] <McJty> Ok let me try
that
L2591[23:03:13]
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L2592[23:03:21] <shadekiller666> though,
the actual code for that block is a bit complicated, the json is
simple
L2593[23:05:35] <Falkreon> karlthepagan,
so what you're saying is it's supposed to be faster. That doesn't
illustrate to me any deficiencies in the *api*
L2594[23:07:00] <Falkreon> so like I
said, there's no reason for a logging framework that doesn't just
subclass the java builtin logger.
L2595[23:07:36]
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L2596[23:07:37] ***
TTFTCUTS is now known as TTFT|Away
L2597[23:09:17] ***
Falkreon is now known as Falk|Away
L2598[23:09:47] <McJty> [06:07:29]
[Client thread/ERROR]: Model definition for location
gaia:rock#facing=east not found
L2599[23:09:54] <McJty> Ok so I guess I
messed something up there
L2600[23:09:55] ***
willieaway is now known as williewillus
L2601[23:10:26] <McJty> Also:
L2602[23:10:27] <McJty> [06:07:29]
[Client thread/ERROR]: MultiModel gaia:block/chest.obj is empty (no
base model or parts were provided/resolved)
L2603[23:10:46] <McJty> What does that
mean?
L2604[23:10:51]
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L2605[23:11:26] <shadekiller666>
uhh
L2606[23:12:40] <shadekiller666> the
first one means you're missing variants in your blockstate json
(see OBJDirectionBlock.json), and the second is a result of the
ModelLoaderRegistry getting an invalid (likely the
"missing") model
L2607[23:12:49] <McJty> Hmm also:
L2608[23:12:50] <McJty> [06:11:48]
[Client thread/INFO]: OBJLoader.MaterialLibrary: key 'Ns' (model:
'gaia:models/block/rock.mtl') is not currently supported,
skipping
L2609[23:12:50] <McJty> [06:11:48]
[Client thread/INFO]: OBJModel: A color has already been defined
for material 'None' in 'gaia:models/block/rock.mtl'. The color
defined by key 'Ks' will not be applied!
L2610[23:12:50] <McJty> [06:11:48]
[Client thread/INFO]: OBJLoader.MaterialLibrary: key 'illum'
(model: 'gaia:models/block/rock.mtl') is not currently supported,
skipping
L2611[23:12:51] <McJty> [06:11:48]
[Client thread/INFO]: OBJLoader.Parser: command 's' (model:
'gaia:models/block/rock.obj') is not currently supported,
skipping
L2612[23:12:55] <McJty> Oops that was a
bit big
L2613[23:12:56] <McJty> Sorry
L2614[23:13:05] <McJty> These models all
worked in 1.7.10 btw
L2615[23:13:06] <shadekiller666> does
your chest.obj file have "vt" values that are either <
0 or > 1?
L2616[23:13:26] <McJty> The chest
yes
L2617[23:13:31] <McJty> But not the
rock
L2618[23:14:10] <shadekiller666> those
"key 'x' is not supported" just means the obj loader
doesn't know what to do with them, you can safely ignore them, if
you want it to not complain, remove those lines from the
.obj/.mtl
L2619[23:14:27] <shadekiller666> the
chest does have "vt" values < 0 or > 1?
L2620[23:14:44] <McJty> yes it has
L2621[23:14:51] <shadekiller666> thats
your problem
L2622[23:15:06] <McJty> It was fine in
1.7.10
L2623[23:15:22] <McJty> And I actually
cannot avoid that. It is how the model is textured
L2624[23:15:24] <shadekiller666> atm, the
version of the obj loader thats in forge doesn't like
"vt" (which are UV coordinates) outside of 0..1
L2625[23:15:32] <McJty> ugh
L2626[23:15:36] <gigaherz> Minecraft
can't do that at all
L2627[23:15:40] <gigaherz> so whatever
1.7.10 did
L2628[23:15:40] <McJty> gigaherz, it
could
L2629[23:15:42] <gigaherz> it was a
hack
L2630[23:15:42] <shadekiller666> this was
a bandage
L2631[23:15:51] <gigaherz> not since MC
implemented the texture atlas
L2632[23:15:55] <gigaherz> you just can't
do atlas + wrapping
L2633[23:16:02] <gigaherz> hmm
L2634[23:16:03] <McJty> Well this is for
a TESR. Those are not on an atlas
L2635[23:16:05] <shadekiller666> my obj
loader is completely different from 1.7.10'z
L2636[23:16:08] <McJty> At least they
were not in 1.7.10
L2637[23:16:10] <gigaherz> unless your
texcoords are 0..16?
L2638[23:16:16] <shadekiller666> giga, it
might be possible
L2639[23:16:17] <gigaherz> thne it would
be an issue ofscale, not of wrapping
L2640[23:16:17] <gigaherz> XD
L2641[23:16:49] <McJty> No they are
actually wrapping. That's how it is supposed to be. I made the
model like that
L2642[23:16:49] <shadekiller666> mcjty, i
am currently working on implementing uv processing
L2643[23:17:04] <gigaherz> McJty: then I
have no idea how the F 1.7.10 did it
L2644[23:17:06] <shadekiller666> what you
mean "wrapping?
L2645[23:17:15] <McJty> gigaherz, I just
used OpenGL in my TESR
L2646[23:17:18] <gigaherz> the would
wrapp ALL the way around
L2647[23:17:19] <McJty> gigaherz, and
OpenGL can do that just fine
L2648[23:17:23] <gigaherz> through the
whole of the atlas
L2649[23:17:30] <McJty> There was no
atalas
L2650[23:17:31] <McJty> atlas
L2651[23:17:35] <gigaherz> ah
L2652[23:17:42] <gigaherz> if you are
using a separate texture
L2653[23:17:45] <gigaherz> then yes, that
would work
L2654[23:17:45] <shadekiller666>
...
L2655[23:17:50] <McJty> That's what I was
using yes
L2656[23:17:58] <shadekiller666> mcjty,
how is the texture applied?
L2657[23:18:01] <McJty> It cannot be
avoided in this case. You cannot do this with an atlas
L2658[23:18:02] <gigaherz>
shadekiller666: if atlas == null, use raw texcoords
L2659[23:18:05] <gigaherz> ;P
L2660[23:18:18] <gigaherz> that's what I
did in mine
L2661[23:18:18] <shadekiller666> giga,
atlas can't be null
L2662[23:18:20] <williewillus> what was
the method call to register item models again
L2663[23:18:26] <McJty> shadekiller666,
it is a tiling texture wrapped on the model
L2664[23:18:27] <gigaherz> yes it can, if
you bake externally
L2665[23:18:28] <gigaherz> XD
L2666[23:18:33] <williewillus> I always
used ModelLoader.setCustomModelResourceLocation but apparently
there's another
L2667[23:18:37] <shadekiller666> mcjty,
ok
L2668[23:18:47] <shadekiller666> do you
have an image?
L2669[23:19:10] <McJty> shadekiller666,
not at the moment since I can't run my mod :-/
L2670[23:19:35] <shadekiller666> willie,
Minecraft.getMinecraft().getRenderItem().getModelManager().getModel(),
that will give you an IBakedModel for the resource location
L2671[23:19:44] <McJty> But basically I
have a texture that wraps around in all directions so you can apply
it smaller on the model.
L2672[23:19:53] <shadekiller666> ok
L2673[23:20:03] <shadekiller666> so i
need to implement tiling too
L2674[23:20:09] <shadekiller666> thought
i was forgetting something
L2675[23:21:45]
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L2676[23:21:52] <shadekiller666>
hmmm
L2677[23:22:06] <shadekiller666> for the
time being, that block will be the missing block
L2678[23:22:31]
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L2679[23:22:32] <McJty> ok
L2680[23:22:44] <shadekiller666> or, you
can make a copy of the .obj file, remove the "vt" lines,
and just deal with the improperly applied texture
L2681[23:22:47] <shadekiller666> i'm
working on it
L2682[23:22:55] <McJty> About the
variants and facing. Do you need to specify a model for every
possible variant even though some of these variants have nothing to
do with rendering? Like redstone signal or something
L2683[23:23:03] <McJty> ok thanks for
working on it :-)
L2684[23:23:06] <shadekiller666>
uhh
L2685[23:23:45] <shadekiller666> i think
you need to have each IProperty possible state defined in the
blockstate json
L2686[23:24:00] <shadekiller666> you
don't have to provide any model but the key has to be there
L2687[23:24:33] <shadekiller666> like, if
you want your block to not render a model when facing east, you
would have "facing": { "east": {}}
L2688[23:25:04] <McJty> Ok, at least my
rock model works now. It is the simplest one I have :-)
L2689[23:25:04] <shadekiller666>
(technically you don't need to have "model" defined in
each of those, assuming you define it in the "defaults"
block)
L2690[23:25:07] <McJty> Still have to fix
the texture
L2691[23:25:49] <McJty> Would be nice if
I could have blender export with a relative texture in the mtl
file
L2692[23:25:59] <McJty> Exactly what
should the path for the texture be there?
L2693[23:26:05] <McJty> Now I have:
map_Kd
/home/jorrit/projects/mcmods/gaia/src/main/resources/assets/gaia/textures/blocks/furnace.png
L2694[23:26:13] <shadekiller666> oh
god
L2695[23:26:15] <shadekiller666>
lol
L2696[23:26:26] <McJty> Which is
obviously not good :-)
L2697[23:26:31] <shadekiller666> it would
be "<modid>:blocks/furnace"
L2698[23:26:36] <McJty> Hmm
L2699[23:26:43] <McJty> Blender will
never be able to export that
L2700[23:26:47] <McJty> I probably need a
script or something
L2701[23:26:49] <shadekiller666> the game
looks in textures/ by default
L2702[23:27:08] <shadekiller666> or you
could do it by hand "P
L2703[23:27:09] <shadekiller666> :P
L2704[23:27:14] <shadekiller666> they're
just text files
L2705[23:27:27] <McJty> Yes I suppose I
don't have to copy them over when I re-export the model again
L2706[23:28:17] <McJty> Ok the texture
doesn't work:
L2707[23:28:17] <McJty> [06:27:43]
[Client thread/ERROR]: textures/blocks/furnace.png.png
L2708[23:28:31] <McJty> mtl file: map_Kd
gaia:blocks/furnace.png
L2709[23:28:40] <shadekiller666> whats
wrong with that printed path?
L2710[23:28:45] <shadekiller666> think
about it
L2711[23:28:48] <shadekiller666> and
correct it
L2712[23:28:49] <McJty> ah oops
L2713[23:28:54] <shadekiller666> :P
L2714[23:28:57] <McJty> Seems I don't
need a png added :-)
L2715[23:29:07] <shadekiller666> no you
do not :P
L2716[23:29:35] <shadekiller666> out of
curiosity, what is the path following the "mtllib" in
your .obj
L2717[23:29:50]
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L2718[23:29:53] <McJty> mtllib
rock.mtl
L2719[23:30:03] <shadekiller666> ok
L2720[23:30:45] <McJty> At least I got
some progress today :-)
L2721[23:30:59] <McJty> But porting all
the TESR's here is going to be a big job. Just have a simple rock
right now
L2722[23:31:07] <shadekiller666> i asked
cuz that used to not work, and i made the loader specifically look
for that as the .mtl path, cuz it has to rip the path off of the
one for the .obj model, then append the .mtl to it in order to
actually obtain that file
L2723[23:31:28] <shadekiller666> you were
asking about multiple models per block right
L2724[23:31:39] <McJty> yes I will need
that eventually
L2725[23:31:52] <shadekiller666> you
might be able to do that with that metadata value in
setCustomModelResourceLocation
L2726[23:31:53] <McJty> For my chest I'm
now thinking: one static model, one dynamic model (the lid) + items
in the chest
L2727[23:31:58] <shadekiller666> not 100%
sure
L2728[23:32:15] <McJty> Well if I have a
static model and then a model for my TESR it should work too
right?
L2729[23:32:26] <shadekiller666> ya
L2730[23:32:43] <shadekiller666> that
would also work
L2731[23:32:46] <gigaherz> yeah you can
have both static + tesr in one
L2732[23:33:42]
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L2733[23:33:48] <McJty> For the chest
that's a solution. I still have a few cases where I actually need
multiple obj files too but that's for later
L2734[23:33:55] <McJty> BTW, my rock is
rendered wrong in hand
L2735[23:34:03] <McJty> It is ok in the
world but how do I fix the inventory rendering?
L2736[23:34:36] <shadekiller666>
"transform" in the blockstate json
L2737[23:34:50] <shadekiller666> instead
of pointing it at "forge:default-block"
L2738[23:35:49] <shadekiller666> point it
at {}
L2739[23:35:55] <shadekiller666> inside
of that
L2740[23:36:03] <McJty> ok... That's
weird
L2741[23:36:06] <McJty> What has this to
do with transform?
L2742[23:36:14] <shadekiller666> you can
have "translation", "rotation",
"scale", and/or "left-rotation"
L2743[23:36:33] <McJty> So like
this:
L2744[23:36:34] <McJty>
"transform": {}
L2745[23:36:38] <shadekiller666> each of
those takes either an array, or an object
L2746[23:36:41] <shadekiller666>
mhmm
L2747[23:36:51] <shadekiller666> inside
of the {} you do what i just mentioned
L2748[23:36:57] <shadekiller666> you
don't need all of them
L2749[23:37:07] <shadekiller666>
wait
L2750[23:37:10] <shadekiller666>
actually
L2751[23:37:21] <shadekiller666> you want
"transform": { "gui": {}}
L2752[23:37:36] <shadekiller666> then
inside of the "gui" you want the
translation/rotation/scale stuff
L2753[23:38:15] <McJty> ok... Going to
need an example of that
L2755[23:38:26] <shadekiller666> say you
wanted to translate the model, "gui":
{"translation": [0, 1, 0]} or "gui":
{"translation": {"y": 1}}
L2756[23:38:32]
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L2757[23:38:51] <McJty> But it now
renders a block. Will it then render my rock obj instead?
L2758[23:39:11] <shadekiller666> if you
wanted to rotate, you would do a similar thing, keeping in mind
that rotations are applied in the order defined left to right
L2759[23:39:19] <shadekiller666> ?
L2760[23:39:38] <McJty> My problem is
that I see the purple block in my inventory
L2761[23:40:48] <shadekiller666> the
heirarchy should be "variants": {"normal":
[{}], "inventory": [{"transform":
{"gui": {<translation/rotation/scale stuff goes
here>}}}]}
L2763[23:41:25] <shadekiller666> show me
the blockstate json
L2764[23:41:31]
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L2766[23:41:46] ***
williewillus is now known as willieaway
L2767[23:42:22] <shadekiller666> ok
L2768[23:42:37] <shadekiller666> add
whatever change you want to make into the "gui"
block
L2769[23:42:44] <shadekiller666> like
"translation" or something
L2770[23:42:54] <McJty> I don't want to
change anything
L2771[23:42:59] <McJty> Except that it
should show my obj :-)
L2772[23:43:07] <shadekiller666> also, i
don't think you need "model" for the
"down"-"east" stuff
L2773[23:43:09] <McJty> And not the
purple block you can see in that screenshot
L2774[23:43:41] <shadekiller666> show it
to me again, the blockstate
L2776[23:44:17] <shadekiller666> what
change do you want to make to the model in the inventory?
L2777[23:44:31] <McJty> Did you look at
the screenshot?
L2778[23:44:38] <shadekiller666>
...
L2780[23:44:54] <McJty> Look at the
purple block in my hotbar (left position)
L2781[23:44:56] <McJty> That's the
rock
L2782[23:44:59] <shadekiller666> did the
model render in-hand before changing the
"transform"?
L2783[23:45:03] <McJty> no
L2784[23:45:11] <shadekiller666>
...
L2785[23:45:28] <shadekiller666> show me
the block class for that
L2787[23:46:06] <shadekiller666> and you
can change the "transform" back to
"forge:default-block"
L2788[23:47:06] <shadekiller666>
setMetaUsage?
L2789[23:47:12]
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L2790[23:47:16] <McJty> That's from the
1.7.10 code. Going to be removed
L2791[23:47:22] <McJty> As it is now with
properties
L2792[23:47:42] <shadekiller666> i think
thats part of your problem
L2793[23:47:53] <shadekiller666> though i
wonder why its rendering in-world though...
L2794[23:48:20] <McJty> Why wouldn't
it?
L2795[23:48:21] <shadekiller666> usually
an error caused by incorrect data in the IBlockState causes both
models to be missing
L2796[23:48:40] <McJty> Well that
setMetaUsage is not used anymore
L2797[23:48:44] <McJty> Just didn't get
rid of the function
L2798[23:48:48] <shadekiller666> i
know
L2799[23:49:03] <shadekiller666> but you
don't have the proper 1.8 replacements for it
L2800[23:49:11] <McJty> I have
L2801[23:49:12] <shadekiller666> (see
OBJDirectionBlock)
L2802[23:49:13] <McJty> In the
superclass
L2803[23:49:17] <shadekiller666>
...
L2804[23:49:20] <shadekiller666> then
show me that
L2805[23:49:59] <shadekiller666> also,
why does a rock need a tile entity?
L2807[23:50:12] <McJty> shadekiller666,
well it was a TESR in 1.7.10
L2808[23:50:21] <McJty> Not anymore so it
can be removed
L2809[23:52:06] <shadekiller666> you
shouldn't need your "getFacing" method either
L2810[23:52:31] <shadekiller666> as you
shouldn't be manipulating metadata directly outside of
getmetafromstate and getstatefrommeta
L2811[23:52:35] <McJty> I think I got
that from the furnace block in MC itself
L2812[23:52:45] <McJty> Well this is for
usage in getStateFromMeta
L2813[23:52:49] <shadekiller666> oh
L2814[23:52:52] <McJty> It is only call
there (shouldn't be public)
L2815[23:52:54] <shadekiller666>
...
L2816[23:52:57] <shadekiller666> kinda
pointless
L2817[23:53:04] <shadekiller666>
anyway
L2818[23:53:26] <McJty> Well this is all
very WIP
L2819[23:53:31]
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L2820[23:53:34] <McJty> I want to first
get this to work and then I will clean up
L2821[23:53:35] <shadekiller666> word of
warning, you're probably not going to be able to have all of your
blocks extending this one file
L2822[23:53:45] <McJty> shadekiller666,
why not?
L2823[23:53:54] <shadekiller666> as the
IProperties are likely going to be different
L2824[23:54:04] <shadekiller666> and
their values as well
L2825[23:54:27] <McJty> How so?
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L2830[23:55:07] <shadekiller666> well, if
you have a block that isn't a rotation block, but uses say, a
PropertyEnum
L2831[23:55:12] <McJty> My blocks already
extend this and it seems to be working just fine
L2832[23:55:20] <shadekiller666> the
interfacing with IBlockState is different
L2833[23:55:25] <McJty> Well if it isn't
a rotation block then indeed.
L2834[23:55:32] <McJty> But all my blocks
are currently like this so
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L2836[23:55:46] <shadekiller666> instead
of doing "getDefaultState().withProperty("facing",
EnumFacing.NORTH)"
L2837[23:55:49] <McJty> Anyway, why does
my block not render correctly in the inventory?
L2838[23:56:00] <shadekiller666>
withProperty() would have a different property and value
L2839[23:57:20] <shadekiller666> idk, can
i see the code where you're calling
setCustomModelResourceLocation
L2840[23:57:38] <McJty> It is just:
L2841[23:57:39] <McJty> Item i =
Item.getItemFromBlock(ModBlocks.rockBlock);
L2842[23:57:39] <McJty>
ModelLoader.setCustomModelResourceLocation(i, 0, new
ModelResourceLocation(Gaia.MODID + ":" +
ModBlocks.rockBlock.getUnlocalizedName().substring(5),
"inventory"));
L2843[23:58:13] <shadekiller666> ok
L2844[23:58:35] <shadekiller666> where
are you calling that? in your ClientProxy during preInit()?
L2845[23:59:09] <McJty> Actually in init.
Should it be preInit?
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