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L30[01:15:42] <ThePsionic> RIP David Bowie
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L38[01:17:54] <Unh0ly_Tigg> BibleThump :/
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L106[01:34:00] <Unh0ly_Tigg> When the console spits out "Model definition for location {location}#normal not found" is it referring to a blockstate json entry, a models/block json entry, or a models/item json entry?
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L120[01:42:35] <masa> is anything broken?
L121[01:43:30] <Unh0ly_Tigg> items render fine in inventory and in hand, but are missingmodel in-world
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L124[01:46:39] <masa> there are a few trouble shooting guides here: http://greyminecraftcoder.blogspot.com.au/
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L126[01:46:57] <Unh0ly_Tigg> yeah, already had that site loaded...
L127[01:47:34] <Unh0ly_Tigg> figured it out, the mapping between IBlockState and ModelResourceLocation isn't what I wanted it to be, implementing my own now.
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L129[01:54:45] <Unh0ly_Tigg> http://i.imgur.com/sipcZyT.png woo!
L130[01:55:16] <Unh0ly_Tigg> the 7 blocks on the nearest row, on the left now render in-world properly
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L133[01:57:11] <cookta2012> General mod question would a simple mod that only adds a food item, no custom renders, would it potentially be compatable with 1.8.9 when it was written with 1.8.8
L134[01:58:07] <Unh0ly_Tigg> theoretically yes, it should be checked though, just to be sure.
L135[01:58:49] <cookta2012> ok
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L138[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160111 mappings to Forge Maven.
L139[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160111-1.8.9.zip (mappings = "snapshot_20160111" in build.gradle).
L140[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/
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L142[02:02:37] <killjoy> Guess I'm doing research. http://csdgn.org/inform/scrollbar-mechanics
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L144[02:05:12] <Wuppy> it's always interesting when there's a random person in your living room :P
L145[02:05:23] <Unh0ly_Tigg> ummm
L146[02:05:26] <Unh0ly_Tigg> wut
L147[02:05:35] <Wuppy> roommates
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L149[02:20:30] <ThePsionic> Unh0ly_Tigg: That's a whole lot of fire
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L151[02:29:26] <McJty> What is the difference between Block.isFullCube() and isFullBlock?
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L186[03:00:25] <killjoy> Looks like searge is starting to work on web links (MC-30864) now.
L187[03:00:38] <killjoy> It only took them a year
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L189[03:02:01] <kashike> I'm glad it took them a year
L190[03:02:12] <kashike> chat links should be less important than other fixes
L191[03:02:14] <kashike> :P
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L193[03:10:51] <masa> and they still haven't fixed the number one most annoying bug that I constantly hit while playing normally, which has been in the game since 1.7 ;_;
L194[03:11:06] <masa> ie. the sounds restarting when exiting guiscreens
L195[03:11:26] <masa> everything else is irrelevant
L196[03:11:41] <masa> hat bug is so annoying when browsing chests etc
L197[03:12:23] <masa> if they would fix that for 1.9 then I *might* consider updating to it, without fixing it I'm fairly certain I won't
L198[03:12:49] <masa> then again, might as well fix that in a mod and stay in 1.8 :p
L199[03:13:11] <masa> on my vanilla server that is
L200[03:14:30] <TehNut> I never play with sound on so I guess I've never noticed that
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L203[03:17:08] <masa> how can you play without sounds? O_o
L204[03:17:51] <TehNut> I find them extremely annoying
L205[03:18:04] <TehNut> BAAA BAA BAAA MOO BAA MOO MOO OINK MOO
L206[03:18:19] <TehNut> Been playing muted for 4 years
L207[03:18:29] <killjoy> kashike, and now it's been closed. "Works as intended"
L208[03:18:54] <tterrag> masa: that is particularly interesting
L209[03:19:03] <tterrag> interesting? I shouldn't chat at 4am
L210[03:19:05] <tterrag> annoying*
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L217[03:42:33] <killjoy> Somehow, dividing by 0 resulted in Integer.MAX_VALUE
L218[03:44:42] <tterrag> 0? or 0f? or 0d?
L219[03:44:48] <tterrag> it was likely 0.000000000000001
L220[03:45:14] <killjoy> 0f
L221[03:45:25] <killjoy> that was probably it
L222[03:45:26] <tterrag> bingo :P
L223[03:45:30] <tterrag> yaay floating point
L224[03:45:34] <killjoy> :)
L225[03:45:35] <killjoy> :D
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L233[04:08:07] <Nitrodev> Hi all
L234[04:08:42] <killjoy> Hello
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L246[04:59:06] <Nitrodev> Ah reading, how ive missed you
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L251[05:09:50] <Wuppy> god damn what a terrible weather :C
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L255[05:12:15] <Wuppy> oh of fucknig course
L256[05:12:23] <Nitrodev> How so Wuppy
L257[05:12:27] <Wuppy> the only time it's going to rain today is the time I had to be outside :V
L258[05:13:43] <Nitrodev> Lol
L259[05:14:13] <Nitrodev> Well its -18°C here alm the time so :P
L260[05:14:24] <Nitrodev> Atleast you arent freezing
L261[05:14:51] <Wuppy> norway?
L262[05:15:28] <Nitrodev> More east
L263[05:15:57] <Wuppy> soviet russia?
L264[05:16:13] <Nitrodev> Border to west
L265[05:16:16] <Nitrodev> FIN
L266[05:24:03] <Pennyw95> what would be a vanilla minecraft example of a quad made with worldRenderer in 1.8.9?
L267[05:25:52] <Nitrodev> A quad?
L268[05:26:18] <Pennyw95> actually the beacon renderer might be worth looking at
L269[05:26:21] <Pennyw95> yes, a quad
L270[05:28:11] <Nitrodev> Whats that?
L271[05:29:53] <McJty> Nitrodev, a polygon made out of four vertices is a quad
L272[05:30:04] <Pennyw95> well it's the geometrical polygon that has 4 vertexes...like a square, a rectangle...you can draw these
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L274[05:30:24] <Nitrodev> Vertices?
L275[05:30:32] <covers1624_> ^^
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L277[05:30:41] <Nitrodev> Jesus this english is advanced
L278[05:30:50] <McJty> Nitrodev, you really need to get some graphics knowledge it seems.
L279[05:30:59] <McJty> Nitrodev, a vertex is a corner of a polygon or triangle
L280[05:31:05] <McJty> A cube has eight of them
L281[05:31:14] <Nitrodev> Ah
L282[05:31:45] <Nitrodev> And come on i dont speak english as my native languahe
L283[05:31:48] <Nitrodev> So
L284[05:31:50] <covers1624> and a quad is 4 of them, hence the name quad
L285[05:31:59] <McJty> Nitrodev, neither do I.
L286[05:32:25] <Nitrodev> But you are twice as old as i am
L287[05:32:33] <McJty> Perhaps :-)
L288[05:32:38] ⇨ Joins: OrionOnline (~OrionOnli@134.61.87.99)
L289[05:32:39] <Nitrodev> Well atleast twice
L290[05:32:53] <Nitrodev> Im a 99
L291[05:35:00] <Pennyw95> heh...I never thought that now people use their birth year to tell their age in every country
L292[05:35:30] <Nitrodev> I just didnt feel like saying "im 16" again
L293[05:35:37] <Nitrodev> Ive said it before
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L295[05:35:56] <OrionOnline> fry you there?
L296[05:36:06] <Pennyw95> sure, it was just something I didn't expect :)
L297[05:36:31] ⇨ Joins: Roflmuffin (~Roflmuffi@58.165.179.174)
L298[05:36:55] <Pennyw95> have I got the new worldrenderer right?
L299[05:37:01] <OrionOnline> Is there a way to dynamically change the texture on a OBJ Model depending on NBT?
L300[05:37:32] <Pennyw95> wr.startDrawingQuads -> wr.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR)
L301[05:38:12] <Pennyw95> wr.addVertexWithUV(x,y,z,,u,v) -> wr.pos(x,y,z).tex(u,v).endVertex()
L302[05:38:20] <Pennyw95> Tessellator.getInstance.draw()
L303[05:38:26] ⇨ Joins: alex_6611 (~alex_6611@p549365E7.dip0.t-ipconnect.de)
L304[05:41:01] <Pennyw95> well that's a rhetoric question, shit aint working
L305[05:41:49] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
L306[05:46:55] <Pennyw95> OrionOnline: maybe you can have a variable changed by readFromNBT and let the renderer match the texture with the var?
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L309[05:51:34] <OrionOnline> I would like to use a static model
L310[05:51:39] <OrionOnline> And retexture one of them
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L312[05:51:54] <OrionOnline> But i donnot know if it is possible to change the texture on the fly
L313[05:53:09] <Wuppy> wow, xcom 2 is amazing :O
L314[05:53:11] <Wuppy> me wants
L315[05:53:54] <OrionOnline> :P
L316[05:54:49] <Pennyw95> me neither, sorry
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L326[06:16:55] <Nitrodev> am back
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L328[06:24:44] <Wuppy> how does one print a message to the chat again?
L329[06:33:36] <Pennyw95> if think it was something like entityplayer.addChatMessage
L330[06:34:14] <Wuppy> thanks :)
L331[06:35:00] <Pennyw95> np
L332[06:35:41] <gigaherz> that only sends the message to one player, tere's another method in like world, that sends to everyone
L333[06:35:41] <gigaherz> ;P
L334[06:35:46] <gigaherz> there's*
L335[06:35:52] <gigaherz> can't remember the exact place
L336[06:36:00] <gigaherz> something server-related XD
L337[06:36:08] <Pennyw95> oh i don't know then
L338[06:36:17] <Pennyw95> but gigaherz I have a question
L339[06:36:38] <gigaherz> shoot?
L340[06:36:42] <Pennyw95> wr.startDrawingQuads -> wr.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR)
L341[06:36:50] <gigaherz> not "7"
L342[06:36:54] <gigaherz> GL11.GL_QUADS
L343[06:37:06] <gigaherz> blame inlining of constants ;P
L344[06:37:11] <Pennyw95> wr.addVertexwithUV(x,y,z,u,v) -> wr.pos(x,y,z).tex(u,v)
L345[06:37:19] <gigaherz> .endVertex()
L346[06:37:23] <Pennyw95> oh, here it is! I was copying the beacon's rendere
L347[06:37:24] <gigaherz> never forget .endVertex()
L348[06:37:26] <Pennyw95> right
L349[06:37:33] <Pennyw95> and then Tessellator.getInstance.draw
L350[06:37:39] <gigaherz> yes
L351[06:37:57] <gigaherz> although you could save the tesellator instance to a variable sinceyou probably used it to get to worldrenderer
L352[06:38:12] <Pennyw95> sure
L353[06:38:12] <gigaherz> but yeah pretty much
L354[06:38:17] <Pennyw95> thanks :)
L355[06:38:48] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java#L66,L73
L356[06:39:03] <gigaherz> this is what I do to draw .obj models from my TESRs/entities
L357[06:40:25] *** kroeser|away is now known as kroeser
L358[06:40:48] <Wuppy> gigaherz, I've looked at references for the chat and I think that the player one is the only way to do it
L359[06:41:12] <Wuppy> well, also twitch but that's not related to what I want
L360[06:41:29] <gigaherz> yeah
L361[06:41:30] <gigaherz> hmm
L362[06:41:32] <Pennyw95> sendToAllAround?
L363[06:41:32] <gigaherz> dunno then
L364[06:41:50] <gigaherz> I haven't actually used chat messages myself
L365[06:41:59] <gigaherz> I just go from what I have read here and recall
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L367[06:45:19] <Nitrodev> gigaherz, your mod is SO useful in 1.8.9 when there is no rf gen mods
L368[06:45:29] <McJty> There are rf gen mods
L369[06:45:34] <McJty> RFTools + BuildCraft
L370[06:45:38] <McJty> Perhaps more
L371[06:45:41] <Nitrodev> oh yeah
L372[06:45:43] <Nitrodev> i forgot
L373[06:45:49] <gigaherz> McJty: rftools is out on 1.8.9?
L374[06:45:56] <Nitrodev> it is
L375[06:45:57] <McJty> Early and incomplete beta
L376[06:45:58] <gigaherz> buildcraft is out on 1.8.9? :O
L377[06:46:02] <Nitrodev> it is
L378[06:46:03] <McJty> yep, beta too
L379[06:46:10] <gigaherz> nice
L380[06:46:11] <Nitrodev> but not on curse
L381[06:46:16] <Nitrodev> in the web
L382[06:46:19] <gigaherz> ah that explains why I didn't find them
L383[06:46:19] <gigaherz> XD
L384[06:46:20] <McJty> 1.8.9 has Tinkers Construct, Thaumcraft, BuildCraft, RFTools, BloodMagic, ...
L385[06:46:29] ⇨ Joins: SNightmareWork (webchat@190.104.208.34)
L386[06:46:33] <gigaherz> tinkers is also out on 1.8.9?
L387[06:46:34] <Nitrodev> TiCon can only be found in the jenkins
L388[06:46:34] <gigaherz> XD
L389[06:46:35] <McJty> And more that I forgot
L390[06:46:36] <McJty> yep
L391[06:46:42] <Nitrodev> afaik'
L392[06:46:45] <gigaherz> I thought it was sortof "closed beta" ;P
L393[06:46:54] <gigaherz> nice
L394[06:46:57] <Nitrodev> jenkins mods are hard to find so kind of
L395[06:46:59] <McJty> Well I'm playing it on FC1 so it could be
L396[06:46:59] <gigaherz> the ball is rolling way bigger than I thought
L397[06:47:00] <gigaherz> XD
L398[06:47:12] <McJty> yes, there is no going back now. 1.8.9 is happening
L399[06:47:16] <gigaherz> yup
L400[06:47:27] <Pennyw95> @gigaherz: can you see anything wrong with this quad? http://pastebin.com/SEDtK0Nd
L401[06:47:36] <gigaherz> 1.8.9 became a Katamari
L402[06:47:37] <gigaherz> ;P
L403[06:48:20] <gigaherz> Pennyw95: doesi t not draw right?
L404[06:48:44] <Wuppy> jesus fuck... is it just me or does tomorrowland become more and more expensive every single year
L405[06:48:45] <Pennyw95> nothing is drawn...adding println() works so the debug mode is working
L406[06:48:53] <gigaherz> the only thing I see different than what I'd normally do is the order of the vertices
L407[06:49:04] <gigaherz> but I'm way too sleepy to know if the winding is correct
L408[06:49:08] <Nitrodev> welp since extrautil isnt public yet i'll download NEW
L409[06:49:23] <Nitrodev> McJty should know what that means *wink*
L410[06:49:45] <McJty> Pennyw95, perhaps show code?
L411[06:49:52] <sham1> "Tomorrowland"
L412[06:49:54] <McJty> Nitrodev, yep :-)
L413[06:49:56] <sham1> What
L414[06:49:56] <gigaherz> Wuppy: isn't that the name of a scifi movie?
L415[06:50:03] <gigaherz> sham1: the music festival
L416[06:50:08] <Wuppy> gigaherz, it's the name of the biggest music festival in the world
L417[06:50:21] <gigaherz> http://www.imdb.com/title/tt1964418/
L418[06:50:23] <gigaherz> it's also a movie
L419[06:50:24] <gigaherz> XD
L420[06:50:24] <Nitrodev> it's ALSO the name of a scifi movie
L421[06:50:25] <Wuppy> it's called tomorrowworld in america because of a disney movie
L422[06:50:33] <sham1> The biggest yet nothing here is even advertising it
L423[06:50:37] <sham1> Meh
L424[06:50:45] <gigaherz> I "heard" of it
L425[06:50:49] <gigaherz> but really
L426[06:50:55] <gigaherz> it's only something big to people who like going to music festivals
L427[06:50:56] <gigaherz> XD
L428[06:51:02] <Wuppy> sham1, they don't need advertising
L429[06:51:07] <Wuppy> they charge hunderds for a ticket
L430[06:51:12] <Pennyw95> something is actually happening http://imgur.com/3MalGJ0
L431[06:51:15] <Wuppy> and they sell out in about 10 minutes
L432[06:51:19] <Wuppy> for 180.000 tickets
L433[06:51:25] <sham1> But they could potentially get even more people
L434[06:51:30] <Wuppy> you can even only join the ticket sale if you pre-register
L435[06:51:40] <gigaherz> ah Pennyw95
L436[06:51:43] <sham1> Where even is it
L437[06:51:43] <Wuppy> sham1, they've got 180.000 people and it's sold out within 10 minutes, why would they want more people :O
L438[06:51:45] <gigaherz> you used POSITION_TEX_COLOR
L439[06:51:49] <gigaherz> but there's no COLOR in it!
L440[06:51:49] <Wuppy> sham1, Boom, Belgium
L441[06:51:59] <sham1> Hmm
L442[06:52:02] <gigaherz> you need to call .color(rgb)
L443[06:52:05] <gigaherz> per vertex
L444[06:52:08] <gigaherz> after tex()
L445[06:52:32] <sham1> Luckily (?) you can drive there from basically anywhere in europe
L446[06:53:10] <Pennyw95> so I should that with or instead of gl.color4f?
L447[06:53:12] <sham1> Why doesn't nordic ever get anything interesting
L448[06:53:17] <sham1> Makes me sad
L449[06:53:22] <sham1> Yes you should
L450[06:53:24] <Nitrodev> Pennyw95, what is that?
L451[06:53:26] <McJty> Pennyw95, don't do GL11 calls directly
L452[06:53:29] <McJty> Pennyw95, use the GLStateManager
L453[06:53:31] <Pennyw95> glstatemanager sorry
L454[06:53:40] <Pennyw95> I'm using that
L455[06:53:46] <gigaherz> and yes Pennyw95
L456[06:53:51] <Pennyw95> with?
L457[06:53:52] <gigaherz> specify the color there per vertex
L458[06:54:00] <gigaherz> instead of using gl.color()
L459[06:54:03] <Pennyw95> ok
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L461[06:54:36] <Pennyw95> to keep the color neutral, so that doesn't affect the texture? color(64,64,64,255)?
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L463[06:54:44] <McJty> renderer.pos(...).color(...).tex(...).endVertex()
L464[06:54:51] <Pennyw95> @Nitrodev: it's the quad we were talking earlier
L465[06:54:59] <Nitrodev> ah
L466[06:55:30] <Nitrodev> i think i'll countinue modding
L467[06:55:49] <sham1> Yay for daisy chain methods
L468[06:55:53] <Nitrodev> just so i could somewhat understand the vanilla CraftingManager code
L469[06:56:00] <Nitrodev> for the addRecipe metho
L470[06:56:01] <Nitrodev> d
L471[06:56:44] <Wuppy> am I crazy for actually considering to pay 380 euros to get an entrance ticket to that festival?
L472[06:56:53] <Wuppy> which would come to a total of about 1000 euros for a single weekend
L473[06:56:54] <gigaherz> Pennyw95: 255,255,255,255 is neutral
L474[06:56:59] <gigaherz> anything else will darken certain colors
L475[06:57:19] <Nitrodev> i've copy typed the code to the point where the alst thing that is on the method is the Map<>map; one
L476[06:57:26] <Pennyw95> and that's white, right?
L477[06:57:30] <gigaherz> yes
L478[06:57:34] <gigaherz> color * white = color
L479[06:57:46] <gigaherz> color = black = black
L480[06:57:50] <gigaherz> color * black = black
L481[06:58:29] <gigaherz> glcolor/vertex color is just modulation
L482[06:58:32] <sham1> The colours get multiplied together
L483[06:58:46] <gigaherz> the texture color gets multiplied by thevertex color, then the glcolor
L484[06:58:54] <gigaherz> and the resulting color is used to draw on screen
L485[06:59:26] <Wuppy> from modding this one thing I really want to get back into MC again :P
L486[06:59:37] <Nitrodev> there is a ... in the parameters and google isnt helping me D:
L487[06:59:54] <Pennyw95> like String....s?
L488[06:59:54] <Nitrodev> i remember looking for it before
L489[07:00:10] <Nitrodev> well in this case it's Object...
L490[07:00:12] <Pennyw95> It means an undefinite number of String objects
L491[07:00:17] <Nitrodev> ah
L492[07:00:19] <Pennyw95> Or any objects, if it's Object...
L493[07:00:21] <Nitrodev> okay thanks
L494[07:00:26] <gigaherz> it build an array
L495[07:00:32] <gigaherz> based on the arguments passed to the method
L496[07:00:43] <gigaherz> so like
L497[07:00:46] <sham1> Varargs
L498[07:00:47] <gigaherz> method(a,b,c)
L499[07:00:49] <gigaherz> becomes
L500[07:00:52] <Nitrodev> well all the parameters of the method are: ItemStack stack, Object... recipeComponents
L501[07:00:55] <gigaherz> method(new Object[]{a,b,c})
L502[07:00:57] <gigaherz> at compile time
L503[07:00:59] <Nitrodev> ah
L504[07:01:12] <Wuppy> uhm wtf
L505[07:01:13] <gigaherz> it's just syntactic sugar ;P
L506[07:01:18] <Wuppy> when I take damage my code now crashes
L507[07:01:33] <McJty> Wuppy, teaches players to be careful :-)
L508[07:01:42] <Wuppy> java.lang.NullPointerException: Colliding entity with block
L509[07:01:43] <sham1> Java really loves it's syntax sugar
L510[07:01:45] <Wuppy> o____0
L511[07:02:14] <sham1> FUCKING PHONE, I WANTED TO WRITE "ITS" INSTEAD OF IT IS
L512[07:02:15] <Nitrodev> yeah lol
L513[07:02:23] <sham1> Bloody hell
L514[07:02:34] <Nitrodev> wow
L515[07:02:53] <gigaherz> XD
L516[07:02:56] <Nitrodev> why do you keep autocorrect on then
L517[07:03:04] <sham1> Because I make mistakes
L518[07:03:13] <Nitrodev> ah
L519[07:03:19] <Wuppy> so uhh
L520[07:03:20] <Nitrodev> i dont so i just dont like it
L521[07:03:26] <Wuppy> why would this code: if(player.inventory.mainInventory[i].getItem() == Items.mushroom_stew) crash with that error
L522[07:03:26] <sham1> Bug I know when I want to write "it's" instead of "its"
L523[07:03:38] <Wuppy> net.minecraft.util.ReportedException: Colliding entity with block
L524[07:03:56] <McJty> What do you have to do again to be able to have a certain blockstate be ignored by the json blockstate?
L525[07:04:06] <McJty> I believe there was something you could do for that
L526[07:04:07] <sham1> Because the entry from mainInventory may be null
L527[07:05:12] <Pennyw95> @gigaherz is there a difference between Minecraft.getMinecraft().renderEngine().bindTexture(TextureMap.locationBlocksTexture)
L528[07:05:23] <Pennyw95> and this.bindTexture(TextureMap.locationBlocksTexture) ?
L529[07:05:36] <gigaherz> dunno I always use this
L530[07:05:42] <Wuppy> okay what the fuck....
L531[07:05:44] <Pennyw95> ok
L532[07:05:46] <gigaherz> I think they point to the same place
L533[07:05:53] <Wuppy> Item nextItem = player.inventory.mainInventory[i].getItem();
L534[07:06:00] <Wuppy> thsi code crahes with java.lang.NullPointerException: Colliding entity with block
L535[07:06:01] <Nitrodev> another Java question (sorry), is '' donsidered a String aswell?
L536[07:06:04] <Wuppy> o______________________________0
L537[07:06:05] <Wuppy> halp?
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L539[07:06:11] <Nitrodev> and yes it's a basic question dont judge me
L540[07:06:13] <Pennyw95> no, it's a char
L541[07:06:19] <Nitrodev> okay thank you
L542[07:06:24] <McJty> fry, you know?
L543[07:06:29] <gigaherz> Wuppy: "colliding entity with block" just means the crash happened in the collision process
L544[07:06:40] <gigaherz> the crash is still a NPE
L545[07:06:50] <Wuppy> why would this give me an NPE though?
L546[07:06:51] <fry> what?
L547[07:06:52] <gigaherz> it simply means slot [i] is empty
L548[07:06:55] <McJty> What do you have to do again to be able to have a certain blockstate be ignored by the json blockstate?
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L550[07:07:10] <gigaherz> player.inventory.mainInventory[i] can be null
L551[07:07:21] <fry> register a custom state mapper
L552[07:07:46] <McJty> ok
L553[07:07:58] <Wuppy> hmm very strange, it worked on my laptop without the null check o__0
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L557[07:08:47] <Pennyw95> got it working! .color must go after .tex
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L559[07:10:39] <McJty> So fry, in getModelResourceLocation() I get a blockstate. So I have to build a new blockstate that only adds the states I want to keep?
L560[07:10:54] <McJty> Because it seems you cannot remove a property
L561[07:11:42] <fry> new StateMap.Builder().ignore(...)
L562[07:12:39] <McJty> Oh that's nice
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L564[07:14:05] <gigaherz> [14:08] (Pennyw95): got it working! .color must go after .tex
L565[07:14:19] <gigaherz> they go in the same order as the elements in the vertex format
L566[07:14:23] <gigaherz> since it's POSITION_TEX_COLOR
L567[07:14:38] <gigaherz> you have to do .position().tex().color().endVertex()
L568[07:16:02] <Pennyw95> I see
L569[07:16:04] <Pennyw95> thanks
L570[07:16:54] <Pennyw95> And now it's working beautifully :D http://imgur.com/OJgNhFV
L571[07:17:15] <gigaherz> :)
L572[07:17:28] <gigaherz> what is it though?
L573[07:17:28] <gigaherz> xD
L574[07:17:45] <Pennyw95> should be a fountain ahah
L575[07:18:11] <McJty> A lava fountain. How lovely :-)
L576[07:22:04] <Pennyw95> any fluid :P
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L579[07:23:16] <McJty> What's wrong with this json model: https://bpaste.net/show/7a2bfbd03cde
L580[07:23:25] <McJty> Only the top texture (which is parametrized) works
L581[07:23:30] <McJty> The others which are hardcoded don't
L582[07:23:36] <McJty> But I don't get any missing texture errors
L583[07:24:25] <Pennyw95> try with .png at the end
L584[07:25:04] <McJty> That would be weird
L585[07:25:10] <McJty> Why png there and not anywhere else?
L586[07:25:16] <McJty> Also the #up texture is passed along like this:
L587[07:25:17] <McJty> "up": "rftools:blocks/machineSequencerTop"
L588[07:25:17] <Pennyw95> actually no, my jsons don't have .pnh
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L590[07:26:08] <Pennyw95> try making them lowercase
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L592[07:26:26] <McJty> Again. Why would the up texture work then?
L593[07:26:36] <McJty> Not going to rename those textures. That would be too much work
L594[07:27:17] <Pennyw95> I don't know then....I suggested that because I noticed all my textures all lowercase
L595[07:27:43] <Nitrodev> after an if statement i dont understand the next line...
L596[07:27:47] <Nitrodev> dear god
L597[07:28:30] <McJty> Going to try something
L598[07:29:16] <McJty> Fixed it by also passing the other textures as a parameter...
L599[07:29:24] <McJty> Very weird. Apparently I can't inline textures there for some reason
L600[07:31:05] <Pennyw95> is there minetweaker 1.8.9?
L601[07:31:35] <McJty> I believe it is now crafttweaker
L602[07:32:03] <Pennyw95> taking the former's place? like jei?
L603[07:32:26] <McJty> no idea. Just saw it mentioned somewhere
L604[07:32:33] <Pennyw95> ok, ty
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L609[07:50:12] <Nitrodev> (String[])((String[])recipeComponents[i++]); that is a part of this coe i ont understand
L610[07:50:56] <Nitrodev> code*
L611[07:51:45] <gigaherz> start from inside
L612[07:51:46] <gigaherz> "(String[])recipeComponents[i++]"
L613[07:52:03] <gigaherz> gets the "i"th component (post-incrementing the number)
L614[07:52:10] <gigaherz> and casts it to an array of strings
L615[07:52:22] <gigaherz> and then casts it again
L616[07:52:48] <Nitrodev> okay
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L618[07:53:16] <gigaherz> hmm actually
L619[07:53:27] <gigaherz> I'm now unsure if it really means
L620[07:53:38] <gigaherz> "(String[])recipeComponents"[i]
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L622[07:54:52] <gigaherz> FINALLY fixed using the wand while recharging it
L623[07:54:57] <gigaherz> to not reset the use counter XD
L624[07:55:10] <gigaherz> or more accurately, I un-reset it XD
L625[07:57:03] <Nitrodev> okay
L626[07:58:13] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/recipes/CiocraftManager.java
L627[07:58:19] <Nitrodev> there is the code located at
L628[07:58:32] <Nitrodev> i understand to the line 31
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L631[08:08:49] <Lumien> If i want shift clicking to do nothing i just return null in Container.transferStackInSlot right?
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L633[08:11:35] <Ordinastie> is there an artist willing to make some textures ?
L634[08:17:07] <LatvianModder> Lumien: correct
L635[08:17:50] <Lumien> Weird, shift clicking seems to sometimes clear the inventory client side
L636[08:18:12] <LatvianModder> if you want to use 'default' (chest-type shift clicking), see this: https://github.com/LatvianModder/FTBLib/blob/1.7.10/src/main/java/ftb/lib/gui/ContainerLM.java#L20-L43
L637[08:18:29] <LatvianModder> make sure you only open Gui on server side
L638[08:19:14] <Lumien> I don't want any shift clicking^^
L639[08:19:18] <Lumien> And i only open it server side
L640[08:19:40] <LatvianModder> then null it is
L641[08:20:21] <Lumien> It appearently happens when i "double shiftclick" o_O
L642[08:21:28] <LatvianModder> hm. maybe some weird InvTweaks or some other mod integration?
L643[08:21:53] <Lumien> I have JEI installed, will try without it
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L645[08:22:12] <LatvianModder> I doubt its JEI though
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L650[08:26:50] <Nitrodev> well for now ill quit trying to understand vanilla code and go to my java project
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L665[08:48:04] <sham1> Understanding vanilla is hard
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L667[08:49:17] <sham1> And the reason isbecause Vanilla has some curious design at times
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L669[08:50:46] <Sandra> I apologize for my noobishness, but I'm just learning blockstates for the first time and I got this error. http://paste.asie.pl/Pjyl
L670[08:50:57] <McJty> fry, trying that submodel solution you pasted me earlier. The submodel has to be in the 'cutout' layer though so do I have to use a multi-layer submodel with an empty/non specified base model?
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L673[08:51:17] <sham1> do you have getMetaFromState Sandra
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L675[08:51:27] <Sandra> sham1, no?
L676[08:51:38] <sham1> Well implement it
L677[08:51:54] <Sandra> okie dokie.
L678[08:51:55] <sham1> Because it needs to know how to make your blockstate into metadata
L679[08:52:00] <Sandra> right.
L680[08:52:12] <Sandra> so I basically turn this state into a number?
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L682[08:52:30] <sham1> Yes
L683[08:52:31] <fry> McJty: you can use the same model for base and Cutout; base won't actually render in-world
L684[08:52:41] <fry> it's used for particles/inventory and stuff
L685[08:53:00] <McJty> So it will render twice in inventory then? Because I already have a base for the main model
L686[08:53:02] <sham1> Everytime you have state X, you always have to be able to serialize into and deserialize out of 4 bits Y
L687[08:53:51] <fry> hmm, I'm not sure if I render the base in the inventory
L688[08:54:18] <Sandra> sham1, so I am still limited to the 4 bits?
L689[08:54:25] <sham1> Yes
L690[08:54:45] <sham1> Because at this point IBlockState is merely a wrapper around block metadata
L691[08:55:44] <McJty> This will so not work but I'm going to try it anyway :-)
L692[08:55:49] <Sandra> right.
L693[08:55:51] <McJty> 'Coding by experimentation'
L694[08:56:08] <Sandra> I thought IBlockState was able to handle more than the metadata.
L695[08:56:17] <Sandra> but I guess that's a 1.9 thing, yeah?
L696[08:56:27] <McJty> Sandra, no you can do it already but you have to be careful
L697[08:56:32] <McJty> There is getExtendedState and getActualState
L698[08:56:44] <McJty> Both can be used to have properties that are not translated to metadata
L699[08:56:57] <Sandra> getActualState? what's that?
L700[08:57:02] <McJty> A method
L701[08:57:03] <Sandra> I heard about extended state.
L702[08:57:05] <McJty> It is in Block
L703[08:57:16] <Sandra> nice dad joke.
L704[08:57:24] <McJty> getActualState() can be used to get more states that are not represented by metadata but used in your model json
L705[08:58:04] <Sandra> what's the difference between actual and extended state?
L706[08:58:17] <McJty> Not sure to be honest
L707[08:58:21] <McJty> I used extended state for my ISBM
L708[08:58:30] <McJty> And actual state I generally use for normal blockstate json's
L709[08:58:34] <McJty> But I don't know if that's required or not
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L711[08:59:08] <Sandra> what's the best way to convert 2 0-5 numbers to a 4 bit integer.... hmm.
L712[08:59:39] <_habnabit> shift and or?
L713[08:59:39] <McJty> You can't
L714[09:00:03] <McJty> At least not if you want to represent all possible combinations
L715[09:00:10] <Sandra> ... darn it.
L716[09:00:35] <Sandra> hang on....
L717[09:00:43] <Sandra> I do actually do a special thing here.
L718[09:00:44] <sham1> you can store values on TEs or something ;)
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L720[09:01:06] <McJty> yes, with getActualState() you can get additional properties from your TE. Same with getExtendedState
L721[09:01:52] <Sandra> if I only have 0-5 and a 0-3 can I fit that?
L722[09:02:11] <McJty> 6*4 == 24 > 16
L723[09:02:14] <McJty> So no
L724[09:02:20] <Sandra> dammit.
L725[09:03:01] <Sandra> or hang on a moment.... 0-2, 0-1.
L726[09:03:07] <Sandra> yeah... I can definitely fit that.
L727[09:03:16] <Sandra> sik\\
L728[09:03:24] <Sandra> it's reversible.
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L731[09:05:05] <Sandra> wow.
L732[09:05:30] <Sandra> now what on earth math do I do to make that work.
L733[09:05:41] <_habnabit> shift and mask
L734[09:05:55] <sham1> or TEs
L735[09:06:09] <sham1> Wait
L736[09:06:27] <sham1> getActualState gets called on client so that may not work always
L737[09:06:43] <McJty> fry, I can't figure out how to represent a multi-layer model as a submodel
L738[09:07:05] <Sandra> I'd prefer not to use a TE if I don't have to.
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L742[09:08:07] <McJty> "submodel" doesn't seem to understand the 'model' keyword
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L744[09:13:10] <Sandra> ok.... so I have a EnumFacing, and another EnumFacing. and the 2nd EnumFacing is always at a right angle to the first enumfacing.
L745[09:13:36] <Sandra> how do I convert that to being a 0-3 number.
L746[09:14:14] <McJty> Can the first EnumFacing be any or restricted to horizontal plane?
L747[09:14:48] <Sandra> any.
L748[09:15:04] <McJty> In that case you need 3 bits (0-7) for that alone
L749[09:15:21] <Sandra> but if you reverse both, it's still the same data.
L750[09:15:32] <McJty> ?
L751[09:15:34] <Sandra> the opposite of this, == this.
L752[09:15:41] <McJty> What do you mean?
L753[09:15:56] <Sandra> so if you have North and East, it is also South and West.
L754[09:16:23] <McJty> I don't think I understand what you are trying to do
L755[09:16:25] <McJty> Actually
L756[09:16:31] <McJty> I'm pretty sure I don't understand :-)
L757[09:16:44] <McJty> But in any case, you need 3 bits to represent any direction
L758[09:16:48] <McJty> There is no way around that
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L760[09:17:27] <Sandra> Up and East is the exact same data as Down and West.
L761[09:17:50] <Sandra> if you invert both directions, you have the same data.
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L763[09:18:00] <Sandra> but... hmm.
L764[09:18:13] <Sandra> I guess I'm just gonna have to TE it huh.
L765[09:19:05] <Sandra> how do I do that then?
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L767[09:24:03] <gigaherz> Sandra: wait you actually have only the actual axis, like a log?
L768[09:24:37] <Sandra> gigaherz, I do have the proper directions, but they don't need to be stored that way.
L769[09:24:45] <gigaherz> regardless
L770[09:25:00] <gigaherz> you said facing north looks the same as facing south?
L771[09:25:56] <gigaherz> becausei f so, you can get away with just 2 bits of storage sinceyour valueswould be "X","Y", or "Z"
L772[09:26:08] <Sandra> yeah, that's what I was thinking.
L773[09:26:12] <gigaherz> but
L774[09:26:22] <gigaherz> you wouldn't know where to place the second direction
L775[09:26:33] <gigaherz> you wouldn't be able to tell if the second one goes on one side or the other
L776[09:26:44] <McJty> Can't one additional bit do that?
L777[09:26:49] <gigaherz> yes
L778[09:26:54] <gigaherz> but then it goes back to 3 bits
L779[09:26:54] <gigaherz> ;P
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L781[09:27:05] <McJty> Well yes, I guess that's unavoidable
L782[09:27:16] <gigaherz> and that still leaves the issue of up & down
L783[09:27:37] <gigaherz> there's 4 possible ways to place something facing up
L784[09:27:41] <Sandra> hangon I'll draw a diagram to demonstrate what I have.
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L786[09:28:00] <McJty> If you want to represent all possible ways that a given block can be oriented you need a lot more then 4 bits :-)
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L788[09:28:23] <gigaherz> not a lot more, you need 5.
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L790[09:28:44] <gigaherz> 3 bits to store the primary orientation
L791[09:28:57] <gigaherz> and 2 bits to store the "roll"
L792[09:29:04] <McJty> Ah yes indeed
L793[09:29:32] <gigaherz> but if oyu are symmetrical, you can downsize to 4 bits ;P
L794[09:29:41] <gigaherz> 2 for axis, 2 for roll
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L796[09:30:08] <Ivorius> But what about the political orientation
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L799[09:30:18] <gigaherz> that requires a TileEntity.
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L802[09:30:53] <gigaherz> only entities can vote in the minecraft world
L803[09:30:59] <TechStack> Hello
L804[09:31:10] <gigaherz> hello
L805[09:31:41] <TechStack> First time on this channel :)
L806[09:31:44] <Sandra> my computer has decided to die.
L807[09:31:51] <gigaherz> :/
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L809[09:32:10] <Sandra> I... really... REALLY need a new computer.
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L812[09:33:41] <TechStack> I have a question to confirm my understanding of the Model loader sepcificly for the OBJ files. I belive the .Bake method converts the UV cords to positions within the texture atlas. Is this correct?
L813[09:33:58] <gigaherz> among other things,yes
L814[09:34:11] <Sandra> gigaherz, this is the quick paint artwork demonstrating the thing. http://imgur.com/kjikyyW
L815[09:34:22] <gigaherz> the bake method takes the high-level data in the IModel and generates ready-to-use data
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L817[09:35:05] <masa> Sandra: that is so beautiful :D
L818[09:35:18] <Sandra> damn right.
L819[09:35:19] <gigaherz> Sandra: Iahve no idea what that is meant to represent XD
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L821[09:35:25] <Sandra> my paint.net skills are on point.
L822[09:35:27] <masa> not quite sure what it's trying to say though
L823[09:35:32] <gigaherz> but regardless, I gotta go, be back in a bit
L824[09:35:52] <Sandra> I have a laser reflecting mirror right.
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L826[09:36:09] <Sandra> what I need to store is that right there.
L827[09:36:19] <TechStack> OK so when trying to use a OBJModel to render an entity It would seem I cannot use the normal bindtexture call to supply my own texture because the cords are off given that they now are for the texture atlas
L828[09:36:20] <Ivorius> masa: Honestly, don't think about the art
L829[09:36:21] <Sandra> the axis, and the adjacent axis.
L830[09:36:23] <Sandra> ...
L831[09:36:24] <Ivorius> Feel the art
L832[09:36:33] <Sandra> maybe.
L833[09:37:20] <Sandra> there's only 3 axises yes.
L834[09:37:32] <Sandra> then....
L835[09:37:34] <Sandra> hmm.
L836[09:37:42] <Sandra> I feel like it should fit in 4 bits.
L837[09:37:54] <masa> Sandra: what exactly does the "adjacent axis" mean? is it always at the same relative orientation to the main axis or front face or whatever?
L838[09:37:54] <Sandra> I really feel like it should.
L839[09:38:51] <Sandra> masa, the colored arrows represent every data position that that thing represents.
L840[09:39:20] <Sandra> so the colored arrow goes in in a certain position, and comes out in another position.
L841[09:39:34] <Sandra> that right there is the only layout there is.
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L843[09:39:45] <Sandra> (rotated in whatever way, of course.)
L844[09:40:33] <TechStack> Perhaps I should extend ObjModel & override the .bake method to not translate the texture UV cords to the texture atlas for use on entities.. Or is there a better way to apply a texture to an entity that is using a OBJ model?
L845[09:40:41] <masa> hm, I still don't quite get it. COuld you explain what the block actually is, maybe that would make it clear
L846[09:40:51] <Sandra> certainly.
L847[09:40:55] <Sandra> it's a mirror for a laser.
L848[09:41:08] <Ivorius> And it mirrors at a right angle
L849[09:41:11] <Ivorius> Either left or right?
L850[09:41:13] <Sandra> yes.
L851[09:41:21] <Ivorius> 2 bits orientation
L852[09:41:23] <Ivorius> 1 bit flip
L853[09:41:24] <Sandra> or up or down.
L854[09:41:35] <Ivorius> Then 3 bits orientation, 1 bit flip
L855[09:42:26] <Ivorius> Oh wait, you mean it like that
L856[09:42:35] <Sandra> side1 -> side2, side2 -> side1, side1.opp -> side2.opp, side2.opp -> side1.opp
L857[09:42:37] <Ivorius> Then it can come it from either side and go to one of 4 sides each
L858[09:42:46] <Sandra> and side1 is always touching side2.
L859[09:43:00] <Sandra> in any orientation.
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L861[09:43:13] <Ivorius> That's 6*4 = 24 > 16 states
L862[09:43:15] <Ivorius> You need a TE
L863[09:43:18] <Sandra> mmm.
L864[09:43:24] <Sandra> ok.
L865[09:43:44] <Sandra> how do I use extended block states or whatever they're called.
L866[09:43:56] <Ivorius> They're not actual saved data
L867[09:44:38] <Ivorius> There is the block state which is a wrapper for the 4 bits of metadata
L868[09:45:08] <Ivorius> And there is the 'extended' state which can also wrap situational data which is not saved, like fence connections
L869[09:46:03] <Sandra> so if I want more than 16 drawn states that are saved, my options are?
L870[09:46:10] <masa> what was the difference between getActualState() and getExtendedStat()? was extended for IUnlinstedProperty properties, or can actual state also contain those?
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L879[09:46:58] <Sandra> whoa.
L880[09:47:10] <gigaherz> masa: only getExtendedState is meant to return extended states
L881[09:47:17] <masa> Sandra: you can save values in a TE and return the IBlockState for rendering based on TE (and also other) data from getActualState() and/or getExtendedState()
L882[09:47:25] <gigaherz> getActualState is to provide normal state data that is context-based
L883[09:47:31] <gigaherz> such as from TE or neighbours
L884[09:47:54] <gigaherz> Sandra: you can store the exact information on the TE, and then use getActualState to return it
L885[09:48:06] <gigaherz> TechStack: it's a known flaw of the obj loader
L886[09:48:10] <masa> gigaherz: ok so getActualState() is for "regular properties" that simply aren't saved? meaning that all of those models will be pre-generated?
L887[09:48:19] <Sandra> gigaherz, right.
L888[09:48:26] <gigaherz> there's no way for it to leave the UVs untouched
L889[09:48:34] <gigaherz> yes masa
L890[09:48:38] <masa> ok
L891[09:48:45] <TechStack> Thanks Gigaherz for confirming. I'll look into a workaround ;)
L892[09:48:52] <gigaherz> Sandra: note that if you make the mirror double-sided
L893[09:48:54] <gigaherz> so that
L894[09:49:13] <Sandra> it is doublesided....
L895[09:49:19] <Ivorius> Sandra, you can also store your orientational data in a separate 3D grid mapped to each chunk!
L896[09:49:22] <gigaherz> the same mirror placed in NE-SW diagonal can mirror N<->E and S<->W
L897[09:49:31] <Ivorius> Or how about a global Map<BlockCoord, MirrorData>?
L898[09:49:32] <gigaherz> you only need 6 different "direction" for the mirror to be in
L899[09:49:37] <Sandra> gigaherz, that is what it is.
L900[09:49:47] <gigaherz> so you could store those in metadata
L901[09:49:57] <Ivorius> My personal favorite: Making a new file for every block I need to save data for
L902[09:50:00] <gigaherz> and use the TileEntity just to keep track of the input lasers
L903[09:50:02] <Sandra> that's exactly what it is.
L904[09:50:05] <gigaherz> and draw the outputs in the TESR
L905[09:50:19] <Sandra> the TE so far doesn't exist at all.
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L907[09:50:41] <Sandra> the whole laser API was originally TE based, now it's purely block based.
L908[09:51:09] <Sandra> and I have not yet needed a TE for it.
L909[09:51:18] <gigaherz> so you plan on having an actual "beam" block
L910[09:51:29] <gigaherz> that gets placed around where the laser beam travels?
L911[09:51:29] <Sandra> well.... no.
L912[09:51:45] <Sandra> it's an instantaneous beam, i.e. handled within a tick.
L913[09:51:55] <gigaherz> ah so there's no actual visible beams?
L914[09:52:17] <Sandra> I mean, I'll draw some sorta particles for it or something eventually.
L915[09:52:28] <gigaherz> wel lthat's waht I meant you can do in a TE
L916[09:52:32] <Sandra> yeah.
L917[09:52:35] <Sandra> of course.
L918[09:52:37] <gigaherz> keep all the logic state-based
L919[09:52:43] <Sandra> exactly.
L920[09:52:45] <gigaherz> and just use the TE to keep track of the inputs
L921[09:52:49] <gigaherz> and draw the appropriate outputs
L922[09:53:00] <Sandra> that's my plan.
L923[09:53:11] <gigaherz> yeap then you wouldn't even need extra states
L924[09:53:13] <gigaherz> you only have 6.
L925[09:53:14] <Sandra> if I need a TE to draw something, I can use a TE.
L926[09:53:26] <Sandra> but it'd be preferable if I didn't.
L927[09:53:27] <gigaherz> you'd have the
L928[09:53:30] <gigaherz> NE-SW diagonal
L929[09:53:35] <gigaherz> NW-SE diagonal
L930[09:53:40] <Sandra> oh yeah, so it is.
L931[09:53:45] <gigaherz> UW-DE diagonal
L932[09:53:48] <gigaherz> UE-DW diagonal
L933[09:53:53] <gigaherz> UN-DS diagonal
L934[09:53:57] <gigaherz> US-DN diagonal
L935[09:54:18] <Sandra> now how would I map from 2 directions, that I have here, to diagonals?
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L938[09:54:31] <gigaherz> in fact I'd recommend making an enum for it
L939[09:54:33] <gigaherz> with those values
L940[09:54:41] <Sandra> oh yeah, good idea.
L941[09:54:51] <gigaherz> EnumDiagonal { NE_SW, NW_SE, ... }
L942[09:54:53] <gigaherz> and then
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L944[09:54:58] <gigaherz> PropertyEnum<EnumDiagonal>
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L948[09:56:25] <Ivorius> Oh right, n -> e = e -> n
L949[09:56:29] <Ivorius> That's 12 states in total then
L950[09:56:55] <gigaherz> you can reduce it to 6 if you have double-sided mirrors
L951[09:57:06] <gigaherz> that reflect on both sides
L952[09:57:18] <gigaherz> like the NW_SE state
L953[09:57:33] <gigaherz> would do N<->E and S<->W
L954[09:57:37] <Sandra> mmm hmm.
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L956[09:57:53] <gigaherz> or N<->W and S<->E depends on how you represent the diagonals
L957[09:58:08] <Sandra> enum done: NE_SW,NW_SE,UN_DS,US_DN,UE_DW,UW_DE
L958[09:59:05] <gigaherz> Sandra: thisi s how I make the enums for blockstate purposes: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L292
L959[09:59:36] <gigaherz> you need to give your enum members an internal name for the purpose of converting to string
L960[09:59:42] <Sandra> m\
L961[09:59:46] <Sandra> ah yeah.
L962[09:59:53] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java#L30
L963[10:00:00] <gigaherz> then you can create the blockstate property like this
L964[10:01:00] <gigaherz> the "public static Corner[] values = values();" bit is just a thing I use to avoid calling .values() over and over ;P
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L966[10:01:24] <gigaherz> I still havent' been able to figure out if values() is actually slower or not
L967[10:01:25] <gigaherz> XD
L968[10:03:13] <gigaherz> (and it looks better to say Corner.values[i] rather than Corner.values()[i])
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L970[10:03:51] <Sandra> mmm.
L971[10:04:11] <s_m_w> I'm having troubles with launch configurations in Java, specificly when trying to include multiple projects. Is there anything I have to do to get mods from other projects to load other than adding the project to the classpath? The projects compile just fine, but the mods don't shop up in the client's list of active mods
L972[10:04:42] <gigaherz> no idea sorry (maybe someone else can help)
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L975[10:10:16] <Sandra> gigaherz, oh thanks for the idea btw.
L976[10:10:22] <Sandra> it seems like it'll work.
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L983[10:23:01] <gigaherz> SandGrainOne: :)
L984[10:23:07] <Wuppy> welp... got the perfect suit for carnaval :D
L985[10:23:16] <Wuppy> I'm going dressed as a beer :P
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L991[10:32:32] <Lordmau5> hOI \o
L992[10:33:00] <Wuppy> hai
L993[10:34:01] <Lordmau5> okay, this is really going to be tricky ;_;
L994[10:34:21] <Lordmau5> since I did some type of "block-morphing" in 1.7.10, I doubt I can reproduce that in 1.8.9
L995[10:34:43] <Lordmau5> as in, I got the BlockID and Metadata of it at a certain point and saved that into my new block's tile-entity
L996[10:34:56] <Lordmau5> at another point I reverted the block back to it's original ID and Metadata
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L998[10:35:14] <Lordmau5> how would I go for doing that in 1.8.9 then, considering that it has BlockStates now?
L999[10:35:24] <Lumien> Save the meta i guess?
L1000[10:35:27] <Lumien> Or the blockstate id
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L1002[10:35:34] <Lumien> Not sure whether that is unique though
L1003[10:35:46] <Lordmau5> getMetaFromState probably?
L1004[10:36:08] <Lumien> yeah
L1005[10:36:54] <Lordmau5> there's really just one problem left
L1006[10:37:10] <Lordmau5> or is there.. one sec
L1007[10:37:47] <Lordmau5> nope nevermind, getStateFromMeta apparently does the trick
L1008[10:37:54] <Lordmau5> I won't know up until I get my rendering to work anyway, but eh
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L1011[10:45:11] <williewillus> um
L1012[10:45:17] <williewillus> so can you not use lambdas with obdfuscatewd classes?
L1013[10:45:25] <williewillus> obfuscated*
L1014[10:45:47] <williewillus> https://gist.github.com/MrGraphic/bb1cd0dd128026356b5b
L1015[10:46:37] <diesieben07> williewillus, https://github.com/MinecraftForge/ForgeGradle/issues/314
L1016[10:47:01] <Lordmau5> aaaah how does one BakedQuads wtf
L1017[10:47:02] <Lordmau5> xD
L1018[10:47:18] <williewillus> diesieben07: so the fix is in latest fg? or not fixed yet
L1019[10:47:20] <Lordmau5> also, what was the new "ISBRH" now again?
L1020[10:47:25] <williewillus> there isn't
L1021[10:47:27] <diesieben07> not fixed yet
L1022[10:47:30] <williewillus> you redo everything into models
L1023[10:47:48] <Lordmau5> I basically render fluid with it in-world
L1024[10:47:51] <Lordmau5> how would I go for that attempt?
L1025[10:47:56] <diesieben07> IBakedModel or if you need more control one of it's sub"classes"
L1026[10:48:10] <williewillus> check the forge samples
L1027[10:48:16] <williewillus> there's a fluid example that uses the model system
L1028[10:48:42] <Lordmau5> where are the examples?
L1029[10:48:44] <williewillus> diesieben07: so if I expand it into a normal lambda it should work? or am I forced to use anon classes :p
L1030[10:48:47] <williewillus> on the forge github
L1031[10:48:49] <Lordmau5> inside the src on the forge github?
L1032[10:48:51] <williewillus> under src/tests/
L1033[10:48:53] <Lordmau5> aah
L1034[10:49:20] <sham1> it follows the maven project tree thing
L1035[10:49:27] <Lordmau5> ModelFluidDebug I assume
L1036[10:49:35] <sham1> Or rather how Maven projects are laid out
L1037[10:50:48] <diesieben07> williewillus, http://pastebin.com/MEifNaLZ
L1038[10:50:56] <Temportalist> aside from using a texture, is there any way to render a circular gui?
L1039[10:51:13] <sham1> not really any other way
L1040[10:51:41] <sham1> That is java right
L1041[10:51:42] <diesieben07> or of course Foo.of(MyClass::method)
L1042[10:52:13] <Temportalist> diesieben07: WHAT ARE THOSE
L1043[10:52:18] <diesieben07> lol
L1044[10:52:18] <williewillus> java 8
L1045[10:52:38] <Temportalist> NO BUT ACTUALLY
L1046[10:52:42] <williewillus> a way to get around a reobf bug right now :p
L1047[10:52:52] <williewillus> "method references" which are really just lambda shorthand
L1048[10:52:56] <Temportalist> oh
L1049[10:53:04] <Lordmau5> oh this is fancy... >_>
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L1051[10:53:12] <Lordmau5> I see a "handleBlockState" inside "ISmartBlockModel"
L1052[10:53:15] <diesieben07> actually all lambdas are method references
L1053[10:53:20] <Lordmau5> I doubt I can get the TileEntity out of that one, right?0
L1054[10:53:28] <williewillus> no
L1055[10:53:31] <Lordmau5> since I don't have a BlockPos available
L1056[10:53:32] <sham1> At the JVM level yes
L1057[10:53:33] <Lordmau5> argh, damn it
L1058[10:53:33] <williewillus> that's not how it works
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L1061[10:53:38] <diesieben07> a lambda is just syntax sugar for a static method + method reference
L1062[10:53:47] <diesieben07> no not at the jvm level
L1063[10:53:48] <williewillus> you don't "get" things from a smart model
L1064[10:53:51] <diesieben07> at the javac level
L1065[10:53:55] <williewillus> you *provide* information to the blockstate
L1066[10:53:57] <Lordmau5> but from the IBlockState that it has
L1067[10:54:00] <sham1> So it gets compiled into that
L1068[10:54:01] <williewillus> which then is passed to you
L1069[10:54:06] <williewillus> what are you trying to make?
L1070[10:54:06] <sham1> Makes sense as they are seperate classes
L1071[10:54:06] <diesieben07> yes sham
L1072[10:54:13] <Lordmau5> camouflage blocks
L1073[10:54:15] <diesieben07> whut
L1074[10:54:15] <Lordmau5> kinda
L1075[10:54:22] <williewillus> have you read my doc?
L1076[10:54:22] <williewillus> https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit#heading=h.u876vxd0orrv
L1077[10:54:23] <Lordmau5> I'm looking at Vazkii's PlatformModel
L1078[10:54:24] <Lordmau5> yes, I have
L1079[10:54:28] <williewillus> yes
L1080[10:54:34] <Lordmau5> literally having it open right now :p
L1081[10:54:37] <williewillus> did you read the rest of it?
L1082[10:54:38] <williewillus> :p
L1083[10:54:50] <williewillus> the part that says "you don't use ISBM to get things, you put things in it"
L1084[10:54:54] <williewillus> and it gets passed to you
L1085[10:54:56] <diesieben07> all the data you want to access in the model must come from the block state
L1086[10:54:56] <sham1> Well if we get really technical it is an anonymour inner class that implements whatever method that functional interface has...
L1087[10:55:11] <diesieben07> that is just the implementation RIGHT NOW.
L1088[10:55:16] <Lordmau5> okay, thanks sieben, that's understandable
L1089[10:55:26] <williewillus> so you have to use unlisted properties
L1090[10:55:30] <diesieben07> it is because the model might be handled on a different thread
L1091[10:55:33] <Lordmau5> As in, I have to put my "original" blockstate into the one of my current block's BlockState?
L1092[10:55:34] <diesieben07> so you cannot access the world
L1093[10:55:34] <williewillus> ^
L1094[10:55:37] <williewillus> yes
L1095[10:55:42] <Lordmau5> okaaaaaaay, that makes sense :D
L1096[10:55:45] <williewillus> stuff the IBlockState into an unlisted property using extended states
L1097[10:55:50] <williewillus> in getExtendedState
L1098[10:56:32] <sham1> if the model was handles in the main thread you could mc.theWorld it but meh
L1099[10:56:40] <williewillus> except it's not
L1100[10:56:46] <sham1> Also, I keep writing typos for some reason
L1101[10:56:49] <sham1> Indeed it aint
L1102[10:56:55] <williewillus> not many people seem to know the importance of "you don't get things in ISBM, you put it in the blockstate", which is worrying :p
L1103[10:56:59] <sham1> So no world access outside of using properties
L1104[10:57:06] <williewillus> perhaps I should make that part bigger in my doc
L1105[10:57:12] <sham1> Which makes me a sad panda
L1106[10:57:41] <Lordmau5> williewillus, may I snag the PropertyState you made for Botania and add it into my mod?
L1107[10:57:48] <Lordmau5> I'll add credit to the class
L1108[10:57:59] <williewillus> sure, i think the botania license allows that
L1109[10:58:04] <Lordmau5> Sweet, thanks
L1110[10:58:06] <williewillus> check the website to make sure :p
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L1125[11:32:52] <williewillus> diesieben07: wrapping it like you showed me still isn't working :/
L1126[11:33:12] <diesieben07> really? :O can you pastebin what you did please
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L1128[11:34:50] <williewillus> http://pastebin.com/MdLh1H1h
L1129[11:35:30] <diesieben07> what's it crashing with?
L1130[11:35:56] <williewillus> JEI is calling the mesher and failing with AbstractMethodError
L1131[11:36:10] <williewillus> so same thing :p
L1132[11:36:12] <diesieben07> what the fudge...
L1133[11:36:33] <diesieben07> maybe default methods aren't obfuscated either? seems weird though
L1134[11:37:00] <Lordmau5> back, kinda
L1135[11:37:32] <Lordmau5> so I assume I got a working camouflage model now
L1136[11:37:41] <diesieben07> williewillus, try adding default MRL func_178113_a(ItemStack stack) { return getLocation(stack); } to the shim interface
L1137[11:37:45] <Lordmau5> how would I link this to my block?
L1138[11:37:53] <williewillus> the smartmodel is done?
L1139[11:38:00] <Lordmau5> I... think so
L1140[11:38:02] <williewillus> listen to ModelBakeEvent and insert it into the modle registry
L1141[11:38:03] <diesieben07> ModelBakeEvent
L1142[11:38:07] <diesieben07> damn :D
L1143[11:38:12] <Lordmau5> where what how
L1144[11:38:16] <Lordmau5> @SubscribeEvent?
L1145[11:38:23] <diesieben07> yes
L1146[11:38:27] <williewillus> yeah, read the case study ;p
L1147[11:38:28] <diesieben07> the event has a field modelRegistry
L1148[11:38:48] <gigaherz> gah that took WAY more effort than it should have
L1149[11:38:59] <gigaherz> I converted all my item models to forge blockstates
L1150[11:39:06] <gigaherz> but the "transform": stuff
L1151[11:39:18] <gigaherz> doesn't work with the same numbers as "display": stuff in the model jsons
L1152[11:39:30] <williewillus> it does
L1153[11:39:35] <williewillus> only transform is diferent
L1154[11:39:43] <gigaherz> nope it's completely different
L1155[11:39:54] <gigaherz> rotations specially
L1156[11:39:58] <gigaherz> and to make it worse
L1157[11:40:00] <williewillus> not for me :p
L1158[11:40:14] <gigaherz> the default rotation for gui when using OBJ models
L1159[11:40:16] <gigaherz> is the block one
L1160[11:40:22] <williewillus> only thing I ran into was translations in TRSR/Forge being 1/16 of vanilla ones
L1161[11:40:22] <williewillus> that's it
L1162[11:40:31] <gigaherz> which means I had to undo the rotations by hand
L1163[11:40:39] <gigaherz> trying out different values until I got close enough
L1164[11:41:19] <gigaherz> my OBJ loader treated models as 2D in inventory
L1165[11:41:23] <gigaherz> so that didn't happen
L1166[11:41:38] <gigaherz> but shade's one says they are 3D, so they get the transform applied
L1167[11:41:57] <gigaherz> and the rotations were just... different
L1168[11:42:07] <williewillus> how did you specify them?
L1169[11:42:07] <gigaherz> even for forst/third person
L1170[11:42:10] <gigaherz> I had to redo them
L1171[11:42:14] <Lordmau5> <model location> - yay, the confusion ALREADY starts...
L1172[11:42:22] <diesieben07> williewillus, did that work? :D
L1173[11:42:28] <gigaherz> [{"y":number},{"x":number"},{"z":number}]
L1174[11:42:34] <williewillus> [ { "x": rotX }, { "y": rotY }, { "z": rotZ } ] works for me
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L1177[11:42:49] <gigaherz> I tried like a hundred combinations
L1178[11:42:56] <williewillus> idk then, bug fry
L1179[11:43:06] <williewillus> diesieben07: trying now :p
L1180[11:43:08] <gigaherz> too late, I already did the effort
L1181[11:43:09] <gigaherz> XD
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L1183[11:43:41] <williewillus> Lordmau5: what's confusing?
L1184[11:43:51] <Lordmau5> what do I have to put in there?
L1185[11:43:53] <Lordmau5> >_>
L1186[11:44:01] <Lordmau5> like, I took the example pastebin
L1187[11:44:06] <Temportalist> whats the formula/expression for getting a mouse's angle from a certain XZ in a gui?
L1188[11:44:07] <Lordmau5> and that has "modid:blocks/slabfurnacefront_off"
L1189[11:44:14] <Lordmau5> do I put "ffs:blocks/blockFrame" in there now?
L1190[11:44:22] <williewillus> wait I thought you're making a camo block :p
L1191[11:44:25] <Lordmau5> and it automatically refers to the blockFrame.png in the textures/blocks/ folder?
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L1193[11:44:34] <Lordmau5> yes, but I have to return a texture incase the blockstate is null
L1194[11:44:39] <Lordmau5> don't I?
L1195[11:44:48] <williewillus> and yeah, that's how the texture paths are resolved
L1196[11:44:49] <gigaherz> Temportalist: getting an agnle from a vector is
L1197[11:44:49] <Lordmau5> no wait, that's texture, gah
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L1199[11:44:55] <gigaherz> Math.atan2(y,x)
L1200[11:44:56] <Lordmau5> I meant, modid:orientable_slab
L1201[11:45:04] <gigaherz> or
L1202[11:45:05] <Lordmau5> do I put "ffs:blockFrame" in there now or what
L1203[11:45:08] <gigaherz> Math.atan2(z,x)
L1204[11:45:17] <Temportalist> gigaherz: mhmm. thats only giving me 190-220 range
L1205[11:45:20] <williewillus> all the stuff in the platform blockstate json is just fallback for when there is no camo
L1206[11:45:40] <williewillus> in our case we just specify the default minecraft cube_all model (6 sided cube, with same tex on all sides) and provide the approopriate texture
L1207[11:45:51] <gigaherz> Temportalist: if you pass the X,Z coords directly, the center will be a corner of the screen
L1208[11:45:53] <williewillus> you ccan specify any model you want there
L1209[11:45:58] <gigaherz> you probably want to do
L1210[11:45:58] <Temportalist> Im not
L1211[11:46:06] <gigaherz> atan2(z-z0,x-x0)
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L1213[11:46:17] <Lordmau5> where was the platform json again, willie?
L1214[11:46:31] <Lordmau5> also, is the structure "models/<model>.json" or "models/block/<model>.json2?
L1215[11:46:32] <Temportalist> yea. Wouldnt z0 and x0 be the mc.displayWidth or displayHeight divided by 2?
L1216[11:46:38] <gigaherz> dunno
L1217[11:46:56] <gigaherz> you want it in respect of the center of the screen?
L1218[11:47:03] <Temportalist> yes
L1219[11:47:07] <gigaherz> hmmm
L1220[11:47:08] <williewillus> Lordmau5: from a blockstate json, you don't have to give any paths. modid:model will always resolve to assets/modid/models/block/model
L1221[11:47:09] <williewillus> https://raw.githubusercontent.com/williewillus/Botania/MC18/src/main/resources/assets/botania/blockstates/platform.json
L1222[11:47:17] <gigaherz> but that may not apply the gui zooming?
L1223[11:47:29] <Temportalist> oh
L1224[11:47:37] <Temportalist> i have to take into account scaled res, dont i?
L1225[11:47:58] <williewillus> diesieben07: duplicate method exception when classloading :D
L1226[11:48:03] <Lordmau5> so I simply don't put a texture in there? fair enough
L1227[11:48:11] <williewillus> ?
L1228[11:48:11] <Lordmau5> so the whole file looks like this https://i.lordmau5.com/1452534485-529.txt
L1229[11:48:22] <williewillus> well you need to give it textures
L1230[11:48:35] <williewillus> cube_all doesn't specify texturees for you, you have to say what the texture variable "all" is
L1231[11:48:36] <Lordmau5> that happens through the ISmartBlockModel, no?
L1232[11:48:46] <williewillus> for mimicked blocks
L1233[11:48:52] <Temportalist> gigaherz: still only gives me 190-220 angle range
L1234[11:48:53] <gigaherz> Temportalist: gui.width and gui.height woudl give you the pre-scaled sizes
L1235[11:48:54] <williewillus> for your own, you need a model for when it doesnt have a mimic
L1236[11:49:01] <Lordmau5> it will pretty much never have it's own texture, so eh
L1237[11:49:10] <williewillus> it'll show nothing/missing model then :p
L1238[11:49:14] <williewillus> dpeneding on how you do it
L1239[11:49:15] <Lordmau5> fine by me tbh
L1240[11:49:18] <gigaherz> well "this.width" if you do it from the gui
L1241[11:49:31] <williewillus> if that's the case you don't even need the blockstate json, assuming you take care of the inventory model somewhere else
L1242[11:49:32] <gigaherz> Temportalist: if it still happens with that, then I have no idea what you do wrong
L1243[11:49:34] <gigaherz> but it's not the atan2 ;P
L1244[11:49:41] <Lordmau5> what inventory model...
L1245[11:49:50] <williewillus> your block in item form?
L1246[11:49:53] <williewillus> does it not have a model?
L1247[11:49:57] <Lordmau5> why do I need a block in item form?
L1248[11:50:02] <williewillus> err
L1249[11:50:02] <Lordmau5> I will never have the frame in my inventory?
L1250[11:50:05] <williewillus> ah
L1251[11:50:07] <Lordmau5> it's just in-world :D
L1252[11:50:07] <williewillus> nvm then
L1253[11:50:13] <Lordmau5> so no .json file needed for that then?
L1254[11:50:20] <williewillus> then you don't need a blockstate json
L1255[11:50:25] <gigaherz> no just "inventory":[{}] in your blockstates
L1256[11:50:29] <williewillus> gigaherz: nope
L1257[11:50:31] <williewillus> smartmodel
L1258[11:50:35] <gigaherz> ah
L1259[11:50:35] <Lordmau5> I need it for the valve though, this will be interesting
L1260[11:50:36] <williewillus> no blockstate json at all :p
L1261[11:50:56] <Temportalist> gigaherz:
L1262[11:50:58] <Temportalist> https://www.irccloud.com/pastebin/pzoGEwWa/
L1263[11:51:04] <williewillus> anyways, just return the empty model where I would've returned the default model in my smartmodel
L1264[11:51:12] <Lordmau5> this one you mean: https://i.lordmau5.com/1452534663-530
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L1266[11:51:18] <gigaherz> Temportalist: y goes with height
L1267[11:51:19] <gigaherz> not width
L1268[11:51:21] <Lordmau5> just "return this;" at that part?
L1269[11:51:29] <Lordmau5> instead of trying to grab the ModelResourceLocation and such
L1270[11:51:59] <williewillus> yup that and the line under
L1271[11:52:11] <williewillus> since "this" refers to a baked model with no quads so nothing renders
L1272[11:52:11] <Lordmau5> https://i.lordmau5.com/1452534728-531 ?
L1273[11:52:22] <Lordmau5> oh, so I have to "return null;" instead?
L1274[11:52:26] <Lordmau5> no
L1275[11:52:30] <williewillus> yes that's correct
L1276[11:52:33] <Temportalist> gigaherz: okay, looks like mouse angle is working (I had it similar earlier)
L1277[11:52:43] <Temportalist> now i just need to tweak some other algorithms
L1278[11:52:49] <Lordmau5> so what... keep it at "return this;" or set it to "return null;" at the end-line?
L1279[11:53:06] <williewillus> return this
L1280[11:53:08] <Lordmau5> alright
L1281[11:53:46] <williewillus> we mean "return this" treating "this" as a baked model instead of a smart one, and since we return an empty list for getGenQuads and getFaceQuads, the model will not have anything to render
L1282[11:53:52] <Lordmau5> ah
L1283[11:54:05] <Lordmau5> alright there's a few things left
L1284[11:54:11] <Lordmau5> e.g. in my block, what do I do with "getRenderType()"?
L1285[11:54:27] <williewillus> return 3
L1286[11:54:41] <Lordmau5> got it
L1287[11:55:03] <williewillus> render types are just 3, 2, 1, and -1 now; 3 for normal with tesr allowed, 2 to force tesr only, 1 for fluid, -1 for skip all
L1288[11:55:11] <Lordmau5> ok
L1289[11:55:18] <Lordmau5> so this next one is gonna be tricky as hell...
L1290[11:55:20] <Temportalist> gigaherz: sham1: I have a circle rendering (although its laggy :P)
L1291[11:55:36] <Lordmau5> the ValveRenderer, which renders it's own block plus (if it's the "master valve"), the fluid inside the tank
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L1293[11:55:52] <williewillus> block as a model
L1294[11:55:54] <williewillus> fluid in tesr :p
L1295[11:56:22] <Lordmau5> alright, so now I can work with blockstate variants to see which one is the outside and inside, so I can render a different model based on that?
L1296[11:56:29] <williewillus> diesieben07: any ideas? :D so the default getModelLocation *is* getting reobfed
L1297[11:56:33] <williewillus> but somehow still AME's
L1298[11:56:37] <williewillus> Lordmau5: yep
L1299[11:56:47] <Temportalist> downside is that it currently starts at normal angle of 0 instead of 90 and is counterclockwise
L1300[11:56:50] <Lordmau5> btw, this is how I used to do it:
L1301[11:57:01] <Lordmau5> https://i.lordmau5.com/1452535017-532
L1302[11:57:06] <Lordmau5> I had the empty blockValve
L1303[11:57:24] <PaleoCrafter> Temportalist, add 90, modulo 360?
L1304[11:57:28] <Lordmau5> then, depending on where the outside and inside of the tank is, I rendered the tankMaster / tankValve on it
L1305[11:57:31] <Lordmau5> the other sides were unaffected
L1306[11:57:37] <williewillus> is this on the same block as the camo?
L1307[11:57:40] <Lordmau5> nope
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L1309[11:57:41] <Lordmau5> different one
L1310[11:57:47] <williewillus> okay that would've been interesting ;p
L1311[11:58:19] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/ValveRenderer.java this is the class
L1312[11:58:23] <Lordmau5> that's how it worked in 1.7.10
L1313[11:58:41] <Lordmau5> renderWorldBlock is the one you might wanna have a look at regarding this
L1314[11:58:48] <williewillus> heh it's funny, I actually can't read ISBRH's, never worked extensively with them
L1315[11:58:54] <Lordmau5> oh lol
L1316[11:58:54] <williewillus> 1.8 knowledge far outstrips my 1.7 :p
L1317[11:59:05] <Lordmau5> well, in the end, the bottom part is Tesselator stuff
L1318[11:59:13] <Lordmau5> and RenderBlocks, I'm sorry.
L1319[11:59:18] <Lordmau5> but you should get the idea of it, right?
L1320[11:59:28] <williewillus> anyways, I'd take a look at the submodel stuff in the forge tests folder, that might be what you want
L1321[11:59:31] <Temportalist> PaleoCrafter: i fixed the rendering angles (now they start at normal theta=90), but the mouse still starts at theta=0
L1322[11:59:33] <williewillus> or maybe the multilayer stuff
L1323[11:59:34] <williewillus> not sure
L1324[11:59:38] <Lordmau5> multilayer sounds interesting
L1325[11:59:45] <Lordmau5> so e.g. layer 0 is the base texture on all sides
L1326[11:59:51] <Lordmau5> and layer 1 is then the overlapping texture, so to say
L1327[11:59:59] <Lordmau5> if that's what the multilayer is about ...?
L1328[12:00:02] <williewillus> yeah they're both on the forge wiki, and I have a case study for multilayer in the doc. i gtg for now but I'll be back
L1329[12:00:03] <williewillus> good luck
L1330[12:00:15] <Lordmau5> alright, thanks so far already!
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L1333[12:04:39] <Temportalist> PaleoCrafter: meh I figure it wont matter because you're not gonna see the mouse cursor anyway XD
L1334[12:05:09] <PaleoCrafter> What exactly are you doing? A Morph style radial menu?
L1335[12:05:46] <Temportalist> yeah, but for floats
L1336[12:06:07] <Lordmau5> sooo
L1337[12:06:13] <Temportalist> so when the player selects, their angle/360 will be the returned selected float out of 1F
L1338[12:06:43] <PaleoCrafter> Ah, well
L1339[12:07:03] <Lordmau5> https://i.lordmau5.com/1452535617-533.txt how would I go for this?
L1340[12:07:08] <shadekiller666> so i have a block that is half rendered via the standard blockstate method, and half rendered by a TESR
L1341[12:07:32] <shadekiller666> how would i render the TESR-half of the block for the item?
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L1343[12:07:54] <Temportalist> PaleoCrafter: and its all done out of a guiscreen class
L1344[12:08:22] <Temportalist> so that normal ESC function works and I dont have to check if there is a screen up
L1345[12:08:27] <PaleoCrafter> Implemented something similar until I realised that my menu was much easier to navigate TC foci style (i.e. you see the cursor and don't activate things within an angle range, but on hover)
L1346[12:09:28] <Temportalist> i have an implementation of what you said
L1347[12:09:51] <Temportalist> but the float radial menu has no selected indicies
L1348[12:09:57] <Temportalist> so i have to go on angle
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L1350[12:10:23] <PaleoCrafter> Yeah, it's a lot more simple, both for me and the user, as I have two rows of selectable items
L1351[12:10:31] <Temportalist> nice
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L1354[12:10:47] <Temportalist> I have s second radial implementation for your example (with indicies)
L1355[12:10:52] <PaleoCrafter> shadekiller666, you're encouraged to not do anything like that with an item :P why can't you just have a static JSON?
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L1357[12:10:57] <Temportalist> and a third for geometric radials (like minemenu)
L1358[12:11:40] <shadekiller666> PaleoCrafter, its a digital clock, the back plate is rendered by the game, and the numbers are rendered by TESR
L1359[12:11:57] <PaleoCrafter> are you sure it's not achievable with ISmartItemModel?
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L1361[12:12:10] <PaleoCrafter> Seems like something you'd do with that
L1362[12:12:13] <shadekiller666> they're two separate models, so the item form is just the backplate with the : in the middle
L1363[12:12:38] <williewillus> can't you just have the backplate as a model, the numbers as submodels, and combine?
L1364[12:12:49] <williewillus> ask fry for his fontrenderer model thingy
L1365[12:13:04] <shadekiller666> hmm
L1366[12:13:09] <PaleoCrafter> Unlike you have a millisecond display, it shouldn't be too much of a burden on the client xD
L1367[12:13:14] <PaleoCrafter> *unless
L1368[12:13:21] <shadekiller666> its HH:MM
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L1370[12:13:51] <PaleoCrafter> And you're using a TESR for that? Oo
L1371[12:14:03] <gigaherz> shadekiller666: ah hey I wanted to ask
L1372[12:14:18] <gigaherz> how come for obj models, you have to use "#mat": "texture resource"
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L1374[12:14:31] <gigaherz> while for vanilla json models you just need "smth": "texture resource"
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L1376[12:14:51] <gigaherz> that # had me stuck for a long while until I remember someone here mentioning it
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L1378[12:15:24] <shadekiller666> well, originally it was "<material name>: "<texture path>", then fry came in and made it require the # to "make it more consistant with the other loaders"
L1379[12:15:39] <gigaherz> well now it's inconsistent with vanilla ;P
L1380[12:15:40] <diesieben07> williewillus, no idea man. this is reallllly strange.
L1381[12:15:45] <diesieben07> when does this happen exactly?
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L1383[12:15:53] <fry> yeah, need to look at that again
L1384[12:16:15] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json#L12
L1385[12:16:17] <gigaherz> vs
L1386[12:16:27] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicWand.json#L46
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L1388[12:16:46] <shadekiller666> fry, i'm currently in my dev env, i can change it
L1389[12:17:39] <shadekiller666> gigaherz, the problem was that the # is required right? not that the key is the name of a material?
L1390[12:17:45] <PaleoCrafter> Makes me think of the change where no classes defined in @SidedProxy defaulting to inner classes, who (excluding fry) does that? xD
L1391[12:18:09] <shadekiller666> and i can make "all" change all materials if thats something that would be useful
L1392[12:18:13] <gigaherz> shadekiller666: yes the annoyance is that it requires a # for the name, instead of being just the name
L1393[12:18:27] <shadekiller666> k
L1394[12:18:28] <gigaherz> #something is ok if you want to delegate the VALUE to another key
L1395[12:18:31] <gigaherz> but not the key itself ;P
L1396[12:18:37] <gigaherz> like
L1397[12:18:42] <gigaherz> "channel": "#anothertexture"
L1398[12:18:56] <gigaherz> that's how vanilla json models do it
L1399[12:18:59] <shadekiller666> "materialA": "#materialB"
L1400[12:19:02] <gigaherz> yup
L1401[12:19:14] <shadekiller666> would set "materialA" to "materialB"s texture
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L1403[12:19:17] <gigaherz> yep
L1404[12:19:26] <gigaherz> and it can be recursive
L1405[12:19:28] <gigaherz> like
L1406[12:19:33] <gigaherz> minecraft:cube
L1407[12:19:40] <gigaherz> defines "#up"
L1408[12:19:41] <gigaherz> and then
L1409[12:19:44] <gigaherz> minecraft:cube_all does
L1410[12:19:49] <gigaherz> "up":"#all"
L1411[12:20:12] <williewillus> any good modelers wanting a break from their normal grind should help me make a new elucidator model for botania 1.8 :p
L1412[12:20:19] <williewillus> thing could use a facelift
L1413[12:20:25] <gigaherz> how does the elucidator look like?
L1414[12:20:40] <williewillus> https://gyazo.com/f1a0a26f335aba9b353e7d44811f52ad
L1415[12:20:51] <gigaherz> ah a sword
L1416[12:21:03] <gigaherz> well I could make a 3D version of it, but pixel art meh
L1417[12:21:22] <PaleoCrafter> Hmm, Sponge's logo kinda looks like reddit's Oo
L1418[12:21:44] <fry> why not use the old model, willie? :D
L1419[12:25:36] <williewillus> the old model?
L1420[12:25:51] <fry> the one you linked :P
L1421[12:25:57] <williewillus> if you mean 1.7 model, then that's "builtin/generated" :p
L1422[12:26:34] <gigaherz> yeah what's wrong with it ;P
L1423[12:26:39] <fry> ^
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L1425[12:27:56] <williewillus> diesieben07: when JEI loads plugins it caches all of its itemstacks, which means calling the mesher
L1426[12:27:58] <williewillus> which crashes
L1427[12:28:13] <williewillus> either with duplicate method error if I have the SRG name, or abstract method error without
L1428[12:28:39] <williewillus> not loads plugins, just when it loads in general
L1429[12:29:41] <Xilef11> I have trouble picking up items on a single block with world.getEntitiesWithinAABB(EntityItem.class, new AxisAlignedBB(p,p)) (p is a BlockPos)
L1430[12:30:11] <williewillus> that aabb is a point
L1431[12:30:22] <williewillus> you need p, p.add(1, 1, 1) to capture the blockspace
L1432[12:30:34] <Xilef11> thanks
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L1435[12:31:54] <diesieben07> ok so, the duplicate method error means taht you are getting obfuscated correctly.
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L1437[12:32:05] <diesieben07> But whatever JEI version you have is using a different method name.
L1438[12:32:12] <diesieben07> so... make sure you are actually compatible :D
L1439[12:32:25] <Penguin> Hi :)
L1440[12:32:40] <diesieben07> it's a penguin!
L1441[12:32:43] <williewillus> hm
L1442[12:32:49] <Penguin> Yep!
L1443[12:33:03] <williewillus> but it shouldn't have any difficulty
L1444[12:33:08] <williewillus> I'm depending on a 1.8.9 jei
L1445[12:33:14] <williewillus> and the srg names are the same
L1446[12:34:27] <diesieben07> that's impossible, if they were the crash wouldn't happen. D:
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L1449[12:37:12] <williewillus> okay wat I'm so confused
L1450[12:37:14] <williewillus> I disabled JEI
L1451[12:37:19] <williewillus> and I get class MesherWrapper not found
L1452[12:37:33] <diesieben07> waht.
L1453[12:38:21] <williewillus> it's a private (static) interface, I'll try moving it out of the file, but that's not normal
L1454[12:38:40] <mezz> what's calling it? are you missing an AT from some mod?
L1455[12:38:57] <williewillus> my model registering method in preinit :p
L1456[12:39:07] <Penguin> I have a question :D
L1457[12:39:22] <williewillus> setCustomMeshDefinition, taking a item and a MesherWrapper wrapping around a lambda
L1458[12:39:28] <diesieben07> Lies! Penguins don't have questions, they just look cute.
L1459[12:39:51] <Penguin> Why not both? ;)
L1460[12:40:02] <diesieben07> Just ask :D
L1461[12:40:03] <Penguin> Here (http://www.minecraftforge.net/wiki/Creating_NBT_for_items), I saw this instruction to add an NBT tag: itemStack.stackTagCompound = new NBTTagCompound();
L1462[12:40:31] <Penguin> But I can't do itemStack.stackTagCompound
L1463[12:40:38] <diesieben07> yeah that is outdated.
L1464[12:40:39] <Penguin> It does like it doesn't exist
L1465[12:40:44] <Penguin> Oh :/
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L1467[12:40:59] <diesieben07> Use stack.getSubCompound(ModID, true) and you will get an NBTTagCompound that you can do whatever you want with
L1468[12:41:29] <Penguin> Then I should instanciate on NBTTagCompound to edit it, right?
L1469[12:41:33] <Penguin> an *
L1470[12:41:48] <Lordmau5> hmm williewillus
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L1472[12:41:53] <Lordmau5> https://i.lordmau5.com/1452535617-533.txt how would I go for this attempt then?
L1473[12:42:15] <diesieben07> what? no. just store your data in the NBTTagCompound you get from that.
L1474[12:42:17] <williewillus> have those as values in your blockstate and read them in variants
L1475[12:42:27] <williewillus> your default can just be your base model alone
L1476[12:42:45] <Lordmau5> okay
L1477[12:42:49] <Lordmau5> Solid is always going to be that
L1478[12:43:05] <Lordmau5> did you read the part I had there at the Translucent, willie?
L1479[12:43:36] <Lordmau5> e.g. I set a specific blockstate to a side (north, east, west, ...) and that one should then have the overlap
L1480[12:43:50] <Penguin> like stack.getSubCompound(ModID, true).whatIWannaDo; ?
L1481[12:43:51] <williewillus> yeah, but you can't read values in defaults (that's not what defaults is for)
L1482[12:44:03] <diesieben07> Penguin, i suggest you use a local variable. but yes.
L1483[12:44:36] <Penguin> Thanks :)
L1484[12:44:47] <Lordmau5> could I go for something like this, one sec
L1485[12:44:50] <williewillus> hmm might not even need multilayermodels for this
L1486[12:44:53] <williewillus> submodels might do
L1487[12:44:58] <Lordmau5> hmm okay
L1488[12:45:02] <Lordmau5> let me have a look into that then
L1489[12:45:14] <Lordmau5> where is something with a submodel?
L1490[12:45:19] <Lordmau5> like, an example
L1491[12:45:34] <williewillus> when do you need the overlays applied?
L1492[12:45:39] <williewillus> trying to whip up a rough example
L1493[12:45:42] <Lordmau5> all the time, baby
L1494[12:45:45] <Lordmau5> well, basically
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L1496[12:46:07] <Lordmau5> if the valve is invalid, all the sides should have the tankMaster_0 or tankValve_0 overlapped
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L1498[12:46:14] <Lordmau5> *depending on* if the valve is master or not
L1499[12:46:24] <Lordmau5> so that's where the first blockstate check kicks in, I'd say
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L1501[12:47:29] <williewillus> so all nonmasters should have the same model and overlay
L1502[12:47:38] <Lordmau5> and masters
L1503[12:47:41] <Lordmau5> those that are invalid
L1504[12:47:50] <williewillus> all invalids should have the same model and overlay
L1505[12:47:55] <williewillus> ?
L1506[12:47:56] <Lordmau5> all invalids should have the same model
L1507[12:47:58] <williewillus> k
L1508[12:48:06] <Lordmau5> but depending on whether or not they are a master, they should render a specific overlay
L1509[12:48:29] <Lordmau5> a full breakdown with how to apply the Blockstates, how to read them, ... would be amazing right now
L1510[12:48:36] <Lordmau5> I know I have to set defaultstates in the Block class
L1511[12:48:45] <williewillus> (the doc) :p
L1512[12:48:47] <Lordmau5> but can I change those through my Tile later?
L1513[12:48:49] <Lordmau5> ye, I know
L1514[12:48:58] <williewillus> you don't change them, you use getActualState to read them
L1515[12:49:00] <williewillus> from your TE
L1516[12:49:13] <williewillus> anyways, this borderlines on it might be better go with a smartmodel
L1517[12:49:16] <williewillus> I'm not sure
L1518[12:49:25] <Lordmau5> I probably need to go with a smart model anyway
L1519[12:49:25] <williewillus> gigaherz has done tanks right ask him :p
L1520[12:49:35] <gigaherz> tanks?
L1521[12:49:38] <williewillus> have you?
L1522[12:49:40] <Lordmau5> gigaherz my man! *leans in and puts arm over shoulder*
L1523[12:49:41] <williewillus> someone here has done tanks
L1524[12:49:44] <Lordmau5> nvm
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L1526[12:49:46] <williewillus> multiblock ones
L1527[12:49:47] <gigaherz> I never did anything with fluids
L1528[12:49:51] <williewillus> oh nvm lol
L1529[12:49:58] <gigaherz> you arethinking of someone else ;P
L1530[12:49:58] <TechStack> Any suggestions what may cause Faces on the same plane to shade differently? http://imgur.com/n6QwxaL
L1531[12:50:43] <TechStack> texture in that region is the same.
L1532[12:50:49] <williewillus> is that json or obj?
L1533[12:50:59] <TechStack> custom loaded obj.
L1534[12:51:09] <TechStack> Port of the old advanced model loader for use with entities
L1535[12:51:18] <williewillus> 0.o
L1536[12:51:24] <williewillus> you can use the new OBJLoader on entities
L1537[12:51:44] <TechStack> Yes i can get them to load but the texture wont work correctly
L1538[12:51:50] <shadekiller666> ...
L1539[12:52:04] <shadekiller666> why are you porting the AdvancedModelLoader anyway
L1540[12:52:35] <shadekiller666> the 1.8 obj loader works just fine for entity models
L1541[12:52:42] <TechStack> I got it to load a texture at one point but it was only pulling 1 pixle from the texture becuase the UV cords of the model were from the texture atlas
L1542[12:52:57] <shadekiller666> ...
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L1544[12:53:00] <TechStack> so when i did .bindtexture on the entity render to apply my texture it would only pick up a small part of it.
L1545[12:53:18] <TechStack> I had ported the AML from the early days in 1.8 before your OBJLoader :D
L1546[12:53:18] <gigaherz> shadekiller666: is there any way to prevent the obj loader from requiring the textures tobe in the atlas and messing with the UVs? ;P
L1547[12:53:33] <shadekiller666> gigaherz, what?
L1548[12:53:47] <McJty> Sounds like my request
L1549[12:53:48] <gigaherz> most entity models use their own separate textures
L1550[12:53:49] <XDjackieXD> TechStack: I had the same problem and then I made a json model... you could try b3d format though
L1551[12:53:54] <McJty> To be able to load obj files that don't use the atlas
L1552[12:53:59] <shadekiller666> TechStack, thats great, but use the official obj loader please
L1553[12:53:59] <gigaherz> with UVs in the range 0..1 without a TAS
L1554[12:54:18] <shadekiller666> oh, right...
L1555[12:54:20] <gigaherz> so far as I know, there's no way to load a model with your loader for use with external extures
L1556[12:54:29] <gigaherz> because if you don't specify a texture
L1557[12:54:33] <gigaherz> it uses the white one without asking
L1558[12:54:34] <shadekiller666> hmmm
L1559[12:54:34] <TechStack> I'd love to use the offical version but the textures are my hang up been working on it for a week +
L1560[12:54:47] <Xilef11> I want to detect when an item touches a block, but Block#onEntityCollidedWithBlock dosen't seem to work
L1561[12:55:02] <shadekiller666> fry, gigaherz has a good point that i don't think either loader has accounted for
L1562[12:55:33] <TechStack> XdjackieXD you made a json for an entity?
L1563[12:55:48] <shadekiller666> problem is that the loader assumes its being used for blocks and expects to have the textures when the game is launching to stitch them into the block texture map
L1564[12:55:56] <XDjackieXD> TechStack: no a tileentity but I had the same problem with my obj
L1565[12:56:11] <gigaherz> shadekiller666: the solution would be simple
L1566[12:56:14] <shadekiller666> TechStack, the official loader reads .mtl files as well
L1567[12:56:23] <gigaherz> if the texture thingy passed on bake() returns null
L1568[12:56:32] <gigaherz> use raw UVs instead
L1569[12:56:40] <shadekiller666> whenever you export a .obj from your modeling program and include materials it makes a .mtl automatically
L1570[12:56:45] <TechStack> gotcha Jackie i'm tring for an actual entity
L1571[12:56:57] <williewillus> throwing a vote in for support for non-atlas textures
L1572[12:57:09] <williewillus> converting techne models and the atlas only supports square textures
L1573[12:57:23] <williewillus> so I'm having to throw some texture sheets with huge gaps of empty space into the atlas
L1574[12:57:27] <williewillus> which makes me feel dirty and terrible
L1575[12:57:31] <shadekiller666> all you need to do is open the .mtl and change the "map_Kx" where x is either a, s, or d, to "<modid>:block/texture" or "<modid>:item/texture"
L1576[12:57:35] <gigaherz> so yeah that's my solution: either accept "null" in that argument, or allow it to return null
L1577[12:57:35] <gigaherz> ;P
L1578[12:58:00] <XDjackieXD> TechStack: b3d seems to be a good option. there is a export plugin for blender
L1579[12:58:00] <McJty> Also if you have models that have really big detailed textures they will consume a lot of space in the atlas
L1580[12:58:12] <williewillus> and I don't have time (or won't, soon) to destitch everything into tiny pieces :p
L1581[12:58:19] <Penguin> Is there some kind of annotation needed for the onCreated method to get her thrown each time I create a new Item?
L1582[12:58:26] <TechStack> Yes i've included a .mtl and also editied the texture location etc but if i dont call .bindentitytexture then i get the purple & black default texture on the model
L1583[12:58:31] <williewillus> onCreated is for when you craft it
L1584[12:58:32] <williewillus> I believe
L1585[12:58:40] <Lordmau5> oh wait, this might be interesting
L1586[12:59:09] <Penguin> So if you give it in creative mode, it isn't thrown?
L1587[12:59:13] <williewillus> no
L1588[12:59:24] <shadekiller666> gigaherz, the problem with just accepting null when loading is that the uvs that get baked into the getGeneralQuads() list are passed through TAS.getInterpolatedU(uv.u * 16) and TAS.getInterpolatedV(uv.v * 16)
L1589[12:59:31] <Lordmau5> variants -> normal is always getting applied, right?
L1590[12:59:34] <TechStack> XEjackieXD does B3d support different group objects? in other words can i render parts of the model independantly
L1591[12:59:41] <XDjackieXD> idk...
L1592[12:59:48] <williewillus> Lordmau5: no, only in the normal variant
L1593[12:59:53] <Lordmau5> grr
L1594[12:59:56] <williewillus> the only thing that gets globally applied is default
L1595[12:59:59] <gigaherz> shadekiller666: if TAS is null, skip that step!
L1596[13:00:11] <gigaherz> that's all I'd ask for ;P
L1597[13:00:21] <shadekiller666> what would i bake into the UV part of the buffer then?
L1598[13:00:29] <TechStack> shadekiller666 yes i'm using getgenralquads to pass the data to the render and that is where i seen it converting to TAS cords
L1599[13:00:33] <gigaherz> the raw UVs as they are loaded from the model
L1600[13:00:37] <TechStack> yep
L1601[13:00:38] <gigaherz> without adjusting for TAS
L1602[13:01:04] <gigaherz> heck, you wouldn't even need to error if they are outside 0..1 in that case ;P
L1603[13:01:09] <shadekiller666> ok hold on
L1604[13:01:16] <williewillus> fry: your thoughts on that^ ?
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L1606[13:01:28] <Lordmau5> https://i.lordmau5.com/1452538881-534.txt what about this?
L1607[13:01:35] <shadekiller666> right now the loaders assume they are being used for blocks
L1608[13:01:51] <williewillus> Lordmau5: yeah that's valid
L1609[13:01:53] <Lordmau5> that would set the texture on every side to that new one, right? not through sub-model
L1610[13:01:57] <TechStack> Yeah took me awhile to sort that one out.
L1611[13:02:08] <Lordmau5> so this won't render it "over" the default texture
L1612[13:02:16] <williewillus> yeah
L1613[13:02:22] <williewillus> you're overriding the texture variable "all"
L1614[13:02:28] <shadekiller666> which means they A. expect to have to stitch the textures into the TextureMap, B. use the TAS offset to bake the UV data into the BakedQuads in the list
L1615[13:02:34] <gigaherz> shadekiller666: yes, my request would be, "if the texture mapper is null, assume it's for entities instead"
L1616[13:02:35] <Lordmau5> can I check for another variant inside a variant btw?
L1617[13:02:44] <williewillus> unfortunately not
L1618[13:02:47] <fry> gigaherz: no, no nulls; implement a custom TextureAtlasSprite, if you want a non-stitched texture
L1619[13:02:55] <gigaherz> fuck that
L1620[13:02:58] <Lordmau5> damn
L1621[13:03:00] <williewillus> :p
L1622[13:03:12] <gigaherz> Iwant everoyne to do LESS work, not have everyone do extra
L1623[13:03:13] <gigaherz> XD
L1624[13:03:14] <williewillus> Lordmau5: the rationale is if you need that level of control it's probably smartmodel time
L1625[13:03:16] <Lordmau5> my idea was to have something like this https://i.lordmau5.com/1452538990-535.txt
L1626[13:03:40] <fry> fuck nulls
L1627[13:03:43] <shadekiller666> fry, how would a custom TAS help with this if the loaders are asked to load a model after the TextureMap has been stitched?
L1628[13:03:54] <gigaherz> shadekiller666: the TAS would be fake
L1629[13:04:00] <shadekiller666> doesn't matter
L1630[13:04:10] <gigaherz> as in: getInterpolatedU(x) {return u; }
L1631[13:04:21] <gigaherz> hmmm
L1632[13:04:21] <fry> textures are stitches to the sheet ONLY is the models are tied to blockstates/itemstacks
L1633[13:04:21] <shadekiller666> so?
L1634[13:04:26] <gigaherz> so the output coords
L1635[13:04:28] <gigaherz> would match the input
L1636[13:04:30] <gigaherz> removing the issue
L1637[13:04:34] <shadekiller666> it would still be using the TextureMap for blocks
L1638[13:04:39] <gigaherz> no it wouldn't
L1639[13:04:43] <gigaherz> that's up to the rendering code
L1640[13:04:46] <gigaherz> you have to manually do
L1641[13:04:55] <gigaherz> bindTexture(locationMapBlocks)
L1642[13:05:01] <gigaherz> you can instaed fo
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L1644[13:05:08] <gigaherz> bindTexture(locationCustomEntityTexture)
L1645[13:05:11] <Penguin> Thanks a lot, guys :)
L1646[13:05:11] <gigaherz> all the TAS knows
L1647[13:05:17] <gigaherz> is its own relative UV range
L1648[13:05:24] <gigaherz> min/max for U and V
L1649[13:05:34] <gigaherz> so if you were to create a dummy TAS, the issue would be removed
L1650[13:05:34] <Lordmau5> also, how does "modelRegistry.putObject" work?
L1651[13:05:35] <shadekiller666> fry, could we make an EntityTAS,
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L1653[13:05:42] <gigaherz> that would be ideal
L1654[13:05:48] <Lordmau5> I know the 2nd argument is, in my case, "new TankFrameModel()"
L1655[13:06:00] <gigaherz> or even
L1656[13:06:08] <gigaherz> a RL->TAS mapper
L1657[13:06:08] <Lordmau5> the first one is a "new ModelResourceLocation('?')", what's the ? there
L1658[13:06:11] <gigaherz> something like
L1659[13:06:13] <shadekiller666> in my local repo i have a "useFullAtlas" key in the json that bypasses the getInterpolatedU/V()
L1660[13:06:19] <williewillus> Lordmau5: the variant you want to override with a smartmodel
L1661[13:06:29] <gigaherz> model.bake(..., ModelLoader.DUMMY_TEXTURE_FOR_ENTITIES)
L1662[13:06:39] <Lordmau5> ... wat...
L1663[13:06:42] <gigaherz> which always returns the dummy TAS ignoring the resourcelocation
L1664[13:06:47] <williewillus> e.g. passing "minecraft:furnace#facing=east" would make your smartmodel override a furnace that is facing east and off
L1665[13:06:49] <gigaherz> Lordmau5: I'm making a proposal
L1666[13:07:01] <williewillus> Lordmau5: they're tlaking about something else :p
L1667[13:07:04] <gigaherz> oh weait you were what-ing to williewillus
L1668[13:07:04] <Lordmau5> I know
L1669[13:07:04] <gigaherz> XD
L1670[13:07:06] <Lordmau5> yup xD
L1671[13:07:18] <Lordmau5> so what do I have to put there?
L1672[13:07:22] <Lordmau5> "ffs:blockValve" ?
L1673[13:07:29] <Lordmau5> uhm I mean
L1674[13:07:31] <williewillus> what variant do you want to override, all of them?
L1675[13:07:31] <Lordmau5> ffs:blockFrame *
L1676[13:07:34] <Lordmau5> ye
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L1678[13:07:38] <Lordmau5> it'S the frame that acts as the camouflage one
L1679[13:07:42] <fry> if you're OOM'ing with a sheet and not OOM'ing with individual textures you're doing it wrong anyway
L1680[13:07:46] <williewillus> new ModelResourceLocation(<name of block>, "normal")
L1681[13:08:06] <Lordmau5> ok
L1682[13:08:06] <williewillus> if your block has blockstate properties, make sure to statemap all of them away
L1683[13:08:17] <shadekiller666> what fry?
L1684[13:09:11] <williewillus> the atlas requires square textures, which makes converting techne models difficult becuase you have to expand almost everything so the atlas will take it
L1685[13:09:52] <shadekiller666> williewillus, the chest texture takes up a large area for that reason :P
L1686[13:09:53] <PaleoCrafter> and you're probably wasting a lot of space on that atlas :D
L1687[13:09:54] <Lordmau5> so what am I supposed to do with the Valve block now, which has the "master" and "non-master" state, and "valid" or "invalid"
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L1689[13:10:05] <Lordmau5> mostly clueless about this tbh
L1690[13:10:14] <shadekiller666> fry, OOM'ing?
L1691[13:10:19] <williewillus> are you registering the smartmodel for the valve?
L1692[13:10:21] <fry> Out Of Memory
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L1694[13:10:32] <fry> and that's another reason techne models are stupid
L1695[13:10:33] <Lordmau5> I'd have to create a smartmodel for the valve first, one sec
L1696[13:10:41] <shadekiller666> oh
L1697[13:10:42] <fry> you'll be wasting the GPU memory anyway
L1698[13:10:49] <fry> with or without the sheet
L1699[13:10:55] <Lordmau5> alright, same deal with registering it, or what?
L1700[13:11:00] <williewillus> yeah
L1701[13:11:16] <Lordmau5> alright
L1702[13:11:17] <shadekiller666> anyway, what do you think about the multiple Function<> instances for different use cases for the loaders?
L1703[13:11:51] <shadekiller666> or some other means of telling the loaders what the model they're loading is supposed to be used for
L1704[13:12:42] <Lordmau5> so... what now...
L1705[13:13:43] <williewillus> register it
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L1707[13:13:50] <Lordmau5> ye, I did
L1708[13:13:53] <williewillus> and statemap all your properties to point to that variant
L1709[13:13:53] <Lordmau5> through the ModelBakeEvent
L1710[13:14:04] <williewillus> look at the "statemapping" section of the doc
L1711[13:14:05] <Lordmau5> what...
L1712[13:14:08] <Lordmau5> ok one sec
L1713[13:14:51] <Lordmau5> I still don't ge tit
L1714[13:14:53] <Lordmau5> get it*
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L1716[13:16:38] <shadekiller666> fry
L1717[13:17:08] <M4thG33k> greetings! I was wondering if anyone knew of a way to "average" the colors of a block's texture...I know how to get a block's icon for rendering of course, but I can't find a way to find an "average" color. Is this even possible? Is there a way to access individual pixels of a texture and check their colors?
L1718[13:17:39] <shadekiller666> uhh
L1719[13:17:56] <shadekiller666> if you make a BufferedImage you might be able to iterate over the pixels
L1720[13:18:21] <Lordmau5> williewillus :/
L1721[13:18:23] <shadekiller666> at which point you would add up the color vectors and divide by how many there are
L1722[13:18:52] <Lordmau5> I've gotta break it to you, but I really can't understand what the next step is from the doc...
L1723[13:20:31] <TechStack> Sounds like I may need to hold on porting to 1.8.9 and stick with my AML in 1.8 until it is sorted out how to handle textures for entities in 1.8.9 OBJModels which I'd prefer to use going forward.
L1724[13:22:16] <M4thG33k> I'm not sure how to even create A BufferedImage using the texturemap/iicon data from a block...
L1725[13:23:02] <shadekiller666> hmmm
L1726[13:26:40] <Penguin> Logging out now, thanks again :)
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L1730[13:37:09] <Lordmau5> it DOES render something, nifty
L1731[13:37:39] <M4thG33k> Is there any way to export the minecraft block texture map into a directory of your choice? It appears to be in a location called "textures/atlas/blocks.png", but I can't find that location anywhere on my PC
L1732[13:38:07] <diesieben07> it's stitched at runtime
L1733[13:38:15] <diesieben07> so it's not an actual file
L1734[13:38:26] <M4thG33k> Is there any way to export it once stitched?
L1735[13:39:01] <diesieben07> glGetTexImage
L1736[13:39:57] <williewillus> mc used to have an option to dump the atlas but it vanished in 1.8 :p
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L1738[13:40:16] <williewillus> anyways I'm just gonna go back to anonymous classes for now until it gets figured out diesieben07 :/
L1739[13:40:33] <diesieben07> it really does work with anon classes?
L1740[13:40:44] <diesieben07> that is so strange.
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L1742[13:42:38] <Lordmau5> so apparently it doesn't want to render anything, willie...
L1743[13:42:48] <M4thG33k> I still don't understand how to use glGetTexImage to export the map; none of the methods with that name have any documentation and their inputs don't seem to match the data I have access to
L1744[13:42:54] <Lordmau5> might be due to me returning "this" in general, but eh
L1745[13:43:03] <Lordmau5> also, not rendering in inventory - I might want to have a normal inventory rendering though, tbh
L1746[13:43:31] <williewillus> M4thG33k: look up the openGL documentation
L1747[13:43:43] <williewillus> they're just LWJGL forwards to the C++ gl lib :p
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L1749[13:44:15] <Xilef11> I want to detect when an item touches a block, but Block#onEntityCollidedWithBlock dosen't seem to work
L1750[13:44:39] <SkySom> IIRC it only works if your block is slightly smaller than a full block
L1751[13:44:46] <williewillus> Xilef11: are you porting from 1.7 to 1.8?
L1752[13:44:50] <williewillus> there's a gotcha in there
L1753[13:44:52] <williewillus> if you are
L1754[13:45:05] <williewillus> make sure you're using the state sensitive version
L1755[13:45:07] <Xilef11> from scratch in 1.8
L1756[13:45:11] <williewillus> there's two onEntityCollidedWithBlock
L1757[13:45:15] <williewillus> one has an IBLockState parameter
L1758[13:45:36] <williewillus> make sure you use that one, and yeah your block bounds have to be slightly smaller than a full block
L1759[13:46:39] <Xilef11> my block is much smaller than a full block, but I was using the non blockstate version
L1760[13:46:56] <williewillus> yeah, somehow they got remapped to the same name
L1761[13:48:20] <Xilef11> an @Deprecated could be useful there...
L1762[13:48:27] <williewillus> well it's not deprecated
L1763[13:48:30] <williewillus> they just got remapped to the same name
L1764[13:48:40] <williewillus> they probably have very different names in the true vanilla codebase
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L1766[13:48:48] <Xilef11> what is the other one supposed to do?
L1767[13:48:59] <Lordmau5> I doubt MC is finding my default blockstates json file...
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L1769[13:49:46] <williewillus> not sure, but they're called at very different points in time
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L1774[13:57:34] <GeoDoX> FMLServerStartedEvent assumes all worlds are loaded, correct?
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L1776[13:58:29] <M4thG33k> how would one find the width/height of the block texture map?
L1777[13:58:58] <gigaherz> M4thG33k: you shouldn't need it
L1778[13:59:14] <williewillus> gigaherz: he wants to dump the atlas
L1779[13:59:20] <williewillus> so idk if that's needed
L1780[13:59:24] <gigaherz> Oh
L1781[13:59:31] <williewillus> though if I were you I'd just go back to 1.7.10 where the method to dump it existed
L1782[13:59:32] <williewillus> and copy it
L1783[13:59:38] <gigaherz> then, there's a method to get the texture dimensions, IIRC
L1784[13:59:39] <gigaherz> sec
L1785[14:00:10] <gigaherz> ah nopenevermind
L1786[14:00:19] <gigaherz> still, mc does print the atlas size so...
L1787[14:00:41] <diesieben07> M4thG33k, https://goo.gl/0kbDzb
L1788[14:00:41] <GeoDoX> Just says "and server is ready to play" in the doc
L1789[14:01:19] <TechStack> shadekiller666: how about another flag in the customData simular to fip-v that causes putVertexData to simply pass the original UV value (not mapped to TAS)?
L1790[14:02:10] <shadekiller666> TechStack, i have a key for that in my local repo
L1791[14:02:36] <TechStack> OK :)
L1792[14:03:53] <Xilef11> !gf EntityItem.delayBeforeCanPickup
L1793[14:07:16] <gigaherz> M4thG33k: looked at it, mc does not appear to store the size of the texture after allocating the atlas
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L1795[14:07:39] <M4thG33k> Well that seems problematic...
L1796[14:07:49] <gigaherz> however
L1797[14:07:54] <gigaherz> you can get to the opengl texture ID
L1798[14:07:56] <gigaherz> and then you can do
L1799[14:07:57] <diesieben07> read the link i posted.
L1800[14:08:16] <gigaherz> glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, something);
L1801[14:08:17] <M4thG33k> I did read that and am attempting to implement it to see if I can get it to work
L1802[14:08:20] <gigaherz> to get the width/height
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L1804[14:10:22] <gigaherz> so first alpha of my mod is now public
L1805[14:10:23] <gigaherz> http://minecraft.curseforge.com/projects/elements-of-power
L1806[14:10:30] <gigaherz> LOTS of stuff to add yet
L1807[14:10:36] <gigaherz> open for suggestions ;P
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L1811[14:18:26] <gigaherz> oops it was a matter of releasing
L1812[14:18:31] <gigaherz> and I already found 2 bugs
L1813[14:18:32] <gigaherz> ¬¬
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L1816[14:22:44] <williewillus> diesieben07: your way actually works, I derped hardhardhardcore :p
L1817[14:22:45] <williewillus> for the mesher
L1818[14:22:56] <diesieben07> haha what did you do?
L1819[14:23:18] <williewillus> I forgot to wrap two other meshers further down in the file
L1820[14:23:28] <williewillus> *sigh*
L1821[14:24:07] <diesieben07> haha
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L1825[14:36:14] <M4thG33k> another question concerning open GL and the blockTextureMap: how do I let GL know that the map is what I want to export. I've figured out how to store the map info into a buffer using the glGetTexImage method and then use that to create an image file, but I don't know how to bind the texture map to GL first...
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L1828[14:37:51] <diesieben07> M4thG33k, Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.locationBlocksTexture)
L1829[14:39:29] <williewillus> M4thG33k: when you finish the snippet to dump the atlas, could you throw it my way too? have a few uses for it too
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L1831[14:40:33] <M4thG33k> If I can, I will...the issue seems to be taht the ByteBuffer I'm attempting to write the atlas to (using glGetTexImage) seems to be empty after the write...
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L1834[14:43:22] <Lordmau5> o/ once again
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L1836[14:45:20] <OrionOnline> Anyone know a good webdesign guy / girl? I need one for a project and will pay him decently
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L1839[14:48:32] <Lordmau5> damn willieaway ;_;
L1840[14:48:44] <Lordmau5> so apparently, my blockValve.json looks fine, it get's loaded and all - which is good
L1841[14:48:51] <Lordmau5> but it doesn't apply the texture?
L1842[14:49:05] <OrionOnline> fry you there? Have a question about the B3D loader
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L1846[15:00:06] <Lordmau5> yup, definitely not loading my texture
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L1848[15:01:06] <Lordmau5> I have a block with a unlocalized name of "blockValve" - the blockstate json is in "<modid>\blockstates\block\blockValve.json" looking like this: https://i.lordmau5.com/1452546011-536 | it displays the weird purple/black texture on all of the blocks sides and also in the inventory
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L1853[15:07:51] * LexManos smacks Lordmau5 bad!
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L1855[15:07:59] <Lordmau5> what why what did I do now?!
L1856[15:08:14] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/1a31ff9f065220ea169fbbdd383019c2b7f1f583
L1857[15:08:52] <Lordmau5> so that's in the Block class?
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L1860[15:09:55] <Lordmau5> tile.null.name - thanks Lex :P
L1861[15:09:59] <Lordmau5> also, still no texture...
L1862[15:10:14] <PaleoCrafter> it ain't blockstates/block/whatever.json
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L1864[15:10:18] <PaleoCrafter> but blockstates/whatever.json
L1865[15:10:58] <Lordmau5> there is no log in my console saying that it can't find the specific json file, so I assumed /block/... was right, one sec
L1866[15:11:10] <Lordmau5> still no texture \o/
L1867[15:13:57] <Lordmau5> so ye, changed stuff a bit around, put setUnlocalizedName back in so the block actually resolves it's name from the .lang file
L1868[15:14:11] <Lordmau5> but still not having any texture... I'm out of ideas
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L1870[15:18:14] <LexManos> the unlocalized name is for the localization of names
L1871[15:18:15] <LexManos> thats it
L1872[15:18:26] <LexManos> but yes there should be an error telling you where its looking for the json
L1873[15:18:38] <LexManos> if not yell at fry because I KNOW i had that working
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L1875[15:20:03] <Xilef11> so calling EntityItem.setNoDespawn() "freezes" the stack... is there another way to prevent despawning?
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L1877[15:20:44] <Lordmau5> oh oh oh
L1878[15:20:54] <Lordmau5> I get "Model definition for location ffs:blockValve#normal not found"
L1879[15:20:57] <Lordmau5> same for #inventory
L1880[15:21:22] <Lordmau5> the file is in my resources/assets/ffs/blockstates/ folder though
L1881[15:21:31] <Lordmau5> named blockValve.json , like the unlocalized name + registry name
L1882[15:21:45] <PaleoCrafter> well, you don't specify the stuff for the normal variant :P
L1883[15:21:56] <Lordmau5> doesn't the default do that for me?
L1884[15:21:58] <Lordmau5> defaults*
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L1886[15:22:21] <PaleoCrafter> you still have to list the variant, but you can leave it empty
L1887[15:22:24] <Lordmau5> also, I got the inventory variant defined - and it told me that that one is not there either
L1888[15:22:35] <PaleoCrafter> do you call setCustomModelResourceLocation?
L1889[15:22:47] <Lordmau5> do I *have* to call that?
L1890[15:22:51] <PaleoCrafter> yes
L1891[15:23:17] <Lordmau5> oh look, I got a crash now after I added '"normal": {},' to my json file
L1892[15:23:54] <PaleoCrafter> has to be [{}]
L1893[15:23:56] <PaleoCrafter> iric
L1894[15:24:02] <Lordmau5> IT HAS A TEXTURE OH MY GOD
L1895[15:24:03] <Lordmau5> :p
L1896[15:24:10] <Lordmau5> ye, [{}]
L1897[15:24:59] <Lordmau5> the inventory part isn't being shown though, I set that to [{}] too
L1898[15:25:15] <Lordmau5> it renders in-world now though
L1899[15:25:35] <PaleoCrafter> what does your setCMRL call look like?
L1900[15:26:02] <Lordmau5> the one I don't have :P?
L1901[15:26:18] <PaleoCrafter> ...
L1902[15:26:23] <Lordmau5> It's one block
L1903[15:26:25] <Lordmau5> no metadata
L1904[15:26:32] <Lordmau5> I've read that the inventory part in the json is enough
L1905[15:26:37] <Lordmau5> apparently I was misinformed then.
L1906[15:26:38] <PaleoCrafter> it is not
L1907[15:26:42] <Lordmau5> alright, now I know :P
L1908[15:27:04] <PaleoCrafter> if you believed that other source immediately, why not do the same for me? :P
L1909[15:27:12] <Lordmau5> I do now
L1910[15:27:34] <Lordmau5> okay, so where do I have to put the setCMRL and how should it look like?
L1911[15:27:52] <Lordmau5> *cough*
L1912[15:27:52] <Lordmau5> http://pastebin.com/DY2ZLkuM
L1913[15:27:58] <PaleoCrafter> somewhere in your client proxy such that it gets called from preInit
L1914[15:28:09] <Lordmau5> "A simple block and its item form, fully defined using the forge json format: http://pastebin.com/DY2ZLkuM&quot;
L1915[15:28:29] <Lordmau5> so I gotta blame willieaway once he's back
L1916[15:28:54] <PaleoCrafter> it's true for the JSON part of things :P
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L1918[15:29:35] <Lordmau5> ah
L1919[15:29:55] <PaleoCrafter> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(xyz), 0, new ModelResourceLocation("modid:blockstatesName", "inventory"))
L1920[15:29:58] <M4thG33k> So, diesieben07, I have bound the texture the way you told me to and have stored the width and height as variables, but they are both set to be 16...
L1921[15:30:15] <diesieben07> that is not good.
L1922[15:30:30] <M4thG33k> no it is not...
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L1925[15:31:39] <Lordmau5> oh boi, thank you PaleoCrafter <3
L1926[15:31:46] <PaleoCrafter> np
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L1928[15:31:59] <Lordmau5> do you perhaps also have insight on doing "overlay" rendering?
L1929[15:32:12] <PaleoCrafter> RenderGameOverlayEvent
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L1931[15:32:13] <Lordmau5> as in, having a base texture on my block, but rendering another semi-transparent texture above it?
L1932[15:32:19] <PaleoCrafter> oh :D
L1933[15:32:21] <Lordmau5> on blocks, not the general UI
L1934[15:32:21] <PaleoCrafter> one moment
L1935[15:32:21] <Lordmau5> :P
L1936[15:32:46] <Lordmau5> also, can I change "inventory": [{}] to "inventory": { textures: { ... } } now?
L1937[15:32:52] <PaleoCrafter> sure
L1938[15:33:08] <Lordmau5> neat
L1939[15:33:30] <PaleoCrafter> create a file in modid/models/block/ and call it something like "overlay_block.json"
L1940[15:33:30] *** Darkhax_AFK is now known as Darkhax
L1941[15:33:44] <PaleoCrafter> fill it with something like this: https://github.com/PaleoCrafter/Allomancy/blob/master/src/main/resources/assets/allomancy/models/block/cube_ore.json (you may change the texture variable names)
L1942[15:34:18] <PaleoCrafter> and then just set the texture variables in your blockstates file
L1943[15:34:19] <Lordmau5> oh god, other question regarding this though
L1944[15:34:23] <Lordmau5> I have to do a 2-way check
L1945[15:34:35] <Lordmau5> first, I have to check if the valve is valid or invalid
L1946[15:34:45] <Lordmau5> and depending on that, if it's master or not - then, get the desired texture
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L1948[15:35:11] <PaleoCrafter> to have it support tranparency/translucency override getBlockLayer in your Block class and return the appropriate value
L1949[15:35:20] <Lordmau5> okay
L1950[15:35:27] <PaleoCrafter> well, that's basic blockstates stuff
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L1952[15:35:38] <Lordmau5> ye, but I can't do double-checks inside the json, can I?
L1953[15:35:50] <Lordmau5> also, this is what my blockValve.json currently looks like https://i.lordmau5.com/1452548123-538.txt
L1954[15:35:57] <Lordmau5> it doesn't show the inventory texture anymore :(
L1955[15:36:01] <PaleoCrafter> you can use getActualState, I guess
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L1958[15:36:49] <Lordmau5> blockValve_Item.png exists in my textures\blocks folder
L1959[15:37:45] <PaleoCrafter> or do it with models, like "validValve": { "true": { "model": "that_other_model" }, "false": { "model": "normal_model" } }, "master": { "true": { "textures": {...} } ...}
L1960[15:37:59] <PaleoCrafter> where the "normal_model" doesn't have the texture variables defined in the master section
L1961[15:38:10] <Lordmau5> let me do a quick mockup
L1962[15:38:27] <PaleoCrafter> hm, that seems weird
L1963[15:38:30] * PaleoCrafter pokes fry
L1964[15:39:13] <Lordmau5> something like this-ish https://i.lordmau5.com/1452548346-539.txt
L1965[15:39:24] <Lordmau5> I have asked that before and someone told me that this is not going to work
L1966[15:39:33] <PaleoCrafter> yeah, it isn't
L1967[15:39:33] <GeoDoX> How to check if the ICommandSender is the console
L1968[15:39:46] <Lordmau5> another idea to go for would be to check if the valve is valid and then forward it to some master.json model, no?
L1969[15:39:53] <PaleoCrafter> you *could*, however, go with fully qualified variant strings
L1970[15:39:57] <PaleoCrafter> just like vanilla does it
L1971[15:40:00] *** TehNut is now known as TehNut|Gone
L1972[15:40:07] <Lordmau5> valid_master, invalid_master, valid_valve and invalid_valve?
L1973[15:40:08] <PaleoCrafter> would probably even result in less JSON
L1974[15:40:09] <Lordmau5> or...?
L1975[15:40:42] <gigaherz> Lordmau5: there IS a trick you can use
L1976[15:40:51] <gigaherz> on defaults
L1977[15:40:51] <Lordmau5> oh god, hackery here we go
L1978[15:40:56] <PaleoCrafter> instead of "valid": { "true"/"false" } you have "valid=true,master=true": { } "valid=true,master=false": { }
L1979[15:41:03] <M4thG33k> I would like to call a method after Minecraft has completely started (meaning postInitialization is finished too), what would be the best method to go about doing this?
L1980[15:41:09] <Lordmau5> oh that works, ye
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L1982[15:41:20] <gigaherz> Lordmau5:
L1983[15:41:22] <PaleoCrafter> M4thG33k, what do you want to do in that method?
L1984[15:41:29] <gigaherz> "textures": { "all": "#valve" }
L1985[15:41:32] <gigaherz> "textures": { "all": "#master" }
L1986[15:41:34] <gigaherz> ...
L1987[15:41:44] <gigaherz> "valve": "valid valve"
L1988[15:41:47] <gigaherz> "master": "valid valve"
L1989[15:41:52] <gigaherz> then
L1990[15:41:52] <Lordmau5> huh
L1991[15:41:57] <M4thG33k> It's a one-time dump of some data from the collective mods installed
L1992[15:42:00] <gigaherz> let me put it in json format
L1993[15:42:02] <gigaherz> XD
L1994[15:42:03] <Lordmau5> ok
L1995[15:42:13] <Lordmau5> also, I'd have to do another check on them, depending on which side I want to have the stuff on
L1996[15:42:14] <PaleoCrafter> what data, M4thG33k
L1997[15:42:19] <Lordmau5> since if it's invalid, it should render on all 6 sides
L1998[15:42:24] <Lordmau5> but if it's valid, only on the inside and outside
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L2000[15:42:40] <M4thG33k> at this point, it's the blockTextureMap which (apparently) is only completely stitched in post-init
L2001[15:43:01] <PaleoCrafter> TextureStitchEvent.Post should be sufficient :P
L2002[15:43:35] <PaleoCrafter> it will get called multiple times so you'll overwrite your file a few times, but it should work nonetheless
L2003[15:44:03] <M4thG33k> would I create an event handler for that in my main mod class, then? (This is something I haven't really attempted to do before)
L2004[15:44:15] <gigaherz> Lordmau5: https://gist.github.com/gigaherz/5c061b0b6b1f3f70fda8
L2005[15:44:16] <gigaherz> this
L2006[15:44:24] <gigaherz> the way the model system works
L2007[15:44:25] <Lordmau5> thanks let me have a look
L2008[15:44:28] <gigaherz> you can define textures that remain unused
L2009[15:44:29] <PaleoCrafter> you can do it in the main mod class, but you don't annotate it with @EventHandler but @SubscribeEvent
L2010[15:44:36] <gigaherz> and you can link one texture "channel" to another
L2011[15:44:45] <M4thG33k> alright. I'll see what I can do with that. Thanks!
L2012[15:44:45] <gigaherz> so that it will recurse querying the value
L2013[15:45:27] <PaleoCrafter> you register the event handler via MinecraftForge.EVENT_BUS.register(whateverObjectHoldsIt_probablyThis)
L2014[15:45:37] <gigaherz> so if the state for "master" is true, it will use the master texture, but ignore the valve one
L2015[15:45:39] <gigaherz> if it's false
L2016[15:45:50] <gigaherz> it will use the valve texture and ignore the master
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L2018[15:46:30] <gigaherz> (missed a comma, fixed ;P)
L2019[15:47:18] <Lordmau5> alright, I understood it now
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L2022[15:48:03] <gigaherz> if you want to have that texture only one one face
L2023[15:48:04] <gigaherz> you can do
L2024[15:48:14] <gigaherz> "east": "#something"
L2025[15:48:31] <gigaherz> and it will replace the default, which is "east":"#all" inside cube_all
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L2027[15:48:40] <Lordmau5> that is the next part though
L2028[15:48:56] <Lordmau5> I have to fetch some value of the BlockState
L2029[15:48:57] <gigaherz> yeah
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L2031[15:49:02] <gigaherz> I'm just saying
L2032[15:49:03] <Lordmau5> e.g. let's say the variable is called "inside"
L2033[15:49:04] <gigaherz> it can be done
L2034[15:49:06] <Lordmau5> so the inside is "East"
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L2036[15:49:15] <gigaherz> cube_all just defaults to having all sides map to "#all"
L2037[15:49:16] <Lordmau5> then I want to show the overlay texture on "East" and "West"
L2038[15:49:18] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json#L13
L2039[15:49:27] <gigaherz> but you can selectively set one of the sides to something else ;P
L2040[15:49:33] <Lordmau5> Ye, I understood that already
L2041[15:49:37] <Lordmau5> did you read what I meant though?
L2042[15:50:00] <Lordmau5> would I have to go for "inside=east" then, perhaps?
L2043[15:50:12] <gigaherz> well you could have something like
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L2045[15:50:43] <gigaherz> "inside": {"east": { "textures":{ "east":"#special" } } ...
L2046[15:50:45] <gigaherz> and then
L2047[15:50:55] <Lordmau5> aah
L2048[15:50:56] <gigaherz> where you had "all":"#valve"
L2049[15:51:03] <gigaherz> you could have "special":"#valve"
L2050[15:51:30] *** MrKickkiller is now known as MrKick|Away
L2051[15:52:16] <Lordmau5> so I need additional #master_valid and #valve_valid
L2052[15:52:25] <Lordmau5> going by the "inside" basically
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L2054[15:52:46] <Lordmau5> another question though
L2055[15:53:01] <Lordmau5> could I check "inside": {"east or west": ... ?
L2056[15:53:15] <gigaherz> nope
L2057[15:53:20] <gigaherz> you have to repeat the same contents twice
L2058[15:53:22] <Lordmau5> urgh
L2059[15:53:36] <williewillus> why no smartmodel? :p
L2060[15:53:39] <gigaherz> also keep in mind, you MUST have ALL the possible values
L2061[15:53:50] <gigaherz> yeah if it gets that complex
L2062[15:53:54] <Lordmau5> because you left and didn't tell me about it
L2063[15:53:57] <gigaherz> it may be time to switch to hardcoding it XD
L2064[15:54:02] <williewillus> I told you to consider a smartmodel
L2065[15:54:03] <williewillus> :p
L2066[15:54:05] <Lordmau5> yes
L2067[15:54:10] <Lordmau5> and I never modded 1.8.9 before, remember?
L2068[15:54:14] <Lordmau5> well, I haven't said that before
L2069[15:54:15] <Lordmau5> but I did now
L2070[15:54:24] <williewillus> yes, and the guide has information and examples for you to try to figure out
L2071[15:54:28] <Lordmau5> it does not
L2072[15:54:37] <Lordmau5> or at least it's lacking information
L2073[15:54:39] <williewillus> *shrugs*
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L2075[15:55:13] <williewillus> either way have a smart model and choose which submodels to apply based on that. Have submodels that just have the valve texture on a single face, rotate and apply as needed
L2076[15:55:28] <Lordmau5> Having a smart model is easy - kinda, at least
L2077[15:55:34] <Lordmau5> choosing submodels - heck, how do I do that
L2078[15:55:43] <williewillus> smartmodels are in java code
L2079[15:56:01] <williewillus> you literally check your blockstates with ifs :p
L2080[15:56:03] <Lordmau5> submodel == smartmodel
L2081[15:56:06] <Lordmau5> ?
L2082[15:56:06] <gigaherz> no
L2083[15:56:08] <GeoDoX> Whats the best way for notifying users that a required argument was not passed?
L2084[15:56:09] <Lordmau5> see
L2085[15:56:11] <gigaherz> the idea of a smart model
L2086[15:56:16] <gigaherz> is that it can return different actual models
L2087[15:56:19] <gigaherz> based on the state
L2088[15:56:25] <williewillus> ^using java code
L2089[15:56:27] <gigaherz> (ItemStack or IBlockState or perspective)
L2090[15:56:27] <williewillus> that's the important part
L2091[15:56:51] <gigaherz> so you need to have those models ready to return when needed
L2092[15:56:56] <gigaherz> hence the term "submodels"
L2093[15:56:56] <Lordmau5> ok so let's start it off easy . . .
L2094[15:57:03] <Lordmau5> I have a main ISmartBlockModel for my TankValveModel
L2095[15:57:05] <GeoDoX> Yes williewillus, I agree but is there a simple way? Or just throw an IAE?
L2096[15:57:07] <Lordmau5> or well, that's the class
L2097[15:57:15] <shadekiller666> fry, what do you think about ways to tell the loaders what the intended purpose of the model being loaded will be
L2098[15:57:16] <Lordmau5> how do I get it to return a base texture - just one, normal, texture
L2099[15:57:23] <Lordmau5> on *all* sides
L2100[15:57:25] <shadekiller666> for like entity models and such
L2101[15:57:25] <gigaherz> you don't
L2102[15:57:32] <Lordmau5> . . .
L2103[15:57:36] <gigaherz> the baked model doesn't "return textures"
L2104[15:57:37] <gigaherz> it has models
L2105[15:57:42] <Lordmau5> 1.8.9 is way more complicated than I expected it to be
L2106[15:57:47] <williewillus> not really, it's different
L2107[15:57:48] <Lordmau5> so what, do I return .json files now?!
L2108[15:57:54] <gigaherz> nope
L2109[15:57:57] <gigaherz> baked models
L2110[15:58:04] <Lordmau5> ***complicated*** ;__;
L2111[15:58:05] <gigaherz> with vertices and texcoords already pre-computed
L2112[15:58:07] <williewillus> I have a whole way built out in my head how to do this, but idk how to communicate it :p
L2113[15:58:08] <GeoDoX> Anyone?
L2114[15:58:25] <williewillus> and not really clea rhow your valves are supposed to behave
L2115[15:58:30] <williewillus> do you have a 1.7 binary anywere
L2116[15:58:34] <williewillus> I could mess with?
L2117[15:58:38] <Lordmau5> ffs.lordmau5.com enjoy
L2118[15:58:54] <Lordmau5> you want the 1.7.10 stable
L2119[15:59:03] <williewillus> GeoDoX: in a command?
L2120[15:59:08] <GeoDoX> williewillus, yes
L2121[15:59:17] <williewillus> see how the vanilla ones do it
L2122[16:00:07] <gigaherz> Lordmau5: will your model actually have MORE than just facing, master/valve, and valid/invalid?
L2123[16:00:11] <gigaherz> blockstates-wise
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L2125[16:00:21] <Lordmau5> hmm, let me think about it
L2126[16:00:37] <Lordmau5> not really, nope
L2127[16:00:49] <Lordmau5> so let's quickly break it down:
L2128[16:00:57] <Lordmau5> if it's invalid, it's rendering the texture on all 6 sides
L2129[16:01:04] <Lordmau5> the texture is dependant on it being master or not.
L2130[16:01:13] <Lordmau5> if it's valid, it only renders on 2 sides - inside of the tank and outside
L2131[16:01:19] <Lordmau5> the texture is dependant on it being master or not, again
L2132[16:01:27] <Lordmau5> that's literally all there is to it
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L2135[16:05:10] *** TehNut|Gone is now known as TehNut
L2136[16:05:44] <gigaherz> Lordmau5: hmm I see, your needs are "special" ;P
L2137[16:05:49] <Lordmau5> kinda...
L2138[16:05:55] <Lordmau5> was easier in 1.7.10! :p
L2139[16:07:06] <gigaherz> https://gist.github.com/gigaherz/5c061b0b6b1f3f70fda8
L2140[16:07:09] <gigaherz> this may or may not work
L2141[16:07:09] <gigaherz> XD
L2142[16:07:19] <gigaherz> it's all a bit crazy
L2143[16:07:54] <williewillus> gigaherz: not sure if it works like that lol
L2144[16:08:00] <gigaherz> williewillus: it does XD
L2145[16:08:01] ⇦ Parts: UnRealDinnerbone (~uid60473@richmond.irccloud.com) ())
L2146[16:08:04] <gigaherz> I think
L2147[16:08:04] <gigaherz> XD
L2148[16:08:10] <Lordmau5> if I would have blockstates on my block available, I could try it
L2149[16:08:12] <Lordmau5> *runs*
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L2151[16:08:17] <gigaherz> basically all the key:value paris are added to a Map
L2152[16:08:22] <Lordmau5> that's like, the one thing that I didn't really look into yet >_>
L2153[16:08:28] <gigaherz> replacing any existing values
L2154[16:08:28] <williewillus> blockstates are simple
L2155[16:08:29] <Lordmau5> I mean, I got the variables in my TileEntity
L2156[16:08:37] <Lordmau5> which I would have to write on the BlockState, no?
L2157[16:08:37] <williewillus> there's a section in the doc about that too :p
L2158[16:08:40] <williewillus> yes
L2159[16:08:44] <gigaherz> and then the model resolves the values as needed ;P
L2160[16:08:48] <williewillus> you would fill that data in using getActualState
L2161[16:08:51] <gigaherz> if it starts with #, then tries again
L2162[16:08:55] <gigaherz> until it gets a final value ;P
L2163[16:09:03] <gigaherz> so it *MAY* work
L2164[16:09:10] <gigaherz> but the logic may also be broken XD
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L2166[16:09:26] <gigaherz> so that's where an ISmartBlockModel may help
L2167[16:09:48] <williewillus> I'll check out how it should be in 1.7 and refine my idea of how to make it work :p
L2168[16:09:54] <williewillus> giga's idea might not be too farfetched :p
L2169[16:09:54] <gigaherz> you could generate those crazy texture mapping combinations in code
L2170[16:09:55] <Lordmau5> ok
L2171[16:10:14] <gigaherz> basically ask MC to give you the "cube_all" IModel
L2172[16:10:16] <Lordmau5> I'll have to see how to do "virtual fluid rendering" from the master valve tile as well at some point
L2173[16:10:21] <gigaherz> and then call .retexture
L2174[16:10:27] <gigaherz> with your list of "east":"x"
L2175[16:10:33] <gigaherz> all nicely precalculated ;P
L2176[16:10:40] <gigaherz> and then .bake() the final model
L2177[16:10:45] <gigaherz> but it's a steeper curve to learn
L2178[16:10:50] <gigaherz> than using a crazy json model
L2179[16:10:54] <williewillus> imo not really
L2180[16:11:00] <williewillus> you're doing the same thing effectively
L2181[16:11:04] <williewillus> just in code
L2182[16:12:07] <gigaherz> yes but there's multiple classes involved, and querying internal values from mc and such ;P
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L2184[16:12:31] <Lordmau5> how would I go for creating PropertyBool's?
L2185[16:12:40] <williewillus> PropertyBool.create("name")
L2186[16:12:52] <gigaherz> public static final PropertyBool THE_BOOLEAN = PropertyBool.create("name")
L2187[16:13:02] <Lordmau5> thanks
L2188[16:13:04] <gigaherz> then you override createBlockState
L2189[16:13:14] <gigaherz> and return new BlockState(this, THE_BOOLEAN);
L2190[16:13:18] <gigaherz> and then in the constructor
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L2192[16:13:27] <williewillus> easy now :p
L2193[16:13:41] <gigaherz> you do setDefaultState(this.blockstate.basestate.withProperty(THE_BOOLEAN,false/true));
L2194[16:14:03] <williewillus> you always take it to the end do you lol
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L2196[16:14:14] <Lordmau5> createBlockState... ok
L2197[16:14:28] <gigaherz> williewillus: yes, otherwise he'll try to run, then come back saying "it did nothing"
L2198[16:14:29] <gigaherz> ;p
L2199[16:14:36] <Lordmau5> Kappa that guy knows me
L2200[16:14:37] <williewillus> but it's also information overload
L2201[16:14:42] <Lordmau5> that as well...
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L2203[16:15:16] <gigaherz> also I didn't do EVERYTHING involved
L2204[16:15:18] <gigaherz> there's more steps ;P
L2205[16:15:34] <williewillus> how do I get tank frames? :p
L2206[16:15:39] <williewillus> i just see a valve in nei
L2207[16:15:41] <Lordmau5> yup
L2208[16:15:46] <Lordmau5> remember XyCraft tanks?
L2209[16:15:47] <Lordmau5> enjoy
L2210[16:16:17] <Lordmau5> do a empty multiblock, e.g. of stone, 3x3x3 for example with the one in the center being air
L2211[16:16:23] <Lordmau5> and replace one of the wall blocks with the valve
L2212[16:16:25] <Lordmau5> then right click the valve
L2213[16:16:39] <Lordmau5> might want to extend it to 5x5x5 and replace the walls with glass, so you can see how the texture should look like
L2214[16:17:00] <Lordmau5> remember: by walls I mean the 3x3 inside the 5x5 sides
L2215[16:17:10] <Lordmau5> also gigaherz
L2216[16:17:19] <Lordmau5> what if I have multiple Properties to return in the createBlockState?
L2217[16:17:26] <williewillus> just pass them all
L2218[16:17:26] <Lordmau5> bool, bool and EnumFacing / Direction
L2219[16:17:29] <williewillus> createBlockState is varargs
L2220[16:17:34] <gigaherz> return new BlockState(this, P1, P2, P3, ...)
L2221[16:17:59] <Lordmau5> so like this?
L2222[16:17:59] <Lordmau5> return new BlockState(this, FFSStateProps.VALVE_VALID, FFSStateProps.VALVE_MASTER, FFSStateProps.VALVE_INSIDE);
L2223[16:18:04] <williewillus> yeah
L2224[16:18:13] <Lordmau5> same order that I have it in the setDefaultState, I assume
L2225[16:18:18] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockGenerator.java
L2226[16:18:21] <williewillus> order doesnt matter I don't think
L2227[16:18:22] <gigaherz> simple block with facing
L2228[16:18:29] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockStructure.java
L2229[16:18:34] <gigaherz> block with crazy blockstate combinations
L2230[16:18:49] <williewillus> I'm playing with the tanks and I don't see a difference between the inside/outside texture
L2231[16:19:15] <Lordmau5> ye, that's fine
L2232[16:19:19] <Lordmau5> but the side texture of the valve
L2233[16:19:23] <Lordmau5> e.g. where it touches the glass
L2234[16:19:25] <williewillus> so the inside/outside textures are always the same?
L2235[16:19:27] <Lordmau5> yup
L2236[16:19:32] <williewillus> ah
L2237[16:19:35] <williewillus> I think that simplifies things
L2238[16:19:35] <Lordmau5> get it now? :)
L2239[16:19:38] <williewillus> lemme whip up something
L2240[16:19:45] <Lordmau5> it's always good to have a visual of things in the end :D
L2241[16:19:53] <Lordmau5> A picture is worth more than a thousand words.
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L2243[16:21:49] <gigaherz> * (only applicable to certain pictures compared to certain combinations of a thousand words)
L2244[16:21:56] <Lordmau5> well, yeah
L2245[16:22:01] <williewillus> lol
L2246[16:22:23] <Lordmau5> how do I spice up getActualState now?
L2247[16:22:47] <williewillus> take the IBlockState that you get, query the TE, and add the value for the property
L2248[16:23:42] <Lordmau5> so "state = state.withProperty(FFSStateProps.VALID, tileEntityValve.isValid())..."?
L2249[16:24:08] <williewillus> yup then return state at the end
L2250[16:24:19] <Lordmau5> nifty
L2251[16:24:25] <williewillus> do you save any of your properties to meta?
L2252[16:24:32] <Lordmau5> uh, not that I'm aware of, why?
L2253[16:24:37] <Lordmau5> wait, I do
L2254[16:24:40] <Lordmau5> on the frame
L2255[16:24:44] <Lordmau5> more or less...
L2256[16:24:56] <williewillus> just wondering
L2257[16:25:09] <Lordmau5> I used to save the block-id + metadata of the block that god "framed" in the TileEntityTankFrame
L2258[16:25:40] <Lordmau5> now I kinda have to go with the IBlockState on that
L2259[16:25:42] <williewillus> ah that's in the TE thought
L2260[16:25:45] <williewillus> *though
L2261[16:25:53] <Lordmau5> *kinda*
L2262[16:25:57] <Lordmau5> let me see real quick
L2263[16:26:13] <williewillus> there's no way you could get a block ID to fit in 0-15 :p
L2264[16:26:24] <Lordmau5> the BlockTankFrame is overriding getExtendedState
L2265[16:26:27] <gigaherz> and it would be redundant
L2266[16:26:28] <gigaherz> XD
L2267[16:26:28] <williewillus> for the botania platforms meta just tells what kind of platform it is, the rest is from the TE
L2268[16:26:37] <williewillus> and extended/actual states
L2269[16:26:47] <Lordmau5> if there's a frame-tile at that position, it's returning the IExtendedBlockState with the property of the tile.getBlockState
L2270[16:27:48] <Lordmau5> so, the blockstates should be fine
L2271[16:27:53] <Lordmau5> I doubt they are going to work though, let's see
L2272[16:28:05] <Lordmau5> yooo crash haha
L2273[16:28:21] <Lordmau5> state implementation cannot be cast to IExtendedBlockState, hello?
L2274[16:28:42] <williewillus> is this in you valve or frame?
L2275[16:28:47] <gigaherz> uf do you actually need extended states?
L2276[16:28:52] <Lordmau5> nvm
L2277[16:28:57] <gigaherz> uh*
L2278[16:28:59] <Lordmau5> on the tank frames, ye
L2279[16:29:02] <williewillus> in your frame, make sure you return new ExtendedBlockState in createBlockState
L2280[16:29:05] <gigaherz> I mean
L2281[16:29:05] <Lordmau5> for the old IBlockState
L2282[16:29:11] <Lordmau5> not in the valve
L2283[16:29:15] <gigaherz> do you need to store IUnlistedPropertys?
L2284[16:29:21] <williewillus> gigaherz: he has a camo block
L2285[16:29:22] <williewillus> so yes
L2286[16:29:25] <gigaherz> ah
L2287[16:29:27] <gigaherz> ok then
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L2289[16:29:54] <gigaherz> williewillus: well, the camo block can be done with an ISmartBlockModel. generally speaking you never *need* extended properties ;p
L2290[16:30:04] <Lordmau5> Don't know how to convert ffs:blockValve[valve_inside=down,valve_master=true,valve_valid=true] back into data
L2291[16:30:06] <Lordmau5> interesting
L2292[16:30:20] <williewillus> gigaherz: how do you pass the state of the mimicked block then?
L2293[16:30:34] <williewillus> Lordmau5: override getMetaFromState and getStateFromMeta
L2294[16:30:37] <williewillus> in the former just return 0
L2295[16:30:37] <gigaherz> hmm wait
L2296[16:30:38] <gigaherz> right
L2297[16:30:42] <williewillus> in the latter return getDefulatState
L2298[16:30:50] <gigaherz> I was thinking that handleBlockState would have the world+pos for getting the TileEntity
L2299[16:30:51] <williewillus> ^ and that is operating on the assumption your valve doesn't store anything in meta
L2300[16:30:58] <williewillus> no, that would be bad :p
L2301[16:31:06] <williewillus> ISBM's need to be able to multithread
L2302[16:31:21] <williewillus> you put all the data you need into the state before you send it off
L2303[16:31:24] <gigaherz> right
L2304[16:32:09] <gigaherz> I sorta wanna mess with that stuff justto be able to know wtf I am talking about
L2305[16:32:16] <gigaherz> but then I don't really want to, either
L2306[16:32:16] <gigaherz> XD
L2307[16:32:19] <williewillus> make a camo block!
L2308[16:32:21] <williewillus> :p
L2309[16:32:32] <gigaherz> too many of those
L2310[16:32:33] <gigaherz> XD
L2311[16:32:36] <williewillus> I threw a really rough one together before I started botania and lo and behold, botania has camo blocks
L2312[16:32:40] <Lordmau5> nice
L2313[16:32:41] <Lordmau5> https://i.lordmau5.com/1452551558-540.txt
L2314[16:32:41] <williewillus> easiest complex model
L2315[16:32:55] <williewillus> hold I have something for your valves coming up
L2316[16:33:03] <williewillus> I just d=need to stop getting distracted replying
L2317[16:33:06] <gigaherz> Lordmau5: do the names of the properties match the ones in your blockstate file?
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L2320[16:33:26] <Lordmau5> yes, I edited them
L2321[16:33:37] <Lordmau5> so they *should* work
L2322[16:33:40] <Lordmau5> oh wait
L2323[16:33:52] <Lordmau5> no, atom, wtf
L2324[16:35:03] <gigaherz> hmmm I was thinking of making a "bridge" spell
L2325[16:35:24] <gigaherz> you'd point at a block, and it would draw a line toward your feet
L2326[16:35:29] <gigaherz> with special temporary blocks
L2327[16:35:36] <Lordmau5> Atom kept on thinking that the file was in blockstates\block\ but edited the file clearly in the folder one above
L2328[16:35:41] <Lordmau5> aaaand still not loading
L2329[16:35:41] <gigaherz> that would despawn shortly afterward
L2330[16:35:54] <gigaherz> different messages?
L2331[16:35:57] <Lordmau5> same messages
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L2333[16:36:18] <gigaherz> and the file is in the right place?
L2334[16:36:27] <Lordmau5> assets/ffs/blockstates/blockValve.json
L2335[16:36:39] <gigaherz> src/main/resources/assets/<modid in lowercase>/blockstates/<registartion name>.json ?
L2336[16:36:44] <Lordmau5> yes
L2337[16:36:52] <Lordmau5> it loaded fine before
L2338[16:36:58] <gigaherz> hmmm
L2339[16:37:02] <gigaherz> "forge_marker":1
L2340[16:37:05] <gigaherz> at the top of the json file
L2341[16:37:06] <Lordmau5> yes
L2342[16:37:19] <gigaherz> then I ahve no idea what's wrong
L2343[16:37:28] <gigaherz> there's no crash loading the json file or anything, I presume?
L2344[16:37:34] <Lordmau5> nope
L2345[16:37:42] <Lordmau5> let's move the json file out of that folder for a moment
L2346[16:37:50] <Lordmau5> throws same errors, good
L2347[16:38:21] <Lordmau5> removed the folder, reopened the project in IntelliJ and put the file back in
L2348[16:38:22] <Lordmau5> let's see
L2349[16:38:27] <Lordmau5> same error messages
L2350[16:38:31] <gigaherz> do you have the idea "fix" in your build.gradle?
L2351[16:38:37] <Lordmau5> which is
L2352[16:38:45] <gigaherz> idea { module.inheritOutputDirs = true }
L2353[16:38:45] <Lordmau5> why would I need it anyway
L2354[16:38:49] <Lordmau5> hmm, one sec
L2355[16:39:02] <gigaherz> or a variant similar to that with different set of {} and . ;P
L2356[16:39:35] <Lordmau5> edited and just reopen it now?
L2357[16:39:42] <Lordmau5> in IJ
L2358[16:39:45] <Lordmau5> or do I have to do anything
L2359[16:39:48] <gigaherz> you'd want to refresh the gradle project
L2360[16:39:56] <Lordmau5> true true
L2361[16:39:56] <gigaherz> that means, from the gradle panel, press the refresh button
L2362[16:40:04] <gigaherz> (not the general one at the main toolbar)
L2363[16:41:32] <Lordmau5> takes ages, yet again
L2364[16:42:25] <Lordmau5> still resolving dependencies, urgh
L2365[16:42:27] <Lordmau5> god damn you IJ
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L2367[16:44:07] <williewillus> http://pastebin.com/0v9xPQ1B
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L2369[16:45:52] <williewillus> check that out
L2370[16:45:55] <williewillus> for your valves
L2371[16:46:43] <williewillus> Lordmau5:
L2372[16:46:48] <Lordmau5> yup, read it
L2373[16:46:56] <Lordmau5> my IJ is still resolving dependencies though
L2374[16:48:31] <Lordmau5> Gradle: Build
L2375[16:48:36] <Lordmau5> *5 hours later...*
L2376[16:50:23] <Lordmau5> aaaaand more resolve dependencies
L2377[16:50:29] <Lordmau5> god damn it why is this so slow
L2378[16:50:52] <williewillus> slow internet?
L2379[16:51:02] <Lordmau5> not really
L2380[16:51:26] <Lordmau5> 150down actually
L2381[16:51:39] <Lordmau5> but it does seem to act up a bit right now, idk why
L2382[16:51:50] <M4thG33k> If I have a method subscribed to the TextureStitchEvent.Post event, then when my method is called, shouldn't the texture map be stitched completely and exist?
L2383[16:51:52] <Lordmau5> nvm speedtest.net shows me a stable 140mbit down lmao
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L2385[16:52:45] <Lordmau5> williewillus, the pastebin you posted
L2386[16:52:56] <williewillus> M4thG33k: yes
L2387[16:52:59] <williewillus> yeah?
L2388[16:53:06] <Lordmau5> the textures I have are transparent, so that would be transparent on the block as well if I were to change the "end" texture for example
L2389[16:53:21] <Lordmau5> in the end I assume it's no big deal, since I can ditch the "transparent" textures and make them normal ones
L2390[16:53:39] <Lordmau5> in-fact, let me actually do that
L2391[16:53:40] <williewillus> ? i'm assuming all of your textures are full textures
L2392[16:53:47] <M4thG33k> Then why do I get this error: "java.io.FileNotFoundException: minecraft:textures/atlas/blocks.png" when I call this line: "Minecraft.getMinecraft().getTextureManager().bindTexture(TextureMap.locationBlocksTexture);"?
L2393[16:53:48] <Lordmau5> https://i.lordmau5.com/1452552826-541
L2394[16:53:49] <williewillus> that occupy the whole side, not overlays
L2395[16:53:54] <Lordmau5> yeye, it's fine
L2396[16:53:56] <Lordmau5> I can make that work
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L2399[16:54:15] <williewillus> mm yeah if you have full textures then that json will definitely work
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L2403[16:55:17] <gigaherz> williewillus: ah I keep forgettingabout the rotations XD
L2404[16:55:27] <Lordmau5> AXIS?
L2405[16:55:41] <Lordmau5> my "facing", or rather, the inside, will be "UP", "DOWN", ... or similar though
L2406[16:55:44] <Lordmau5> will it work nontheless?
L2407[16:55:51] <gigaherz> i mean the "y":90 stuff
L2408[16:55:57] <Lordmau5> yeye, I know
L2409[16:56:06] <Lordmau5> but I see PropertyEnum<EnumFacing.AXIS> and not PropertyDirection
L2410[16:56:14] <gigaherz> that's for like, logs
L2411[16:56:21] <williewillus> yes because you don't need facing
L2412[16:56:23] <gigaherz> that have only 3 actual placements
L2413[16:56:23] <williewillus> you need the facing axis
L2414[16:56:27] <Lordmau5> oh, okay
L2415[16:56:30] <williewillus> that is, facing norht and facing south are the same
L2416[16:56:36] <williewillus> so we use EnumFacing.Axis
L2417[16:56:39] <williewillus> which allows you to represent that
L2418[16:56:51] <williewillus> EnumFacing.Axis.X represents "eastwest"
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L2421[16:56:58] <williewillus> Y is "updown", Z is "northsouth"
L2422[16:57:15] <Lordmau5> oh
L2423[16:57:18] <williewillus> I'm basically implementing your valve like a wooden log yeah, and swapping out the end texture
L2424[16:57:22] <williewillus> based on master/slave
L2425[16:57:25] <Lordmau5> I only see one end point
L2426[16:57:28] <Lordmau5> or wait
L2427[16:57:34] <Lordmau5> one invalid* point
L2428[16:57:43] <williewillus> ?
L2429[16:57:50] <Lordmau5> I need invalid for both, master and slave
L2430[16:58:06] <Lordmau5> if valid is falls, it sets the all texture just to normal invalid
L2431[16:58:09] <Lordmau5> but there are 2 different ones
L2432[16:58:20] <williewillus> 0.o i didn't see two different ones, when does the other appear?
L2433[16:58:27] <Lordmau5> when you put a 2nd valve on?
L2434[16:58:28] <Lordmau5> :P
L2435[16:58:44] <williewillus> no for invalid
L2436[16:58:48] <Lordmau5> yes
L2437[16:58:52] <williewillus> the invalid texture is just that one thing on all sides
L2438[16:58:53] <Lordmau5> when you have 2 valves on the tank
L2439[16:58:54] <Lordmau5> and break the tank
L2440[16:58:59] <Lordmau5> no it's not
L2441[16:59:04] <Lordmau5> I know my mod xD
L2442[16:59:13] <williewillus> why :p
L2443[16:59:15] <williewillus> okay lemme thing
L2444[16:59:16] <williewillus> *think
L2445[16:59:34] <Lordmau5> I can ditch the invalid master texture
L2446[16:59:44] <Lordmau5> to just have the invalid "slave" texture instead
L2447[17:00:03] <Lordmau5> just did that
L2448[17:00:23] <Lordmau5> valve_end_slave => the valid slave texture, right?
L2449[17:00:37] <williewillus> I bet it would work if you did the texture variable mess thing giga was trying :p
L2450[17:00:38] <williewillus> yes
L2451[17:01:18] <Lordmau5> let's hope this works
L2452[17:01:23] <williewillus> it should
L2453[17:01:47] <williewillus> assuming your block class is setup properly :p
L2454[17:04:53] <Lordmau5> okay, let's see if this boots up now
L2455[17:05:04] <Lordmau5> and loads the json file
L2456[17:05:25] <williewillus> take out all the comments if you copied mine, the json parser doesn't like //
L2457[17:06:10] <Lordmau5> PropertyEnum.create("valve_inside", EnumFacing.Axis.class);
L2458[17:06:11] <Lordmau5> right?
L2459[17:06:38] <williewillus> yes
L2460[17:06:56] <williewillus> make sure the jsons properties matches the names you give in your class
L2461[17:07:07] <Lordmau5> it has issues converting the EnumFacing to an axis
L2462[17:07:12] <williewillus> ?
L2463[17:07:16] <Lordmau5> oh, getInside().getAxis()
L2464[17:07:16] <Lordmau5> derp
L2465[17:07:24] <williewillus> yup
L2466[17:07:24] <Lordmau5> maybe this'll work
L2467[17:08:11] <Lordmau5> you missed a comma! :3
L2468[17:08:17] <Lordmau5> I fixed it though, let's see if it loads it *now*
L2469[17:08:21] <Lordmau5> I'd like to go to bed at some point haha
L2470[17:08:34] <Lordmau5> yow, no massive spam in console this time
L2471[17:08:54] <Lordmau5> no inventory rendering but it does render the faces!
L2472[17:09:27] <williewillus> try testing around with forming a multilock
L2473[17:09:28] <williewillus> *block
L2474[17:10:23] <Lordmau5> rightclicking the hell out of it, nothing happening, urgh, one sec
L2475[17:10:54] <williewillus> trigger f3 and hover over your block, does it show the right properties
L2476[17:10:57] <williewillus> but doesn't change appearance?
L2477[17:11:19] <Lordmau5> since it doesn't form the tank, no
L2478[17:11:50] <williewillus> if it change properties in f3 but doesn't update appearance then you have to trigger a render update
L2479[17:11:55] <williewillus> with markBlockRangeForRenderUpdate
L2480[17:11:59] <williewillus> on clientside
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L2482[17:16:07] <gigaherz> hmmm was there a hook for handling block drops?
L2483[17:16:14] <williewillus> of course there is haha
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L2486[17:16:47] <gigaherz> i know there is one, I was trying to ask wtf the name was XD
L2487[17:17:28] <williewillus> getDrops
L2488[17:17:39] <gigaherz> not for MY blocks
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L2490[17:18:16] <williewillus> there's several different calls, its a bit confusing
L2491[17:18:18] <gigaherz> I want to randomly drop a special item when the player breaks a lapis/diamond/emerald ore
L2492[17:18:37] <williewillus> just use an event?
L2493[17:18:42] <gigaherz> and my brain is failing me XD
L2494[17:18:51] <gigaherz> hence the question
L2495[17:18:58] <gigaherz> was there one specifically for adding drops to something else?
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L2497[17:19:39] <williewillus> I don't think so, no
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L2501[17:22:23] <gigaherz> hmf then I'll do it differently
L2502[17:22:37] <Mraof> I'm trying to figure out what the best way to have a dimension stored on a per player basis or whatever
L2503[17:22:47] <gigaherz> I'm trying to design a progression/discovery system for my mod
L2504[17:22:47] <Lordmau5> ech, enough coding for today
L2505[17:22:59] <gigaherz> Mraof: "per player" wouldn't make sense
L2506[17:23:10] <gigaherz> but
L2507[17:23:19] <gigaherz> you could have the teleport item be player-bound
L2508[17:23:22] <Lordmau5> textures work though \o/
L2509[17:23:42] <Mraof> What do you mean?
L2510[17:23:42] <gigaherz> you'd still need one actual dimension instance for each
L2511[17:23:46] <gigaherz> like
L2512[17:23:49] <Mraof> Hmm
L2513[17:23:49] <gigaherz> think Mystcraft
L2514[17:23:53] <williewillus> Lordmau5: yay!
L2515[17:23:55] <gigaherz> eahc book is one global dimension
L2516[17:23:57] <Mraof> Yeah that's what I did in Minestuck
L2517[17:23:59] <gigaherz> but if each player had one book
L2518[17:24:12] <gigaherz> using player-bound data
L2519[17:24:16] <Mraof> But that seems bad to me
L2520[17:24:17] <williewillus> Lordmau5: not too bad? ;)
L2521[17:24:23] <Lordmau5> it works
L2522[17:24:26] <gigaherz> then even if they shared the book item, they'd still only be able to access their own
L2523[17:24:31] <Lordmau5> I just need to figure out how to fix issues on tank building
L2524[17:24:57] <gigaherz> Mraof: ell if you want the dimension to be exclusive for each player, that's the only way
L2525[17:24:59] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/tile/TileEntityValve.java#L438-L457
L2526[17:25:04] <gigaherz> at least so far as I know
L2527[17:25:05] <Lordmau5> this part is pretty much... derped
L2528[17:25:33] <gigaherz> the only alternative I can think of would be to have one dimension for all, but spawn each player like 1 million blocks away
L2529[17:25:34] <gigaherz> ;P
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L2531[17:25:36] <Lordmau5> my current implementation looks like this, and it's horrible https://i.lordmau5.com/1452554726-542
L2532[17:25:39] <Lordmau5> it doesn't do it properly
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L2534[17:25:57] <gigaherz> but you'd still be able to travel there
L2535[17:25:58] <gigaherz> so meh
L2536[17:26:04] <Mraof> What I'm wondering is if it'd be possible to create my own world class
L2537[17:26:19] <Mraof> I'm trying to figure that out right now
L2538[17:26:33] <gigaherz> uhh that's WAY too crazy for me
L2539[17:26:38] <Mraof> Haha
L2540[17:26:39] <gigaherz> you'd have to ask someone much much crazier than I am
L2541[17:26:41] <McRafty> can anyone suggest a current tutorials on creating custom inventory/containers? I've created one... but click events are hosed
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L2543[17:28:19] <McRafty> for some reason, a click in player inv. causes click events in the server for the custom inventory. still tracing, but would love to see some examples
L2544[17:28:57] <gigaherz> well I can show you examples
L2545[17:29:01] <gigaherz> but I don't know any tutorial ;P
L2546[17:29:40] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/ContainerGenerator.java
L2547[17:29:44] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiGenerator.java
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L2549[17:29:55] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiHandler.java
L2550[17:30:47] <McRafty> awesome, thanks gigaherz - will check it out - those three files are all that's necessary?
L2551[17:31:06] <Lordmau5> off now - bye \o
L2552[17:31:09] <gigaherz> on top of the TileEntity itself, yes
L2553[17:31:18] <gigaherz> it's not the most basic gui
L2554[17:31:36] <McRafty> hoping I'll be good with what you've pointed at
L2555[17:31:37] <gigaherz> but it's simple enough
L2556[17:31:47] <williewillus> Lordmau5: try abstracting some of those magic numbers in EnumFacing and EnumFacing.Axis
L2557[17:31:53] <McRafty> my ui is simple, it's just the events being triggered by clicks that are screwed
L2558[17:32:01] <williewillus> if I understand it correctly length[] should be keyed by EnumFacing.Axis right?
L2559[17:32:23] <McRafty> click in player ui, causes accurate event client side, but a click in custom container on the server
L2560[17:32:24] <williewillus> actually wait
L2561[17:32:25] <McRafty> very weird
L2562[17:32:26] <williewillus> EnumFacing
L2563[17:32:27] <williewillus> idk
L2564[17:33:02] <gigaherz> McRafty: o_O
L2565[17:33:10] <gigaherz> are you creating the stuff right?
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L2567[17:33:21] <McRafty> obviously not :)
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L2569[17:33:26] <gigaherz> i mean
L2570[17:33:29] <gigaherz> the general structure is
L2571[17:33:34] <McRafty> ...but I've gone over it repeatedly... don't see the error
L2572[17:33:36] <gigaherz> GuiHandler:
L2573[17:33:47] <gigaherz> on the server: creates instance of ContainerWhatever
L2574[17:33:57] <McRafty> let me check yours out and see if something stands out - I'll let you know either way
L2575[17:34:04] <gigaherz> on the client: creates instance of GuiWhatever which in turn creates an instance of ContainerWhatever
L2576[17:34:17] <gigaherz> they must have the same ID and use the same Container implementation
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L2578[17:34:45] <McRafty> k.. you have me worried about the ID... not sure if I did anything specific there
L2579[17:34:52] <gigaherz> if you just have one gui
L2580[17:34:55] <gigaherz> you don't need to care much
L2581[17:35:03] <gigaherz> I ahve two guis
L2582[17:35:11] <gigaherz> so I haveto create the right one depending on the number given
L2583[17:35:30] <McRafty> just the one, nothing special
L2584[17:35:46] <McRafty> no logic in creation, so the weird behavior confuses
L2585[17:36:14] <McRafty> I don't know how the events are being pushed to the server, so not sure why they're so off
L2586[17:36:29] <gigaherz> I never experienced that, so dunno
L2587[17:36:40] <McRafty> prolly mistaking playerInventory for `customInventory` somewhere...
L2588[17:43:58] <Ivorius> McRafty, have you technologically downgraded or what
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L2592[17:49:19] <McRafty> Ivorius: I suspect a mentall regression sometimes...
L2593[17:49:55] <Ivorius> I'm not one to judge
L2594[17:50:06] <Ivorius> But last time I saw you you were using a jet I'm pretty sure ;)
L2595[17:51:04] <McRafty> gigaherz: what is the `id` field of getClient/ServerGuiElement? You're using a constant but I'm tying my container to an entity (creature) - I'm using world.getEntityByID(id); there to get my entities object, but looking at yours, suspect that's wrong
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L2597[17:51:49] <gigaherz> McRafty: a discriminator
L2598[17:51:57] <gigaherz> it just lets you know which number was passed to "openGui"
L2599[17:52:10] <McRafty> hmm
L2600[17:52:18] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockGenerator.java#L81
L2601[17:52:21] <gigaherz> it simply pairs up with this
L2602[17:53:29] <gigaherz> if you want to open a gui for an entity instead of a block
L2603[17:53:31] <gigaherz> that works differently
L2604[17:53:37] <gigaherz> I can't help you with that, since I have never done it
L2605[17:53:37] <gigaherz> ;P
L2606[17:54:03] <McRafty> damn! was about to say that looked promising, because I'd created my own `openGui`
L2607[17:54:33] <McRafty> ... given that none of the `displayGui` in EntityPlayer would open my UI, and I didn't see how to do so
L2608[17:56:38] <Sandra> what method on block do I call to see if a player can fit in a block?
L2609[17:57:55] <McRafty> .isPlayerAMime()
L2610[17:57:57] <McRafty> ;)
L2611[17:58:07] <Sandra> ...
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L2617[18:03:17] <Zaggy1024> Sandra, that doesn't make any sense
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L2620[18:03:49] <Sandra> well, I'm currently using world.isAirBlock(pos)
L2621[18:04:34] <Zaggy1024> you need to explain what you mean better
L2622[18:04:48] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/17db34ae31f281221b661b72b6831880ce31116b
L2623[18:05:00] <Zaggy1024> there's no way to check if the player's bounding box can fit in a block's bounding boxes
L2624[18:05:16] <Zaggy1024> especially since the player is two blocks tall
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L2626[18:06:39] <gigaherz> is there a way to ask idea to write the type of the iterator variable in a foreach loop for me?
L2627[18:06:41] <Sandra> what I mean is that I want to teleport a player to a block and I want a quick check to make sure they won't suffocate on destination.
L2628[18:06:44] <McRafty> Sandra: do you mean determine if an entity can be placed at pos(x,y,z) without suffocating due to a block at pos(x,y+1,z)?
L2629[18:06:53] <gigaherz> I really hate having to type "Map.Entry<ItemStack,String>" myself
L2630[18:06:54] <Sandra> McRafty, exactly.
L2631[18:07:26] *** K-4U is now known as K-4U|Off
L2632[18:07:44] <Zaggy1024> isn't capabilities too easy to confuse with EntityPlayer.capabilities?
L2633[18:07:44] <McRafty> all non-solid blocks should allow breathing, right? so... not sure if there's a method for solid vs. non-solid (I'm fairly new here)
L2634[18:08:04] <Zaggy1024> that was addressed to lex
L2635[18:09:08] <Sandra> there's isBlockSolid, I guess.
L2636[18:09:16] <LexManos> well no considering that is something thats public and only on players
L2637[18:09:19] <McRafty> Sandra: that could be a weird experience though - stairs are non-solid, and I wouldn't want to just appear in one. I think your check for air is decent, though you might want to allow things like ladders, torches, etc...
L2638[18:09:29] <LexManos> and the one it shadows is private and accessed through ICapabilityProvider
L2639[18:10:20] <Sandra> hang on, wait, does that mean capabilities are in now?
L2640[18:10:26] <Sandra> :O
L2641[18:11:07] <LexManos> Yes, and I NEEEEEEEEEDDDD people to step up and design the vanilla/Forge capabilities
L2642[18:11:22] <LexManos> I WILL NOT make IInventory a cap, a sane wrapper around it would be best.
L2643[18:11:34] <gigaherz> eh just so I get the right idea, what'st he capability system meant to do?
L2644[18:11:50] <Sandra> gigaherz, make TEs not require a billion interfaces on them.
L2645[18:11:53] <LexManos> replace:
L2646[18:12:27] <LexManos> public class TileEntitySuper implements IInventory, IPipe, IFluidTake, IBoobies, ISpecialSnowflake
L2647[18:12:50] <LexManos> Also potentially replace IExtendedEntityProperties
L2648[18:13:03] <gigaherz> so instead of implementing those explicitly
L2649[18:13:23] <gigaherz> you'd have some "getCapability("pipe")" that returns an IPipe instance?
L2650[18:13:31] <LexManos> https://github.com/MinecraftForge/MinecraftForge/compare/master...LexManos:Capabilities?expand=1#diff-4091e3de5a552e14f36d3897b35ec07b
L2651[18:13:31] ⇨ Joins: luacs1998 (~miyamoto@abrarsyed.com)
L2652[18:13:50] <LexManos> Thats how one SHOULD implement IInventory/ISidedInventory
L2653[18:13:55] <Zaggy1024> hm. should hasCapability exist though? that may lead to people doing if (thing.hasCapability(capability, facing)) data = thing.getCapability(capability, facing);
L2654[18:14:02] <Zaggy1024> which is a bit of a waste
L2655[18:14:23] <LexManos> As I said im not gunna add that as a cap, because its shit.
L2656[18:14:38] <LexManos> And im on the fence about has, has has the capability of being SUPER fast.
L2657[18:14:44] <LexManos> and allowing get to be lazy loaded.
L2658[18:15:05] <LexManos> Its like the who fucking 'simulate' flag people like sticking on fucking interaces
L2659[18:15:34] <McRafty> Sandra: what about looking for 'collision' regions in the two positions in question? Ladders would prevent teleporting, but torches not... lots of other cases you want to consider there
L2660[18:15:50] <gigaherz> "simulate" on the RF api is useful for computing how you distribute the energy, instead of "first takes all" or "everyone takes evenly even if they don't need it"
L2661[18:16:10] <gigaherz> but it may as well be a separate method
L2662[18:16:34] <gigaherz> getFreeCapacity()
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L2664[18:16:36] <gigaherz> or whatever
L2665[18:16:52] <Zaggy1024> Sandra: worldObj.getBlockState(blockpos$mutableblockpos).getBlock().isVisuallyOpaque() is used to determine whether a block suffocates the player
L2666[18:17:04] <Flashfire> How can I implement facing in an ISBM?
L2667[18:17:13] <Flashfire> I want to make a button
L2668[18:17:22] <gigaherz> shows just how bad "isVisuallyOpaque" is as a name ;P
L2669[18:19:44] <Flashfire> It seems to only want a "normal" variant though so would I need to make separate models for each rotation or is there an easier way?
L2670[18:20:03] <shadekiller666> hmm
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L2672[18:20:36] <williewillus> Flashfire: you *just* want to make a button?
L2673[18:20:51] <williewillus> if so, then an ISBM is not needed :p
L2674[18:20:54] <Flashfire> Not just any button, a button that blends in with the block it's connected to
L2675[18:21:05] <gigaherz> Flashfire: ISBM is unrelated
L2676[18:21:08] <gigaherz> if you want blockstates
L2677[18:21:09] <Flashfire> I made a pressure plate that does that but it only has 2 states
L2678[18:21:10] <gigaherz> you need blockstates.
L2679[18:21:20] <gigaherz> if it wants "normal"
L2680[18:21:20] <williewillus> ah I see
L2681[18:21:23] <shadekiller666> wondering if i should give the obj loader its own json file parser for the purpose of defining group configurations in situations when a model is not loaded via the standard blockstate method...
L2682[18:21:25] <williewillus> you can just rotate the model
L2683[18:21:29] <gigaherz> you didn't assign any blockstate to it
L2684[18:21:29] <williewillus> based on a lbockstate property
L2685[18:21:53] <Flashfire> How can I make it look for the right variants instead of normal?
L2686[18:22:01] <williewillus> what do you mean?
L2687[18:22:04] <williewillus> look for the right variants
L2688[18:22:12] <gigaherz> shadekiller666: that seems unnecessary ;P
L2689[18:22:13] <gigaherz> but then again
L2690[18:22:23] <gigaherz> the whole "group configurations" idea seems unnecessary to me ;P
L2691[18:22:30] <williewillus> you have to make your block have blockstate properties
L2692[18:22:37] <Flashfire> It does
L2693[18:22:42] <Flashfire> It has the same as a normal button
L2694[18:22:47] <Flashfire> facing and powered
L2695[18:22:48] <gigaherz> did you assign them in createBlockState?
L2696[18:22:50] <williewillus> so then it should automatically statemap the right variants for you
L2697[18:22:53] <Flashfire> Yes I did
L2698[18:23:04] <gigaherz> then it shouldn't ask for "normal" ever
L2699[18:23:08] <Flashfire> But when I make it a ISBM it asks for normal
L2700[18:23:18] <gigaherz> how do you "make" it an ISBM?
L2701[18:23:21] <williewillus> ^
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L2703[18:23:27] <williewillus> that's really ambiguous :p
L2704[18:23:28] <Flashfire> I mean I add the custom state map
L2705[18:23:32] <williewillus> well of course
L2706[18:23:40] <williewillus> "asking for variants" is what is called statemapping
L2707[18:23:43] <williewillus> you overrode that process
L2708[18:23:49] <Flashfire> Yes
L2709[18:24:03] <williewillus> to redirect everything to the normal variant, then you insert the ISBM into the normal variant
L2710[18:24:04] <Flashfire> But I want it to handle the blockstate
L2711[18:24:10] <williewillus> what does that even mean
L2712[18:24:17] <williewillus> you get a blockstate in ISBM
L2713[18:24:30] <williewillus> it has the properties inside it
L2714[18:24:34] <Zaggy1024> I hate Slot.xDisplayPosition -_-
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L2716[18:24:46] <Zaggy1024> who gave it such a long name?!
L2717[18:24:48] <Flashfire> It seems to only have normal so I guess I did something wrong
L2718[18:24:54] <williewillus> no it only has normal
L2719[18:24:57] <williewillus> because you told it to do so
L2720[18:24:59] <williewillus> wiht your statemapper
L2721[18:25:07] <Flashfire> Oh, I see
L2722[18:25:25] <williewillus> just get the facing property from the blokcstate inside your smartmodel and rotate it
L2723[18:25:53] <Flashfire> Oh I have to override getPropertyString?
L2724[18:25:59] <williewillus> wat
L2725[18:26:10] <williewillus> what class is that from?
L2726[18:27:38] <Flashfire> StateMapperBase
L2727[18:27:56] <williewillus> no you don't
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L2729[18:28:48] <williewillus> the only one you have to override is getModelResourceLocation(IBlockState)ModelResourceLocation
L2730[18:29:10] <Flashfire> How do I rotate the model based on the state?
L2731[18:29:18] <Zaggy1024> what are the EnumFacing parameters for the capabilities?
L2732[18:29:32] <williewillus> Perspective aware model
L2733[18:29:37] <williewillus> wrap it in a ^
L2734[18:29:45] <Zaggy1024> well, better question, what are they for in an entity?
L2735[18:29:48] <williewillus> (that's the way I'd do it, if there's a better way someone tell me)
L2736[18:29:56] <Zaggy1024> for a TE it makes some sens
L2737[18:30:08] <Flashfire> Can I use IRetexturableModel with that?
L2738[18:30:18] <LexManos> for te it makes perfect sense
L2739[18:30:34] <LexManos> for entities it makes sense if you rememebr that entities are indeed in a 3d space.
L2740[18:30:59] <LexManos> itemstacks as well, but they are more in a 2d space {but i dont expect ItemStacks to do to much with direction}
L2741[18:34:47] <Zaggy1024> yeah
L2742[18:34:58] <Zaggy1024> and for properties you don't care about directionality for, do you use null?
L2743[18:36:13] <gigaherz> Flashfire: IRetexturableModel is for an IModel, not an IBakedModel
L2744[18:36:52] <LexManos> You should always care about directionality but yes null can be used for 'self'
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L2746[18:38:06] <Flashfire> Oh I thought the perspective aware model was also for IModel and I was trying to find it
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L2748[18:42:04] <shadekiller666> williewillus, for the botania pylon, do the crystal, ring, and gems ever render at the same time? or are they exclusive?
L2749[18:43:02] <williewillus> considering item models: gaia and mana pylons render all groups. natura pylons only render the center (group "Crystal"). In the tesr, they're all rendered trough separate calls to ModelPylon
L2750[18:43:22] ⇨ Joins: gr8pefish (~gr8pefish@24.121.240.63)
L2751[18:43:37] <williewillus> ModelPylon has all the group visibilities for TESR, PylonItemModel for the items
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L2753[18:44:08] <shadekiller666> so in-world the crystal, ring, and gems can all be on/off at any time independent of each other?
L2754[18:46:08] <williewillus> no, the groups never change, they're just rendered in separate calls from the TESR so they can animate separately and have shaders applied separately, etc.
L2755[18:47:12] <williewillus> the general flow is "if (not natura) render ring and gems and ring panels. then render center crystal. then render crystal again with a glow shader"
L2756[18:50:06] <gr8pefish> Anyone know why my 1.8 mod is getting this crash? (my mod goes all the way through post-init before this): java.lang.NoSuchFieldError: TRIAL_AVAILABLE
L2757[18:50:07] <gr8pefish> at com.mojang.realmsclient.gui.screens.RealmsNotificationsScreen.<clinit>(RealmsNotificationsScreen.java:29) I can post the whole log if needed.
L2758[18:50:56] <TehNut> mojang really wants you to use your realms trial
L2759[18:51:33] <gr8pefish> Any idea how can I (fix?) that?
L2760[18:52:35] <LexManos> why are you modifying the realms notification screen?
L2761[18:52:35] <williewillus> what a strange error
L2762[18:53:34] <gr8pefish> Nope, doing nothing to it. I can't even get to the main screen, it crashes I'm guessing right before.
L2763[18:54:05] <shadekiller666> williewillus, does "natura" just render the crystal twice (once for the actual model and once for the glow shader)?
L2764[18:54:17] <williewillus> yes
L2765[18:54:21] <shadekiller666> ok
L2766[18:55:40] <LexManos> why are you modifying the realms notification screen?
L2767[18:56:22] <gr8pefish> LexManos, I'm not, at least not intentionally
L2768[18:56:36] <gr8pefish> And I don't even know how I would do such a thing accidentally
L2769[18:57:00] <LexManos> you're doing something the is fucking up that TRIAL_AVALIBLE field, where it is.
L2770[18:57:03] <LexManos> wherever*
L2771[18:57:19] <unascribed> is your mod source code available?
L2772[18:58:01] *** Darkhax is now known as Darkhax_afk
L2773[18:58:10] <gr8pefish> yeah, github: https://github.com/gr8pefish/IronBackpacks/tree/master-1.8.9 I guess I need to do some debugging, I was hopign for a quick fix was all
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L2775[18:58:41] <unascribed> at a glance, your mod has no ASM
L2776[18:58:47] <unascribed> so you can't be "fucking up the TRIAL_AVAILABLE field"
L2777[18:58:56] <gr8pefish> Yup, that was my thought
L2778[18:59:02] <unascribed> try doing a clean and setupDecompWorkspace
L2779[18:59:08] <gr8pefish> will do
L2780[19:01:15] <LexManos> !gf TRIAL_AVALIBLE
L2781[19:01:58] <williewillus> goddammit why is there no Arrays.forEach :p
L2782[19:02:46] <LexManos> tasks = Arrays.asList(new Task[]{Task.PENDING_INVITE, Task.TRIAL_AVAILABLE});
L2783[19:03:24] <LexManos> http://puu.sh/msoJp/cc41ca6dc9.png Only way you can fuck it upo is if you fuck up the library
L2784[19:03:41] <LexManos> No clue how you'd do it but you do.
L2785[19:03:53] <gr8pefish> I just did a clean and setupDecompWorkspace again, maybe that will have fixed it
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L2787[19:04:41] <gr8pefish> damn, no such luck
L2788[19:05:16] <LexManos> nuke your gradle folder and redownload
L2789[19:05:25] <gr8pefish> okay will do thanks
L2790[19:06:34] <gr8pefish> Sorry maybe dumb question incoming, for clarification the gradle folder not .gradle, right?
L2791[19:07:09] <LexManos> GRADLE_HOME
L2792[19:07:54] <unascribed> on Linux, it's ~/.gradle
L2793[19:08:00] <unascribed> isn't there a cleanCaches task to do this, though?
L2794[19:08:21] <LexManos> that doesnt nuke the maven deps
L2795[19:08:28] <unascribed> good poijnt
L2796[19:08:29] <unascribed> point*
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L2798[19:16:34] <williewillus> it's okay if I call BlockModelRenderer.renderModelAmbientOcclusion from a TESR right?
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L2801[19:24:02] <Flashfire> Does IExtendedBlockState always have metadata 0?
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L2804[19:30:16] <williewillus> no
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L2806[19:30:24] <williewillus> extended blockstates have nothing to do with meta
L2807[19:31:25] <Flashfire> My button copies the texture correctly but it's always down (metadata 0)
L2808[19:31:42] <Flashfire> The actual block boudns are correct though
L2809[19:32:49] <williewillus> how do you rotate it?
L2810[19:32:54] <williewillus> i doubt it's from meta
L2811[19:32:59] <Flashfire> I was just going to ask the same question
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L2814[19:34:00] <williewillus> well then it's obvious. if you don't rotate it, it's gonna be where the json originally says it was
L2815[19:34:02] <williewillus> which is like that
L2816[19:34:07] <Flashfire> The iblockstate passed into my ISmartBlockModel is an IExtendedBlockState so it's always facing=down,powered=false
L2817[19:34:15] <williewillus> wat
L2818[19:34:24] <williewillus> the fact that it's extendedblockstate means nothing
L2819[19:34:31] <williewillus> all of my extendedblockstates have the correct meta
L2820[19:34:52] <Flashfire> The state parameter in the getExtendedState method in my block is also always like that
L2821[19:35:08] <williewillus> then something's wrong with your state-meta conversion methods
L2822[19:35:26] <williewillus> pastebin your block class
L2823[19:36:40] <Flashfire> http://pastebin.com/1kgNRmC7
L2824[19:37:03] <williewillus> you didn't set your default state
L2825[19:37:26] <shadekiller666> williewillus, i haven't done much with botania, are the Pylons like the corners of a portal?
L2826[19:37:56] <williewillus> eh not really, they're just decoration alone and used in a couple of multiblocks
L2827[19:38:10] <williewillus> alf portal, mana enchanter, and the gaia guardian arena
L2828[19:38:19] <Flashfire> Where do I set the default state?
L2829[19:38:23] <Flashfire> Constructor?
L2830[19:38:37] <shadekiller666> ok so its safe to ignore those in TilePylon right?
L2831[19:38:50] <williewillus> Flashfire: yes, and set default values for your unlisted prop as well
L2832[19:39:10] <williewillus> in the vertex buffers for the pipeline, is a color element rgba or argb?
L2833[19:39:25] <shadekiller666> uhh
L2834[19:39:51] <shadekiller666> i know for LightUtil.renderQuadColor() the color argument is 0xAABBGGRR
L2835[19:40:10] <shadekiller666> don't know why its completely backwards, but it is
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L2837[19:42:27] <williewillus> hm I'm trying to get from a java color object to inserting things using vertextransformer and idk why it's not working
L2838[19:42:46] <williewillus> oh wait
L2839[19:42:52] <williewillus> mixed up the ordering
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L2842[19:43:49] <Flashfire> Do I need to even set the default state since it has the same properties as the block it extends?
L2843[19:44:24] <williewillus> yes
L2844[19:44:28] <Flashfire> It didn't change anything though
L2845[19:44:29] <williewillus> you need to set defaults for your unlnisted prop
L2846[19:44:36] <gr8pefish> using cleanCache fixed my issue by the way
L2847[19:44:41] <Flashfire> Oh the unlisted property already works
L2848[19:44:53] <Flashfire> It's the listed property facing that doesn't
L2849[19:45:00] <williewillus> I'm saying you need to setDefaultState with your unlisted prop
L2850[19:45:02] <williewillus> it matters :p
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L2852[19:45:18] <Flashfire> Do I need to set it to the extended state?
L2853[19:45:34] <Flashfire> I tried setting it normally and it didn't let me
L2854[19:45:52] <williewillus> cast blockState.getBaseState() to IExtendedBlockState
L2855[19:45:58] <williewillus> set your unlisted first
L2856[19:46:01] <williewillus> then set the rest
L2857[19:46:17] <Flashfire> Ok
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L2859[19:49:53] <Flashfire> The only difference is now the particle texture is missing
L2860[19:50:53] <williewillus> lol what
L2861[19:50:57] <williewillus> how did you amange to break that
L2862[19:51:07] <Flashfire> Probably the unused property
L2863[19:51:18] <williewillus> what?
L2864[19:51:22] <williewillus> you use all your properties
L2865[19:51:25] <williewillus> i thought
L2866[19:51:33] <Flashfire> I did
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L2869[19:54:26] <tterrag|away> williewillus: Arrays.stream(foo).forEach
L2870[19:54:28] <tterrag|away> :D
L2871[19:54:36] <williewillus> extra method call ;p
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L2873[19:55:01] <williewillus> fry: is there any way I can use LightUtil.renderQuadColor to color-render a quad, but also have AO applied? working on the mana pools, and they look really ugly without AO :p
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L2875[19:55:26] <fry> why do you use LightUtil.renderQuadColor at all?
L2876[19:55:45] <williewillus> it needs to be dynamically colored, the fabulous pool fades through colors based on worldtime/partial ticks
L2877[19:56:03] <williewillus> rendering a baked model in a tesr, for context
L2878[19:57:18] <unascribed> williewillus, public class MoreArrays { private MoreArrays() {} public static void forEach(T[] arr, Consumer<T> consumer) { for (T t : arr) consumer.accept(t); } }
L2879[19:57:43] <williewillus> okay fine I'll take the extra stream() call ;p
L2880[19:57:53] <unascribed> wat
L2881[19:58:11] <unascribed> copy, paste, format
L2882[19:58:29] <unascribed> oh, I forgot a type param on the method
L2883[19:58:35] <fry> williewillus: try this: http://legacy.lwjgl.org/javadoc/org/lwjgl/opengl/GL14.html#glSecondaryColor3f%28float,%20float,%20float%29
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L2885[19:58:44] <unascribed> that's what I get for writing it in the IRC client
L2886[19:58:59] <williewillus> just doing that before I render the baked model?
L2887[19:59:07] <fry> yup
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L2890[20:02:01] <williewillus> which call would I use to render the baked model, renderModelAmbientOcclusion?
L2891[20:02:13] <gr8pefish> Okay I'm lost. I still get that super off realms TRIAL_AVAILABLE error if I launch through GradleStart, but if I do runClient with gradle then it works. Any ideas?
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L2894[20:02:45] <fry> williewillus: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L285
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L2896[20:06:45] <williewillus> hm I get this crash http://pastebin.com/GjPtVFHx. pushing code rn to show
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L2898[20:08:17] <williewillus> https://github.com/williewillus/Botania/blob/d8a74e2e44e53dc99392ee46ebae75b2443df95d/src/main/java/vazkii/botania/client/render/tile/RenderTilePool.java#L79-L91
L2899[20:08:29] <williewillus> the part in the else block doesn't matter rn, just trying to get the fab pools to work
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L2903[20:17:41] <Flashfire> Here is my updated block code https://gist.github.com/Samuel-Harbord/7f636a84437275b93503
L2904[20:18:04] <Flashfire> Not sure what I'm doing wrong that it always renders with facing=down
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L2907[20:19:09] <williewillus> it always *renders* with facing=down or you always *get* facing=down?
L2908[20:19:13] <williewillus> println the IBlockState
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L2910[20:19:26] <williewillus> the latter is probably a bigger issue
L2911[20:19:28] <williewillus> than the former
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L2913[20:21:06] <Flashfire> Well the block itself is in the proper facing
L2914[20:21:18] <Flashfire> The ISmartBlockModel stays as down though
L2915[20:21:47] <Sandra> #FuckGradle
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L2918[20:23:35] <williewillus> what do you mean the smartmodel stays as down
L2919[20:23:45] <williewillus> when you receive a blockstate in handleBlockSate does it have the right property set
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L2921[20:24:15] <williewillus> if so, you need to rotate the model yourself before returning it. if not, your block class is messed up somewhere
L2922[20:24:50] <Flashfire> mazetowers:hidden_button[facing=down,powered=false]
L2923[20:25:01] <williewillus> for everything
L2924[20:25:02] <williewillus> ?
L2925[20:25:05] <Flashfire> That is always the one passed into handleBlockState
L2926[20:25:12] <williewillus> your block class is messed up somewhere then
L2927[20:25:33] <Flashfire> Sorry, not always
L2928[20:25:42] <williewillus> and also
L2929[20:25:43] <williewillus> line 75
L2930[20:25:52] <williewillus> why do you get the state from the world again? that's a nono
L2931[20:25:58] <williewillus> only use the state you get passed
L2932[20:26:02] <Flashfire> Oh I did that for testing
L2933[20:26:09] <Flashfire> Because it wasn't working the other way
L2934[20:26:13] <Flashfire> Forgot to change it back
L2935[20:26:33] <williewillus> same for getactualstate
L2936[20:26:48] <williewillus> that doesn't need to be there, but if you want it to do nothing, return the state that its given
L2937[20:26:49] <williewillus> don't re-get it
L2938[20:26:55] <Flashfire> Ok so I think there were just a lot of down buttons and there's actually no problem with the facing
L2939[20:26:59] <williewillus> lol
L2940[20:27:16] <Flashfire> It's just the ISmartBlockModel
L2941[20:28:14] <Flashfire> Should I send that class too?
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L2943[20:29:31] <Flashfire> https://gist.github.com/Samuel-Harbord/53af34989edbd6ec7a70
L2944[20:29:34] <Flashfire> Here it is anyway
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L2948[20:35:31] <williewillus> yeah after alls said and done you don't rotate the model
L2949[20:35:39] <williewillus> so it always is just the default
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L2952[20:37:38] <Flashfire> Yeah, I don't know how to do that and can't find it from searching
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L2954[20:40:18] <Flashfire> Do I use IPerspectiveAwareModel.handlePerspective?
L2955[20:42:47] <killjoy> anyone have experience with dragging scrollbars?
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L2960[20:58:11] <McRafty> Trying to display custom container gui - it flashes on screen, but disappears imediately. Stepping w/ debugger, the GuiContainer methods are invoked, but the gui never even flickers in debug mode. Anyone ever seen that, or know what might cause it?
L2961[20:58:41] <McRafty> gigaherz: btw, thanks for the assist earlier. your example was helpful
L2962[20:59:13] <Flashfire> Did how open using player.openGui and use a guiHandler?
L2963[20:59:20] <Flashfire> Did you*
L2964[20:59:43] <McRafty> yes, that's what gigaherz helped with
L2965[21:00:14] <Flashfire> I will send you mine if that helps
L2966[21:00:31] <McRafty> pointers to more examples always useful :)
L2967[21:00:32] <gigaherz> np, still no idea how to work with GUIs without a backing TileEntity though ;P
L2968[21:00:35] <Flashfire> https://github.com/Samuel-Harbord/MazeTowers/blob/master/java/com/samuel/mazetowers/client/gui/GuiHandlerItemScanner.java
L2969[21:00:44] <Flashfire> https://github.com/Samuel-Harbord/MazeTowers/blob/master/java/com/samuel/mazetowers/client/gui/GuiItemScanner.java
L2970[21:00:59] <Flashfire> https://github.com/Samuel-Harbord/MazeTowers/blob/master/java/com/samuel/mazetowers/etc/ContainerItemScanner.java
L2971[21:01:08] <McRafty> the entity is pretty simple - I just passed <thing>.getEntityId() as the ID field (I don't have multiple guis) and the x,y,z is ignored.
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L2973[21:01:42] <McRafty> if I had to use a discriminator, I'm sure passing the entityID in x,y,or z would be fine
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L2987[21:23:58] <killjoy> Finished my scrollbar. https://gist.github.com/killjoy1221/eb107e914ebfa2c7d468
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L3004[22:30:11] <Zorn_Taov> for 1.7.10, is thre something like getSubItems that I can use on the server side?
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L3006[22:30:29] <Zorn_Taov> I need a way of getting all the blocks a single blockID can give
L3007[22:35:03] <gigaherz> I don't believe so
L3008[22:35:14] <gigaherz> it doesn't exist on 1.8 either, btw ;P
L3009[22:36:36] <gigaherz> (getSubItems is a client-only method which is only used by the creative mode gui)
L3010[22:36:53] <gigaherz> night ppl
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L3013[22:42:16] <Zorn_Taov> x.x
L3014[22:42:19] <Zorn_Taov> blaaarg
L3015[22:42:32] <williewillus> you okay there? ;p
L3016[22:43:38] <tterrag|away> correction, it's a method that only happens to be used on the clientside
L3017[22:43:40] <tterrag|away> it probably wasn't designed that way, but that's what we get
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L3019[22:45:47] <Zorn_Taov> but I need a way to get every type of block possible for blocks added to the oredict
L3020[22:46:11] <tterrag> too bad
L3021[22:46:15] <tterrag> there isn't one
L3022[22:46:25] <Zorn_Taov> so like oak planks aren't the only listing, they're also grouped up with the rest of the vanilla planks with the same block id seperated by metadata
L3023[22:46:29] <tterrag> right
L3024[22:46:35] <tterrag> so just accept any metadata
L3025[22:46:41] <tterrag> why do you have to know what metas are valid
L3026[22:47:17] <Zorn_Taov> so I can use them when crafting beds whose frames can be any possible plank blocks that are listed in the oredict
L3027[22:47:45] <williewillus> why not query the OD?
L3028[22:47:51] <williewillus> "plankWood"
L3029[22:48:36] <Zorn_Taov> if the planks are added with the wildcard, I have to figure out how to seperate them still
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L3031[22:49:00] <tterrag> you aren't making sense
L3032[22:49:08] <tterrag> why do you need to predetermine the possible metas
L3033[22:49:50] <Zorn_Taov> client side I'm caching the average color of each plank so I don't have to calculate that every render tick
L3034[22:50:10] <Zorn_Taov> but I need to get that same list of planks sans the color on the server side as well
L3035[22:50:47] <tterrag> what
L3036[22:50:53] <tterrag> so cache the planks that were used?
L3037[22:51:02] <tterrag> why does the oredict matter at all after it's crafted?
L3038[22:51:15] <Zorn_Taov> cache every plank during program load
L3039[22:51:21] <tterrag> not possible
L3040[22:51:23] <tterrag> so give it up
L3041[22:51:26] <Zorn_Taov> ...
L3042[22:51:29] <tterrag> figure out another way
L3043[22:51:37] <Zorn_Taov> why are you being so negative
L3044[22:51:38] <tterrag> dunno what you want me to tell you
L3045[22:51:43] <williewillus> not negative :p
L3046[22:51:46] <williewillus> just the way it is
L3047[22:51:47] <tterrag> there is no method to get all "valid" variations of a block or item
L3048[22:52:17] <tterrag> it's a shortcoming in the API you have, you have to deal with it, so you need a different solution
L3049[22:52:21] <tterrag> it's not negative, it's realistic
L3050[22:52:34] <Zorn_Taov> [20:51] <tterrag> not possible
L3051[22:52:35] <Zorn_Taov> [20:51] <tterrag> so give it up
L3052[22:52:43] <Zorn_Taov> that's freaking being negative about it right there
L3053[22:52:52] <williewillus> lol
L3054[22:53:01] <tterrag> no it's not? you need to give up the idea of caching all the different kinds of planks
L3055[22:53:03] <tterrag> becaus eyou can't
L3056[22:53:10] <Gaelan> Idea for a hopefully-not-that-controversial way to manage (from a non-modder programmer): require each one to have a method returning something along the lines of “I understand that creating coremods is generally unnecessary, and sending a PR to Forge is a better alternative.”
L3057[22:53:11] <Zorn_Taov> I HAVE
L3058[22:53:19] <Zorn_Taov> I have already done this
L3059[22:53:31] <williewillus> Gaelan: that would barely make a difference
L3060[22:53:32] <Zorn_Taov> but it only works client side because of that one single method
L3061[22:53:40] <williewillus> there's no way to do it serverside
L3062[22:53:41] <williewillus> is the point
L3063[22:53:47] <williewillus> "there is no way"
L3064[22:54:03] <Zorn_Taov> so I need some way of doing it that works on both sides
L3065[22:54:34] <Zorn_Taov> which is why I came here
L3066[22:54:47] <Zorn_Taov> to ask if someone has figured out a way to do so
L3067[22:54:49] <williewillus> but we already told you, there isnt a way
L3068[22:55:06] <Zorn_Taov> the only reason why getSubItems is client side only is because it deals with the creative gui
L3069[22:55:27] <tterrag> yeah, you still refuse to believe me
L3070[22:55:30] <tterrag> that's why I'm being "negative"
L3071[22:55:32] <williewillus> what are you suggesting we do?
L3072[22:55:37] <williewillus> "Remove SideOnly"?
L3073[22:55:50] <Zorn_Taov> which by the way, that portion of that method is not used by vanilla, only by some mod SOMEWHERE
L3074[22:57:20] <Zorn_Taov> if anything, I want you guys to stop saying "give up" or "there is no possible way of doing this"
L3075[22:57:29] <williewillus> what do you want us to say?
L3076[22:57:33] <williewillus> that there's a way when there isn't?
L3077[22:57:51] <tterrag> am I saying there's no way to implement what you want? no
L3078[22:57:57] <tterrag> am I saying you can't do it THIS SPECIFIC WAY? yes
L3079[22:58:44] <Zorn_Taov> "I ddon't know of a way to do this without that method, maybe someone else has figured it out" or "won't work that way as you've already said, but maybe you could try ______"
L3080[22:58:51] <Zorn_Taov> instead of fucking "give up"
L3081[22:59:36] <tterrag> <tterrag> so cache the planks that were used?
L3082[23:01:04] <Zorn_Taov> I have to do this before making the recipe
L3083[23:01:17] <Zorn_Taov> as I add the planks unloc name to the itemstack's NBT
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L3086[23:04:19] <tterrag> Zorn_Taov: why do you have to do it before making the recipe
L3087[23:04:28] <tterrag> also, don't use unloc names, they are not unique or consistent
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L3089[23:05:52] <Zorn_Taov> I am making two recipes for each type of wood plank currently added to the oredict. what TYPE of wood used dictates what color frame is used for the bed and determines the texture used on the underside of the bed
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L3091[23:06:32] <Zorn_Taov> my problem right now is that the list is only populated on theclient side and not server side because of that one method, therefore the RECIPE is only made client side
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L3093[23:07:02] <tterrag> why not just use a custom recipe class
L3094[23:08:44] <Zorn_Taov> I'd still need to know all plank types
L3095[23:09:15] <Zorn_Taov> oh, and it's not the unloc name I'm adding to nbt, it's the entire plank
L3096[23:09:23] <Zorn_Taov> as an itemstack
L3097[23:09:24] <tterrag> no you wouldn't
L3098[23:09:29] <tterrag> just test if it has the "plankWood" named
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L3101[23:13:32] <Zorn_Taov> you got an example of this? some source code to a custom recipe hanler I could look at then?
L3102[23:13:49] <codahq> question about rendering. if i were trying to render the witch hat on a player when an item was equipped... it looks like the easiest way to do that is to have the item return a ModelBiped from getArmorModel.
L3103[23:14:03] <codahq> and then i can have a class that does what the ModelWitch does
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L3105[23:14:21] <codahq> how does the modelrenderer know what texture to use for the ModelWitch?
L3106[23:14:33] <tterrag> Zorn_Taov: implement IRecipe
L3107[23:14:35] <tterrag> let me dig up an example
L3108[23:14:41] <Zorn_Taov> thank you
L3109[23:14:56] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/machine/ClearConfigRecipe.java
L3110[23:15:08] <tterrag> not really similar to what you want to do
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L3115[23:20:58] <codahq> anybody have a simple example in 1.8 of armor that uses existing models to do something?
L3116[23:21:06] <codahq> like what i mentioned above?
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L3124[23:35:52] <Zorn_Taov> tterrag, if that's supposed to add nbt to the block to clear its config, I'm not seeing where that nbt is handled elsewhere
L3125[23:36:03] <tterrag> it removes the NBT
L3126[23:36:09] <tterrag> but doing it the other way is pretty trivial...
L3127[23:36:35] <Zorn_Taov> ....oohhhhhhhh
L3128[23:36:48] <Zorn_Taov> then why add the clearedConfig bool?
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L3130[23:38:08] <tterrag> can't remember tbh
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L3132[23:39:14] <Zorn_Taov> oh, and we had this problem on the server I'm on, just middleclicking on capbanks in creative breaks the block and makes them not work when put back down
L3133[23:39:39] <Zorn_Taov> or something like that, my friend was a bit vague on what was going on but he was preetty mad about it
L3134[23:40:01] <tterrag> middleclick bug is known
L3135[23:40:40] <Zorn_Taov> yeah, from what I can tell it's because just middleclicking doesn't add the NBT data, only ctrl MClick does that
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L3138[23:51:32] <shadekiller666> why the fuck am i getting a whopping 16 Kbps down...
L3139[23:51:48] <killjoy> well that sucks
L3140[23:52:02] <killjoy> last time that happened, it was because I was using a 801.11b wifi adapter
L3141[23:52:10] <xaero> check your modem signal sevels
L3142[23:52:12] <shadekiller666> i'm supposed to average about 2.0 Kbps
L3143[23:52:15] <xaero> levels#
L3144[23:52:22] <shadekiller666> 2.0 Mbps*
L3145[23:52:31] <killjoy> it's your wifi
L3146[23:52:34] <killjoy> using wifi?
L3147[23:52:37] <shadekiller666> ya
L3148[23:52:51] <killjoy> how old is your adapter/router?
L3149[23:53:38] <shadekiller666> probably coming up on 6 months
L3150[23:53:54] <killjoy> so it is a/b? g? ac?
L3151[23:53:56] <killjoy> n?
L3152[23:54:03] <shadekiller666> n
L3153[23:54:37] <killjoy> that's both adapter and router?
L3154[23:54:41] <shadekiller666> now i'm averaging 850 Kbps...
L3155[23:55:02] <shadekiller666> windows 10 taskmanager says its connected with 802.11n
L3156[23:55:06] <killjoy> well good luck with that
L3157[23:55:23] <killjoy> open the connection details and see what the connection speed is
L3158[23:55:44] <killjoy> II can get to it in 3 clicks
L3159[23:57:42] <shadekiller666> whats strange is that its jumping intervals of powers of 2
L3160[23:58:06] <shadekiller666> 8 Kbps, 16... 32... 24.. 192...
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