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L6[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20171210 mappings to Forge Maven.
L7[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20171210-1.12.zip (mappings = "snapshot_20171210" in build.gradle).
L8[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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L29[05:39:52] <Ordinastie> that Dangerous alternative prefix warning is annoying :/
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L31[05:43:47] <Ordinastie> I don't even see a way around it :x
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L37[06:17:20] <TechnicianLP> could be by designd ...
L38[06:18:55] <TechnicianLP> one could maybe introduce a mechanic in which the mod the alternative prefix belongs to gets asked if thats ok ... (and default to false > give warning)
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L40[06:23:42] <Ordinastie> but you can't have framework call the registration for you
L41[06:25:40] <Ordinastie> in my current case, the regsisters are called from a static initializer from a class that is loaded by the annation processor in my core
L42[06:26:28] <Ordinastie> *annotation
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L47[07:11:18] <TechnicianLP> is there a good way to retain a reference to a EntityPlayerMP instance specific to a player? (replace the object if the player object changes due to dimensionchange/ dont rely on GC if the player logged off etc.)
L48[07:12:19] <Ordinastie> why would you do that?
L49[07:12:30] <Ordinastie> that's sounds like an awful idea
L50[07:13:06] <TechnicianLP> basicaly because i have a te that needs access to the player that placed it (nad i dont want to constantly search him out from the list)
L51[07:13:40] <Ordinastie> search only when your weak ref is gone
L52[07:14:00] <TechnicianLP> that would rely on the old instance being gced though ...
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L54[07:15:38] <TechnicianLP> and modifying outdated player insances sound like a bad idea ...
L55[07:17:13] <TechnicianLP> is there a way to check if the player-insance is still valid?
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L58[07:20:11] <Mickelus> do we have docs or something similar for recipes and recipe/ingredient/condition factories somewhere?
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L72[08:21:52] <TechnicianLP> does a EntityPlayerMp instance get its isDead boolean set to true when removed from the world?
L73[08:30:12] <Ordinastie> check the field access ?
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L75[08:34:16] <TechnicianLP> the field is in Entity ...
L76[08:34:33] <TechnicianLP> but yes
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L85[09:22:58] <Naiten> Hi there. Is using single big texture more/less efficient than using several smaller ones?
L86[09:27:25] <billy> same. they all get compiled into an atlas on the loading screen anyways
L87[09:29:00] <Naiten> Welp, if i have one texture, it may have more free space than smaller textures combined
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L89[09:29:42] <Naiten> Is there one atlas or several of fixed size are made?
L90[09:31:31] <billy> no clue, never looked that deep
L91[09:32:26] <Naiten> welp
L92[09:32:58] <malte0811> I think there are one or 2 atlasses (?) by default, but you can make custom ones if you want to
L93[09:33:08] <Naiten> I'm regularly using a single square power of 2 sized texture for single model
L94[09:33:37] <Naiten> And there's a guy making model and somebody told him to make several textures
L95[09:33:43] <Naiten> And we're having an argument
L96[09:34:18] <billy> personally I like the separate smaller textures. but i have nothing but my preference to back that statement
L97[09:35:14] <Naiten> welp, afaik single texture is a common way
L98[09:35:46] <Naiten> i also believe you can't bake AO in blender on multiple files, prove me wrong for that
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L103[10:18:59] <Commoble> I keep all my block textures in one big workspace and then I have a python script separate them out into individual texture files
L104[10:19:03] <Commoble> worst of both worlds
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L112[12:00:40] <TechnicianLP> if a texture gets stiched to the atlas it is preferable if it has no free spaces
L113[12:22:53] <treborx555> dam i thought making a custom item would be easy xD
L114[12:23:34] <treborx555> whoa i think i did it
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L116[12:33:18] <ghz|afk> treborx555: it's not hard :P
L117[12:33:25] <treborx555> pff
L118[12:33:36] <treborx555> spent hours trying to figure out why it wont work
L119[12:33:45] <treborx555> kinda tired
L120[12:34:05] <ghz|afk> you register a new instance of Item (or a class that extends Item), with a registry name, and a localization key, and then you give it a model :P
L121[12:35:04] <treborx555> the registering is easy but i had no idea how to give it a model
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L123[12:41:42] <ghz|afk> ah, ModelLoader.setCustomModelResourceLocation, from a function handling the ModelRegistryEvent, is the recommended method
L124[12:42:47] <ghz|afk> with the caveat that the model functions are client-only, so you should only handle that event on the physical client, which is where @Mod.EventbusSubscriber(Side.CLIENT) helps
L125[12:46:32] <treborx555> alright i did it all, now the lang file works too. now off to make a bunch of items xD
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L129[13:17:18] <treborx555> weird, gitignore seems to be ignoring folders inside of resources
L130[13:17:44] <treborx555> *
L131[13:17:44] <treborx555> !.gitignore
L132[13:17:44] <treborx555> !src/
L133[13:17:44] <treborx555> !gradle/
L134[13:17:44] <treborx555> !gradlew
L135[13:17:46] <treborx555> !gradlew.bat
L136[13:17:48] <treborx555> !README.txt
L137[13:17:50] <treborx555> !LICENSE
L138[13:17:52] <treborx555> !build.gradle
L139[13:18:16] <Ordinastie> wtf, don't paste stuff here
L140[13:19:05] <treborx555> sorry
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L142[13:20:11] <ghz|afk> I use my own custom gitignore
L143[13:20:38] <treborx555> i took this one from somewhere, seems to work but mysteriously src > main > resources > assets is ignored
L144[13:21:13] <ghz|afk> hmm actually not in all of my mods
L145[13:21:14] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/.gitignore
L146[13:21:16] <ghz|afk> ^custom
L147[13:21:25] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/.gitignore
L148[13:21:32] <ghz|afk> slightly tweaked from the example in the MDK
L149[13:22:47] <treborx555> thanks, that seems to work
L150[13:30:03] <blackgem> Hey guys, have any of you ever made a custom liquid texture?
L151[13:30:04] <ghz|afk> https://twitter.com/randal_olson/status/939929104979197953
L152[13:30:10] <blackgem> Not just a recolored water or lava, but an actual, proper texture.
L153[13:31:45] <Hawaii_Beach> Been searching for a bit, how do you add a MouseFilter correctly?
L154[13:32:22] <ghz|afk> blackgem: isn't it just one or two standard animated textures?
L155[13:32:33] <blackgem> What do you mean?
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L157[13:32:44] <ghz|afk> I mean the model uses just 2-3 textures
L158[13:33:04] <ghz|afk> one for flowing straight, one for flowing diagonal, one for sides?
L159[13:33:22] <blackgem> There are 2 animations
L160[13:33:27] <blackgem> but each one has like 20 frames/
L161[13:34:04] <ghz|afk> animated textures have a metadata file alongside them
L162[13:34:28] <blackgem> Yeah, that part is easy
L163[13:34:30] <blackgem> But like
L164[13:34:37] <ghz|afk> sorry gotta go
L165[13:34:38] <ghz|afk> https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java
L166[13:34:40] <ghz|afk> this may give some clues
L167[13:34:44] <ghz|afk> or the models this references
L168[13:34:53] <blackgem> Well, I really meant the texture itself, the code is easy
L169[13:34:59] <blackgem> But have fun wherever you're going and thanks!
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L172[13:54:27] <LexMobile> @ghz's tweet, So it follows logical functional order, but doesn't look like you expect it? Basically everyone's complaints of any language ever.
L173[13:56:36] <ghz|afk> heh yeah
L174[13:57:42] <Hawaii_Beach> Never mind, apparently Minecraft.getMinecraft().gameSettings.smoothCamera does the trick
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L180[14:31:55] <barteks2x> Why mojang, why!? Why to make my own biome generator I have to copypaste almost all of BiomeProvider because almost everything there is private?
L181[14:33:26] <barteks2x> I can't just use the same stuff with different genlayers... I have to copypaste everything
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L184[14:40:33] <Ordinastie> ATs are a thing
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L187[14:44:25] <barteks2x> they are but they are annoying to use
L188[14:44:33] <barteks2x> because setupDecompWorkspace is annoying
L189[14:44:36] <barteks2x> because gradle is annoying
L190[14:45:24] <barteks2x> what could be less than a minute of work turns into waiting enough that I can make myself a coffee in that time
L191[14:45:58] <barteks2x> And reflection = not typesafe and annoying checked exceptions
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L195[14:49:17] <Ordinastie> you're not really supposed to setupDecomp everyother day
L196[14:50:13] <barteks2x> how am I supposed to update ATs then?
L197[14:50:24] <barteks2x> the only thing that does it is setupDecompWorkspace
L198[14:50:32] <Ordinastie> yes, but you do it once
L199[14:50:46] <barteks2x> ... once every time you add an AT
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L201[14:51:56] <barteks2x> it's not like I can predict a month in advance which ATs I will need
L202[14:54:32] <barteks2x> unless you know some magic solution that probably involves eclipse
L203[15:01:25] <barteks2x> Why can't ForgeGradle update ATs just in the decompiled code (without touching the compiled jar) and forge would deal with applying it at runtime?
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L205[15:21:49] <barteks2x> wtf is going on? MC becomes laggy as hell wheever I move but rotating the camera is fine
L206[15:22:20] <ghz|afk> worldgen lag?
L207[15:22:51] <barteks2x> it';s even when I move within a single chunk
L208[15:22:57] <barteks2x> and it's FPS going down to 1
L209[15:23:06] <barteks2x> from 20-30
L210[15:23:20] <barteks2x> with around the same GC activity
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L212[15:23:49] <Commoble> I'm guessing you somehow added something that A) uses a bunch of processing time, and B) gets called during every tick in which the player is moving
L213[15:24:09] <barteks2x> I'm working onm worldgen code
L214[15:24:14] <Commoble> weird
L215[15:25:05] <barteks2x> it's consistently something like this [22:24:48] [main/WARN]: Something's taking too long! 'root.gameRenderer.level.clear' took aprox 369.018223 ms
L216[15:25:11] <barteks2x> always the same place
L217[15:27:33] <barteks2x> strange
L218[15:27:41] <barteks2x> that section is literally 3 lines of opengl code
L219[15:27:51] <barteks2x> GlStateManager.viewport(0, 0, this.mc.displayWidth, this.mc.displayHeight);\n this.updateFogColor(partialTicks);\n GlStateManager.clear(16640);
L220[15:28:20] <Commoble> mm, fog color?
L221[15:28:36] <Commoble> are you doing anything with that?
L222[15:28:42] <barteks2x> nope
L223[15:30:04] <barteks2x> OH it's using getBiome...
L224[15:30:27] <barteks2x> but my biome generator should be *far* simpler than vanilla...
L225[15:30:39] <barteks2x> it actually pretty much IS vanilla, just with way way less genlayers
L226[15:31:02] <Commoble> maybe the one genlayer you are using takes way longer to calculate
L227[15:31:09] <barteks2x> but... wait... it shouldn't even be called clientside!
L228[15:31:15] <Commoble> Aha!
L229[15:31:17] <Commoble> Mystery solved!
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L231[15:32:22] <barteks2x> (facepalm)
L232[15:32:52] <barteks2x> I was creating new BiomeProvider EVERY TIME something was accessing biome
L233[15:33:11] <Commoble> yeah that'll goober it
L234[15:33:41] <barteks2x> it seemed logical that WorldPriviuder.getBiomeProvider should create a new one instead of returning one already created...
L235[15:34:47] <Ordinastie> not really
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L237[15:35:35] <Commoble> You'd probably want to call it once, then store the provider somewhere and reference that
L238[15:36:05] <barteks2x> what WorldProvider is intended to do apparently is create the biome provider and sewt the fiuels in init()
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L240[15:37:46] <barteks2x> good that I didn't ignore it as "I guess my PC is just THAT slow"
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L247[15:47:39] <alice> Hello, I am trying to get my mod to figure out whether someone is rightclicking on a water block with a glass bottle but it keeps only giving me the block below the user. I'm using raycasting.
L248[15:47:51] <alice> Here is a gist: https://gist.github.com/HiddenKn/e2f3db12149551604d901cbeb12c1ebe
L249[15:48:44] <alice> The mod is for 1.7.10 because I wanted to use it in a modpack for 1.7.10
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L251[15:49:39] <Ordinastie> I was going to answer, but 1.7.10, yeah, no thanks
L252[15:50:10] <Commoble> Does 1.7.10 have PlayerInteractEvent.RightClickBlock?
L253[15:50:30] <alice> It doesn't work for liquids.
L254[15:50:37] <Commoble> ecch
L255[15:50:45] <Ordinastie> if only there was an example in vanilla
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L257[15:52:59] <alice> I tried looking for examples in vanilla but I'm not quite sure how/where to look through the Minecraft code.
L258[15:57:08] <Commoble> Have you looked in the bucket file?
L259[15:57:37] <ghz|afk> Commoble: interaction events were overhauled in like 1.9 or 1.10
L260[15:57:47] <ghz|afk> if you want to know how it worked before, you'll have to find it yourself
L261[15:58:24] <ghz|afk> wait I misread, you were answering to alice
L262[15:58:40] <alice> Commoble: Where do I find the bucket file, or the glass bottle file?
L263[15:59:18] <alice> I know where the forge stuff is, just not where the vanilla stuff is.
L264[15:59:57] <alice> And Eclipse won't let me open net.minecraft stuff.
L265[16:00:10] <ghz|afk> alice: any decent IDE has a way to search symbols
L266[16:00:35] <ghz|afk> if you can't browse to net.minecraft.item.ItemWaterBottle or whatever the full name is
L267[16:00:50] <ghz|afk> that probably means your environment isn't set up correctly, or you didn't use setupDecompWorkspace
L268[16:00:57] <ghz|afk> to get decompiled sources attached
L269[16:01:15] <alice> I did use setupDecompWorkspace
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L272[16:04:32] <alice> Ah, got it.
L273[16:04:40] <alice> Thank you!
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L279[16:22:19] <blackgem> Hey guys, do you know if it's possible in any way to dynamically create dimensions per-world?
L280[16:22:50] <blackgem> Let me rephrase better. I want to emulate some of the random-generation planet games out there, and let the player visit randomly generated worlds with blocks that are set up naturally to have different colored soil, stone, etc..
L281[16:23:18] <ghz|afk> yes it's possible
L282[16:23:27] <blackgem> Since how many versions?
L283[16:23:32] <ghz|afk> the old Mystcraft was dedicated to that
L284[16:23:37] <ghz|afk> in 1.7.10 and older
L285[16:23:55] <blackgem> Still possible in 1.10.2 or 1.12.2?
L286[16:24:00] <Commoble> Should still be possible
L287[16:24:02] <ghz|afk> and RFTools (later RFTools Dimensions addon) does it in newer versions still
L288[16:24:13] <blackgem> Thanks. I'll see if any of those are open source and take a look.
L289[16:24:20] <ghz|afk> you can find the code of RFTools Dimensions on github
L290[16:24:36] <blackgem> I'll check it out. Thanks.
L291[16:24:57] <blackgem> I was also thinking I'd create mobs that save values such as number of legs, stance, attack damage, size etc..
L292[16:25:12] <blackgem> Dunno how well that'll be saveable with NBT though. Do we still use NBT?
L293[16:25:22] <Commoble> yes
L294[16:25:25] <blackgem> Thanks.
L295[16:25:43] <ghz|afk> should be doable
L296[16:25:53] <Commoble> Yeah, I tried doing that myself a while back and saving information was the big thing I got hung up on
L297[16:26:00] <ghz|afk> you could create some kind of "flexible entity" library
L298[16:26:05] * blackgem tilts head
L299[16:26:11] <ghz|afk> along with "flexible entity renderer" :P
L300[16:26:18] <blackgem> :D
L301[16:26:19] <ghz|afk> so like
L302[16:26:21] <Commoble> er, making dimensions with random parameters, not mobs
L303[16:26:27] * blackgem nods
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L305[16:26:39] <ghz|afk> you can declare "species" in code
L306[16:26:43] <blackgem> Yeah, I was thinking for the entity it could have, say, a box or set of boxes that made up the neck, and were dynamically created.
L307[16:26:44] <ghz|afk> and then spawn entities based on a template
L308[16:26:52] <blackgem> s/created/lengthened or shortened
L309[16:27:17] <Commoble> zombie giraffes
L310[16:27:19] <ghz|afk> yeah the only thing that might be annoying would be the texturing
L311[16:27:19] <blackgem> yas
L312[16:27:26] <blackgem> Yeah, that could be a problem.
L313[16:27:31] <ghz|afk> do you know how creepers were invented?
L314[16:27:34] <blackgem> Yes.
L315[16:27:37] <blackgem> That does fit
L316[16:27:40] <ghz|afk> :P
L317[16:27:42] <blackgem> :D
L318[16:28:07] <blackgem> Do you know if a texture can be entirely one, tiling texture, or does space that isn't actually part of a box's texture have to be transparent?
L319[16:28:22] <ghz|afk> so you could have a procedural species definition, with "pairs of legs", "leg length" "body dimensions", "head position", "neck length"
L320[16:28:23] <blackgem> I know it messes with things when you forget one area of transparency on a skin.
L321[16:28:23] <ghz|afk> etc
L322[16:28:29] <blackgem> Yeah.
L323[16:28:33] <ghz|afk> well
L324[16:28:37] <blackgem> Digitigrade/plantigrade/hooves (forget the name for that)
L325[16:28:44] <ghz|afk> you might not want to use the default "box renderer"
L326[16:28:49] * blackgem listens
L327[16:29:14] <ghz|afk> I don't have much experience with rendering entities
L328[16:29:26] <ghz|afk> but the default rendering probably has limitations in terms of texture tiling and such
L329[16:29:37] <ghz|afk> anyhow
L330[16:29:48] <ghz|afk> you declare a renderer class for your entity
L331[16:30:01] <ghz|afk> and the render method gives you complete freedom to mess with opengl
L332[16:30:07] <blackgem> :D
L333[16:30:10] <blackgem> Ooh
L334[16:30:12] <blackgem> Translucent, gooey aliens.
L335[16:30:13] <ghz|afk> (and shoot yourself in the foot in the process)
L336[16:30:16] <blackgem> XD
L337[16:30:25] <Commoble> translucent, gooey giraffes
L338[16:30:28] <blackgem> yes
L339[16:30:55] <blackgem> Ehh. Was thinking maybe glowing body parts but that sounds like a whole extra layer of ugh.
L340[16:31:23] <ghz|afk> if you want entities to illuminate the world... yeah that'd be a whole other level of complexity
L341[16:31:41] <blackgem> Nah, I was just thinking be fullbright like Endermen's eyes
L342[16:31:56] <ghz|afk> if it's just "self-lit" polygons, then that shouldn't be too hard
L343[16:31:58] <ghz|afk> :P
L344[16:32:14] <blackgem> I'm not really the best at rendering to begin with. This would be quite a learning experience for me.
L345[16:32:26] <blackgem> Probably start with the planets themselves (white dirt and red stone, anyone?)
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L347[16:33:05] <blackgem> Think I should make a new, white dirt texture to recolor to the planet's dirt texture?
L348[16:33:28] <ghz|afk> well that's another thing
L349[16:33:39] <ghz|afk> block and item models have to be declared in advance
L350[16:34:03] <ghz|afk> so if you want to have like, stone, sand, dirt, ... in the 16 basic colors
L351[16:34:25] <ghz|afk> you'll have to AT LEAST make a base texture that you can apply a "color modifier" to
L352[16:34:37] <Commoble> Vanilla minecraft colors grass based on biome but I don't know how hardcoded that is
L353[16:34:50] <ghz|afk> the color value multipies the texture value, giving it a tint
L354[16:35:04] <blackgem> Let me glance at that code real quick
L355[16:35:11] <blackgem> I was looking at the biome part of it the other day
L356[16:35:19] <ghz|afk> Commoble: grass has a color gradient texture, which can be replaced by resource packs
L357[16:35:34] <ghz|afk> but I think it hardcodes the resloc of the gradient texture
L358[16:36:19] <Ordinastie> BlockColors is a thing
L359[16:36:39] <blackgem> The code for sheep's wool could probably be reused to an extent
L360[16:36:56] <Ordinastie> wool is hardcoded 16 colors
L361[16:37:08] <blackgem> Wouldn't need any more then a basic few I'd think.
L362[16:37:26] <Commoble> in any case there's definitely a lot of things you can do with new dimensions https://puu.sh/yDEd7/fd1d5b8b62.webm
L363[16:37:55] <blackgem> In fact, it might be good to keep to Minecraft's color pallete. The wool, hardened clay, etc. would easily match new planet building materials.
L364[16:38:03] <Commoble> aye
L365[16:38:14] <Commoble> I try to stay close to vanilla aesthetics whenever possible
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L367[16:38:38] * blackgem nods
L368[16:38:45] <ghz|afk> I avoid playing with mods that feel too "out of place"
L369[16:38:49] <blackgem> Yeah
L370[16:39:03] <blackgem> It would fit in with the default texture pack and not be hard to find another block that fits.
L371[16:39:27] <ghz|afk> like... advent of ascension?
L372[16:39:37] <Commoble> or mineralogy
L373[16:39:39] <ghz|afk> I hated that mod... everything felt out of place
L374[16:39:55] <blackgem> A lot of the mods seem out of place, tbh
L375[16:39:58] <blackgem> Imo
L376[16:40:05] <Commoble> the textures there are just downscaled from HD textures and they look really bad
L377[16:40:13] <blackgem> I hate when that happens
L378[16:40:15] <ghz|afk> the entities on AOA are too detailed and such
L379[16:40:30] <blackgem> I prefer to make my own textures up close and personal, they come out better then even if you scaled down a 64x64 to that res
L380[16:40:58] <ghz|afk> yeah drawing pixel by pixel ends up looking better, most of the time
L381[16:41:41] <blackgem> Has the touch of human intution 'oh, that looks good there' instead of 'pixel belongs here according to math'
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L383[16:43:59] <ghz|afk> I like to think I did a good job with the textures there: https://minecraft.curseforge.com/projects/ender-rift
L384[16:44:13] <ghz|afk> although most (all?) of them are based on vanilla textures :P
L385[16:44:36] <Commoble> mmhmm
L386[16:45:21] <Commoble> in the rock mod I'm working on each natural rock has its own texture but the cobblestone, stone brick, etc variants are just palette-swaps
L387[16:46:44] <blackgem> Palette-swaps are one of my favorite things tbh
L388[16:47:01] <blackgem> It may seem lazy but you can get a good looking texture that fits in beautifully with the existing textures.
L389[16:47:01] <Commoble> I know right
L390[16:47:25] <alice> Thank you, turned out all I had to do was use a protected minecraft function and it works PERFECTLY.
L391[16:47:51] <Commoble> https://image.prntscr.com/image/czBmg5lETQS3npaBsPexXA.png like 90% of the work is in that first row and the rest is a breeze
L392[16:48:42] <blackgem> Yeah :D
L393[16:48:51] <blackgem> Hey, are those ore textures for overlapping onto an existing stone?
L394[16:49:18] <Commoble> yes https://images-ext-1.discordapp.net/external/M6kECRjXzYrMJU9VrHZKEaEMleFjmDkmOLRz3OnUCDE/https/image.prntscr.com/image/9-74He13S5CqaJJHP2bM6w.png
L395[16:50:00] <Commoble> I use individual textures for each ore/stone combination, though, I just have a python script put everything together for me
L396[16:50:24] <blackgem> Ah
L397[16:50:45] <blackgem> I was thinking about if it would be possible to do in-game, to have certain ores available on planets or even make new ones (though that would be a LOT harder)
L398[16:50:56] <blackgem> That's a nice looking mod
L399[16:51:25] <Commoble> making new ores is easy, designing uses for them is tricky
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L401[16:52:29] <blackgem> ^
L402[16:52:41] <blackgem> New ores may be the easiest thing to do in Minecraft tbh
L403[16:52:54] <blackgem> But yeah. Silver? What would we use it for? Peridot? Citrine?
L404[16:53:17] <Commoble> silver sabres of undead-slaying
L405[16:53:24] <blackgem> I was thinking of that, yes
L406[16:53:34] <blackgem> Also probably a high enchantability, if low durability
L407[16:53:47] <blackgem> But also colloidal silver, and/or brewing
L408[16:53:56] <Commoble> some tech mods use silver for current-bearing cables, though gold and copper are reasonable for that too
L409[16:54:38] <Commoble> zinc can be used as an alloy of brass, a white dye, and an ingredient in rubber-manufacturing
L410[16:54:46] <Commoble> *component of brass
L411[16:54:49] * blackgem nods
L412[16:55:11] <blackgem> Actually silver mod might be pretty cool, for the reasons listed above.
L413[16:57:20] <blackgem> Is it possible to overlay a partially transparent texture onto another texture prior to render, and use it as the texture for a block?
L414[16:57:24] <blackgem> Perhaps do so in memory or a temporary file.
L415[16:57:45] <Ordinastie> you just draw 2 quads
L416[16:58:07] <ghz|afk> easier to have two polygon layers, as Ordinastie suggests
L417[16:58:29] * blackgem nods
L418[16:58:35] <ghz|afk> forge has a multi-layer model utility
L419[16:58:42] <blackgem> You don't mean seperate like the block breaking texture atop the blocks, right?
L420[16:58:46] <ghz|afk> which lets you define, in the forge blockstates json
L421[16:59:08] <ghz|afk> an "opaque" model, along with a cutout and/or translucent model
L422[16:59:15] * blackgem nods
L423[16:59:16] <ghz|afk> which all get drawn onto the same block
L424[16:59:19] <blackgem> Excellent.
L425[16:59:21] <blackgem> That's perfect.
L426[16:59:26] <Commoble> Can you do that with regular blocks?
L427[16:59:48] <Commoble> (as opposed to tile entity blocks which have more flexible rendering)
L428[17:00:10] <blackgem> What I was picturing was that the player might need coal while on an alien planet.
L429[17:01:24] <blackgem> What color would you recommend I make the base recolors to be changed to the planet's?
L430[17:01:26] <blackgem> Gray or white?
L431[17:04:37] * blackgem imagines Minecraftia green grass spreading onto black dirt, an invasion of sorts
L432[17:05:21] <ghz|afk> Commoble: yes, that's thep oint of the multi-layer model
L433[17:05:33] <ghz|afk> it lets you have
L434[17:05:39] <ghz|afk> oops miss-pressed return
L435[17:05:59] <ghz|afk> it lets you have models for all 3 layers, instead of just 1
L436[17:08:32] <blackgem> Does Paint.NET do recoloring?
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L438[17:08:59] <blackgem> Like, automatically set every pixel's saturation to 0 and brightness to half, for instance
L439[17:12:15] <ghz|afk> I have no idea
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L441[17:25:17] <Commoble> if you want to do really specific things to your image, python has an image processing library http://python-pillow.org/ and I'm sure similar languages have similar things
L442[17:29:09] * blackgem reads
L443[17:29:51] <Commoble> (this is what I use to generate ore/rock combination textures for each rock) (but I might have to take a look at multi-layer models too)
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L445[17:40:44] <blackgem> I've never used Python really.
L446[17:40:58] <blackgem> Can you just use this from console or does it have to be incorporated into something?
L447[17:41:40] <Commoble> ah, my bad
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L449[17:42:18] <blackgem> Why is that your bad? :P
L450[17:42:51] <Commoble> I wasn't thinking, python's a little weird if you're not familiar with it
L451[17:43:46] <Commoble> what you want to do is write the script in a .py file
L452[17:44:07] <Commoble> and then you can open that file with python and it'll run the script for you
L453[17:45:07] <Commoble> if you haven't used python I wouldn't worry about it, it has a unique syntax and and takes a little while to learn
L454[17:45:55] <blackgem> Okay :<
L455[17:46:09] <blackgem> It's not high on my to learn list tbh, I think I'll try C++ or Haxe next
L456[17:46:10] <blackgem> Hmmmm
L457[17:46:13] <blackgem> Haxe does compile to Pyhton.
L458[17:46:49] <Commoble> I'd think that every major language has some kind of image processing library out there somewhere if you look hard enough
L459[17:48:32] <blackgem> Most likely.
L460[17:49:09] <blackgem> What I'd really like (and probably will end up coding myself) is MS Paint from XP, with the ability to save a color collected with the eyedropper, and the ability to make things transparent or translucent.
L461[17:49:14] <blackgem> Same interface, etc..
L462[17:49:23] <Commoble> GIMP?
L463[17:49:28] <blackgem> Tried GIMP.
L464[17:49:31] <blackgem> Hated its guts XD
L465[17:50:32] <blackgem> I couldn't figure it out for anything, select didn't select what I aimed for, none of the tools made sense, and there was no single-pixel manipulation that I was able to make work.
L466[17:50:59] <Commoble> to manipulate single pixels, you use the pencil tool, select the pixel brush, and crank the brush size down to 1
L467[17:51:07] <blackgem> I'll try it again sometime.
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