FC content pack flan's [THREADNAUGHT]
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In that case post a picture of the reskin, if its any good (I.e. better than the piles of carp I make) the I might ask you try and make a skin when I finish the model I'm working on (I can teach you how to use techne as a preview for the textures, at least the textures that don't use shapes)
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Mistake Not... wrote: This isn't rocket science, *!

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Re: FC content pack flan's
Finished!


Exactly as muddy as the road behind the elementary school.
Last_Jedi_Standing Industries: Making the Forum Sketchier Since 2012


Exactly as muddy as the road behind the elementary school.
Last_Jedi_Standing Industries: Making the Forum Sketchier Since 2012
;.'.;'::.;:".":;",,;':",;
(Kzinti script, as best as can be displayed in Human characters, translated roughly as "For the Patriarchy!")
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Re: FC content pack flan's
Looks like my teachers van
And on second thought I am not letting you do a skin, I don't want paedo-planes
And on second thought I am not letting you do a skin, I don't want paedo-planes
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Mistake Not... wrote: This isn't rocket science, *!

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Re: FC content pack flan's
the fuck jediLast_Jedi_Standing wrote:Finished!
Exactly as muddy as the road behind the elementary school.
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Re: FC content pack flan's
…Techne dosen't support Macs. 

"This is Minecraft, sir. We don't make physics, we ruin them." -Fr0stbyte124
"We are made of the elements out in space, in essense we are the universe discovering itself" -Neil Degrasse Tyson
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Re: FC content pack flan's
Tech a isn't too good for modelling anyway.Dux_Tell31 wrote:…Techne dosen't support Macs.
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Mistake Not... wrote: This isn't rocket science, *!

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Re: FC content pack flan's
Compared to the original method for adding models to minecraft it's a godsend.

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Re: FC content pack flan's
Just a reminder on this: you'll be able to use blender or any other 3D program if you are interested, not just techne.
Actually, something other than techne would be preferable, since I'm trying to wean the engine off of using displaylists for everything, which are depreciated on OpenGL 3.0 hardware (~DX10).
Actually, something other than techne would be preferable, since I'm trying to wean the engine off of using displaylists for everything, which are depreciated on OpenGL 3.0 hardware (~DX10).
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Re: FC content pack flan's
So you're saying you'd make it so that .obj files could be imported directly, or am I mistaken?
What would the parameters be for designing a model in, say, 3DS Max? Only blocks, or what?
What would the parameters be for designing a model in, say, 3DS Max? Only blocks, or what?

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Re: FC content pack flan's
could one be enabled to make models using Microstation (giving one has such a programm) for Minecraft then?
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- fr0stbyte124
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Re: FC content pack flan's
.obj files are text based and easy to parse. They contain lists of vertex coordinates, normals, UV coordinates, and face sets which can all go more or less verbatim into buffer objects. We'll probably stick to those.Tiel wrote:So you're saying you'd make it so that .obj files could be imported directly, or am I mistaken?
What would the parameters be for designing a model in, say, 3DS Max? Only blocks, or what?
For the time being, let's stick to doing animations using basic rotations in software, and let's not mess with material definitions just yet.
Let's see, what else... Oh, the shapes don't need to be rectangular, though the Minecraft theme would dictate that nothing has smooth curves. We'll do flat lighting, but I'm not sure how that is set up in a 3D program.
Mostly just give it a try and see if you like it. A tool like Blender should be a lot less restrictive and deliver better results, though it might take some additional effort.
If it can export to .obj, then yes.Ivan2006 wrote:could one be enabled to make models using Microstation (giving one has such a programm) for Minecraft then?
I've never heard of it, though.
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Re: FC content pack flan's
Y no know MS?fr0stbyte124 wrote:.obj files are text based and easy to parse. They contain lists of vertex coordinates, normals, UV coordinates, and face sets which can all go more or less verbatim into buffer objects. We'll probably stick to those.Tiel wrote:So you're saying you'd make it so that .obj files could be imported directly, or am I mistaken?
What would the parameters be for designing a model in, say, 3DS Max? Only blocks, or what?
For the time being, let's stick to doing animations using basic rotations in software, and let's not mess with material definitions just yet.
Let's see, what else... Oh, the shapes don't need to be rectangular, though the Minecraft theme would dictate that nothing has smooth curves. We'll do flat lighting, but I'm not sure how that is set up in a 3D program.
Mostly just give it a try and see if you like it. A tool like Blender should be a lot less restrictive and deliver better results, though it might take some additional effort.
If it can export to .obj, then yes.Ivan2006 wrote:could one be enabled to make models using Microstation (giving one has such a programm) for Minecraft then?
I've never heard of it, though.
...maybe it´s not that common in europe...
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Re: FC content pack flan's
I'm American.
After a quick look, Microstation is a professional CAD tool, meaning it is 1) not free, and 2) is going to do a hell of a lot unrelated to modeling. Unless you already own a copy and know how to use it, I can't imagine it would be a good choice to start with.
Before, I recommended Blender because it is both free, and widely used in the game dev community, so there's tons of resources and tutorials to get started. Professional 3D artists tend to use 3D Studio Max or Maya, but there is nothing we are doing here that would necessitate needing industry tools.
Well, that's my 2 cents. At this point, I just want to get an idea of what people might be interested in using. I'm not planning on doing a ton of modeling myself, so whatever you guys want to do, we'll go with.
After a quick look, Microstation is a professional CAD tool, meaning it is 1) not free, and 2) is going to do a hell of a lot unrelated to modeling. Unless you already own a copy and know how to use it, I can't imagine it would be a good choice to start with.
Before, I recommended Blender because it is both free, and widely used in the game dev community, so there's tons of resources and tutorials to get started. Professional 3D artists tend to use 3D Studio Max or Maya, but there is nothing we are doing here that would necessitate needing industry tools.
Well, that's my 2 cents. At this point, I just want to get an idea of what people might be interested in using. I'm not planning on doing a ton of modeling myself, so whatever you guys want to do, we'll go with.
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Re: FC content pack flan's
The only problem with 3d modelling program's is that when you process the model through manus's toolbox and subsequently MCP, it doesn't always turn out how you want it.
That and model files need to use turbomodelthingy, and teche is the only program I know of that allows you to directly export as turbomodelthingy, which is what flans mod uses, and what mans recommends.
That and model files need to use turbomodelthingy, and teche is the only program I know of that allows you to directly export as turbomodelthingy, which is what flans mod uses, and what mans recommends.
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Mistake Not... wrote: This isn't rocket science, *!

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