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Kiljaeden053

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Posts posted by Kiljaeden053

  1. Specifically, their mirror images are the middle of the pixel, not the middle of the grid. Minecraft textures are 2x2 in size, so if I click on the left side of the panel, only one pixel shows because the middle part of the supposed symmetry is a pixel not the grid. If the mirror was grid based rather than pixels, it will paint on both sides.

     

    I can't seem to find the settings for this, Should I download a plugin or use a different program entirely, still the same case on krita.

    Symmetry-Game-Guess-My-Grid-2.jpg

  2. Also here's the log fren

    CUsers----DesktopMDKHeaven's Wrath1.16.3gradlew build
    To honour the JVM settings for this build a new JVM will be forked. Please consider using the daemon httpsdocs.gradle.org4.10.3userguidegradle_daemon.html.
    Daemon will be stopped at the end of the build stopping after processing
    
     Configure project 
    Java 15 JVM 15+36-1562(Oracle Corporation) Arch amd64
    New Dep net.minecraftforgeforge1.16.3-34.1.0_mapped_snapshot_20200514-1.16
    
    Deprecated Gradle features were used in this build, making it incompatible with Gradle 5.0.
    Use '--warning-mode all' to show the individual deprecation warnings.
    See httpsdocs.gradle.org4.10.3userguidecommand_line_interface.html#seccommand_line_warnings
    
    BUILD SUCCESSFUL in 13s
    7 actionable tasks 3 executed, 4 up-to-date
    CUsersJexelDesktopMDKHeaven's Wrath1.16.3

     

  3.  

    Quote

    This is less related to Minecraft and more taking a texture, masking by color range, using some sort of neural algorithm to determine whether the pixels represent a line or not and then editing the values to achieve the effect you want.

    I am satisfied of your reply sir! I'll be looking for some other forums to fix this problem. Needless to say thanks for helping.

  4. 4 minutes ago, ChampionAsh5357 said:

    You can do some clever logic with the renderers in the model to achieve your goal with no hassle, just requires a bit of time.

     

    This is what I don't like. You see I want to make it's wings large but they will always overlap the body

    Quote

    Can I even make a straight line using pixels.

    Ok this is the result of me not getting enough sleep. What I mean is that if it's possible to even get a slant line of pixels that will later on convert into a straight line of pixels. 

    My thoughts: So instead of pixel by pixel erasure. How about instead a transparency mask of sorts. the pixel is still in there,  just unseen.

  5. So let's say I have a giant bat model. It's has 5 wing membranes that are 50 X 50 pixels in size and is a perfect square since Minecraft models and modelparts only accept cubes and squares. So to make it look like a bat wing, we sculpt and erase the overlapping parts of a texturemap and shape out and texture a bat wing, the erased parts wouldn't be rendered ingame thus creating a wing. Now here's the problem, the bat would fold it's wings when hanging in caves, but when it do, the already shaped would pierce the body and overlap making weird pointy star shapes.

    What I understand:

    1. Get the angle by calculating the rotation of the parent model part "wingfingers" to get the overlapping parts .

    2. Get the location of  the wings at the texturemap

    3. Then create a smooth algorithim that would determine the overlapping parts every time it closes it's wings.

    4. then once the numbers are done, erase the overlapping parts. 

     

    What I don't understand:

    1. Is this even possible to erase an already textured model using only code?

    2. Can I even make a straight line using pixels.

  6. I want to obsfucate my mob codes so no more fighting. I have rivals accusing me of copying from them yet looking from their code they're the ones doing it and no one believes me.

     

    I would obsfucate the code by using proguard and changing package names, I also want to use the forge SRG names to be even more confusing if that's possible, so that they can't guess that it's one of my mobs because it extends EntityLivingBase.

     

     

  7. 29 minutes ago, DavidM said:

    Except that would break every world interaction as well as cause a ton of concurrency issues.

    Adding more threads doesn’t mean the game would be faster and better; threading is not a magical solution to all performance issues.

     

    Threading should only be used if the routine to be put on another thread makes sense to be on another thread (i.e. make the checking for update routine separate from the main game thread, or separate the render thread from the game logic thread (not Minecraft specific)). It is not as simple as totalTimeUsed / threadCount = actualTimeUsed.

    In your opinion. What would be the best solution to make the game more optimized on large servers?

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