Posted July 30, 201312 yr so i only recently started using wavefront in minecraft (not wavefront in general) and i noticed a lot of them wont go through the parser :\ i made it work and everything in dev mode but im not sure about release basicly to create one i use AdvanceModelLoader.loadModel("/assets/models/mymodel.obj"); and that translates to: "mcp/src/minecraft/assets/models/mymodel.obj" in system path now if i keep the same code, where am i supposer to place this model for a real release ".minecraft/mods/mymod.jar/assets/models/mymodel.obj" ? (dont talk to me about techne, wavefront files are WAY better) how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
July 30, 201312 yr I'm also trying to get my head around using Wavefront files. Looking at ee3 it seems to use "/assets/ee3/models/modelname.obj" with the .jar filestructure being "ee3.jar/mods/ee3/models/modelname.obj" I've also noted that Forge is picky about .obj files, doesn't seem to like normals, whole numbers saved as "1" rather than "1.0" and scientific notation.
July 30, 201312 yr Author yes i approve that the string you pass must be starting from the root of the jar/zip file tested and confirmed and no minecraft doesnt like normals since its lighting system isnt a per-pixel shader how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
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