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using wavefront files (obj)


hydroflame

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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-

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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.

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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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