Posted August 2, 201312 yr Hello, I've already made custom block models with techne but as techne is not the best model program, it is based on cubes, and you also have to debug the Files before they compile I want to create better models with a better software. So my question is which (free) software is the best for this task and how can I implement the Model in minecraft? I'm looking forward for any help. Busti PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.
August 2, 201312 yr Minecraft is based on blocks. Anyways, you can always delete the squarness of models upon texturing by making invisable textures.
August 2, 201312 yr You can use .obj files, which can be made in Blender (which is free), or Autodesk Maya or 3DS Max (which are free for students but pricey otherwise). They are real models, none of that techne crap, you can make them as detailed as you like. But remember, more detail = more resources to load it. Alternatively you could use the tessellator, but I've not seen a model editor for that directly yet. http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 2, 201312 yr Author How can I implement these into a TileEntitySpecialRenderer? PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.
August 2, 201312 yr How can I implement these into a TileEntitySpecialRenderer? Try this http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
August 2, 201312 yr Author Ah ok I didn't know that there are tutorials about it. PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.
August 2, 201312 yr FUCK TECHNE GO WAVEFRONT WOUUUUUUU!!! buuuut here a sample code public class TESR implements/extends TileEntitySpecialRenderer{ private IModelCustom model; public TESR(){ model = AdvanceModelLoader.loadModel("/model.obj"); public void renderTileEntityAt(bunch of args){ //opengl setup (like pushMatrix and translate etc) model.renderAll(); //end of gl setup like popMatrix } } } "/model.obj" refers to the path: mcp/src/minecraft/model.obj i recommend blender when you export your obj make SURE to check triangulated face becasue forge obj loader doesnt accept them (you should always triangulate your shit anyway) if you load your model and it tells you something like cannot load becasue "o usemlt 19368 136 136" line xxx just remove line xxx and re run gl hf !! EDIT: my wavefront tutorial: http://www.minecraftforge.net/wiki/Using_wavefront_model how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
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