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IC2 Classic #90
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We'll keep it in mind :D |
1 Upside. Texture Sprites. You do not have to do 5000 Icons. Its all in a couple texture sprites merged together (at least in classic) xD |
Would probably be best to use the same textures that we use for IC2-exp, just "ported" to whatever file/image structure IC2-Classic has. Then we would just need to fill in the blanks for the extra content that IC2 Classic has. |
@BBoldt Yeah but exp changed they general style and classic kept the old one |
Sprites have downsides too, for example if you do not have all textures done you either need to fill in the not textured with blanks or ship the author's textures which may conflict with some licences :P But yea, sprites are nice |
yeah that is true. But on the other hand. As long you finish your work and make it a "none constant" state it should be fine (at least from my side) |
Just curious, IC2 Classic and Tech Reborn are completly different right? Because we started on Tech Reborn! 😄 |
They are Yulife. Tech Reborn is a rewritten version of an old version of Gregtech. IC2 Classic is an updated version of pre-experimental IC2. |
Ahhh nice :) |
@Speiger, you still looking to get those textures for IC2C? I'm just about done with IC2 so it wouldn't be too difficult to throw something together. |
Shouldn't it use them same texture? :p |
Hey @CyanideX once you get IC2 done I can take a look at IC2 Classic's sprites, just tell me once it's done |
@Mattabase, I will see what I can do. It's only 1.7.10, right? |
<3 Love you buddy! @CyanideX =P |
@Mattabase, don't thank me yet. I may not get to it for a while. 😖 |
Sorry, can't do it @Mattabase. I would need @Speiger to make the bottom/top face rotate with the block in order for the textures to work properly. This retexture would be a basic copy/paste from my IC2 Unity because I simply don't have the time to make adjustments for this system. |
@CyanideX the problem is i would require my full renderring for that just making the stuff work. |
@CyanideX ok i will try to come up with something. But might take a couple days... |
@CyanideX keep doing the work even rotation is not applying yet. I found some interesting code... |
@Speiger, I tend to get fancy with my textures. 😉 Thanks for looking into this. |
Cool :3 i wonder how you do the jetpacks etc xD because they have no textures on Exps Side |
@CyanideX do you want to add animations? I can do a oneliner code which allows you to make animations to IC2Classic without using the sprite system while stay still compatible^^" |
@Speiger, the jetpacks had textures but here are some of the items from my retexture: I didn't do any animations aside from a few items so no need to worry about that. |
Ok, @Speiger, I'm going to need some animations for a few items. |
Well I can't tell you where to put it now but, |
@CyanideX well ok i did add the code for the Texture Replacing into my dev invioment (will be with the next release) Now working on the Rotation part and last the Second Texture for the Nuke.
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Poke @CyanideX So, how about those textures? |
I can finish them I suppose. It's too bad it won't be for 1.11+... feels like wasted time. But I did promise you I would. |
Just want to confirm, @Speiger... you're not updating IC2C for 1.12? I think I misunderstood your Reddit post. |
So far nope. |
Should close this issue, mod requested is dead. |
I let you down Matt, I'm sorry. |
No let down sir. <3 |
Will reopen if this ever gets updated to a current Minecraft version. |
The day has come. |
Why aren't there any blockstate or model folders in assets? 😕 |
@CyanideX yep, I don't allow custom models. |
Small side note, i wrote my texture system so that you can replace any side if you wish to do so without models. |
I tried replacing all instances of the macerator in both the ic2 and ic2dev folders but they remained unchanged in game. It isn't clear which textures are being used so I might have to return to this when the mod is further along into 1.19. |
the texture_package.json is the file that decides which "file" is being used. The Packages are designed to filter out duplicates, but they are basically "key" to "resource location". |
Do you have any benchmarks to show that these "optimizations" are worthwhile? All I see is that you've arbitrarily restricted customisation for end users and effectively disabled a vanilla API. |
@ChloeDawn why isn't the CPU running directly on HDD/SSD instead of ram and Caches? Now the only reason we went away from that is MC actually now uses more cores which effectively makes that optimization useless since you throw resources against the wall to achieve higher performance. About the optimizations for models. But these blocks can be dyed, foamed, might have redstone interactivity, and might have insulation. Which is on average 17 * 3 * (3-5) block states on average. So 51 - 153 - 255 BlockStates from lowest to average to highest. Dunno you tell me if a custom model system that doesn't use json is worth it? For 1 block out of 12-15 blocks? Why? because minecraft runs matrix operations (where the GPU outclasses the CPU) on the CPU to achieve the same type of rendering that GL1.0 made. So TESR is also not a good solution. Because you pay on average FPS if a lot of cables are placed. |
@CyanideX if you are willing to work with me, I would help you get things running and if you need something special I can look into it as needed. But if you give up the 1 second after something not working then it is fine if this never happens. |
It would be nice if you could add wiki documentation or a readme file to the JAR for resource pack developers. |
Some further clarification is needed. Looking at the macerator, for example, the
{
"active_down": "ic2:block/machine/lv/macerator/active_down",
"active_east": "ic2:block/machine/lv/macerator/active_east",
"active_north": "ic2:block/machine/lv/macerator/active_north",
"active_south": "ic2:block/machine/lv/macerator/active_south",
"active_up": "ic2:block/machine/lv/macerator/active_up",
"active_west": "ic2:block/machine/lv/macerator/active_west",
"inactive_down": "ic2:block/machine/lv/macerator/inactive_down",
"inactive_east": "ic2:block/machine/lv/macerator/inactive_east",
"inactive_north": "ic2:block/machine/lv/macerator/inactive_north",
"inactive_south": "ic2:block/machine/lv/macerator/inactive_south",
"inactive_up": "ic2:block/machine/lv/macerator/inactive_up",
"inactive_west": "ic2:block/machine/lv/macerator/inactive_west"
}
{
"active_down": "ic2:block/electric/battery_station/mv/down",
"active_east": "ic2:block/electric/energy_storage/mfe/east",
"active_north": "ic2:block/electric/energy_storage/mfe/east",
"active_south": "ic2:block/machine/hv/colossal_macerator/active_south",
"active_up": "ic2:block/machine/lv/macerator/active_up",
"active_west": "ic2:block/electric/energy_storage/mfe/east",
"inactive_down": "ic2:block/electric/battery_station/mv/down",
"inactive_east": "ic2:block/electric/energy_storage/mfe/east",
"inactive_north": "ic2:block/electric/energy_storage/mfe/east",
"inactive_south": "ic2:block/machine/hv/colossal_macerator/active_south",
"inactive_up": "ic2:block/machine/hv/colossal_macerator/inactive_up",
"inactive_west": "ic2:block/electric/energy_storage/mfe/east"
} This is from the latest 1.19 release on CurseForge |
That is planned on the github page... But that will be added soon. I just wanted a week of break. |
If |
IC2C Dev => IC2Programmer art, and that isn't touched by the program. You mean the .5MB of extra size in the 15MB mod where 15MB textures and 15MB code (uncompressed) are inside? |
This would be great, thanks |
@ChloeDawn there you go. |
Could you add IC2 Classic Support? It can be combined with IC2 Exp in Textures (it uses the same folder but differend subfolders)
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