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Posts
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Everything posted by jakj
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I was talking about the FTB pack. And if they DON'T use adf.ly for their pack, I wonder what will happen then to the "you're costing the authors their revenue" argument then.
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I wonder how they're going to split their adf.ly income from the modpack, especially since not every mod author in the pack (like Sengir) even uses adf.ly in the first place.
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According to the Technic staff, they have permission for everything. That is all you need to know. If you believe them, great; If you don't believe them, we don't care.
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Yeah, it's that same old elitist attitude: People get off on being able to do something that others can't.
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But non-square quadrilaterals are not regular. :P
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He's got the glow.
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Cheapslot? That must be his stripper name.
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Oh oh oh link to teaser required!
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Dude, come on. I'm going to replace my combat sounds with Jackie Chan movie clips. It'll be amazing.
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Disqualified from the event due to rotation. :P
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I'm genuinely impressed.
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Upload complete! All the .pdf files are at http://j-a-k-j.com/Badges/ and are produced at 600 dpi/ppi. Also at that location is Template.xcf, which is a base GIMP file containing a single layer: It is sized at 8.5 inches by 11 inches (US Letter) with a layer mask in the shape of the hexagon. The basic techniques are as follows: Duplicate the base layer and hide it, so you always have a pristine copy to fall back on. (Or, just keep a copy of Template.xcf somewhere, because you can just drag-and-drop it into another image to generate a copy of the layer.) The easiest way to position the image within the layer mask is to "Select All"/"Cut"/"Paste", at which point you can drag it around independent of the layer mask, and then anchor it when it looks right. To feather the edge of something, set your foreground color to black, use the gradient tool, select the "FG to Transparent" gradient, and apply the gradient to the layer mask. Small things, like flair and logos, don't need the layer mask applied necessarily: They can just be placed right on top. The layer mask is necessary only to cut off the edges of things. When you want to print, you're going to do these steps: Save your .xcf first, then do NOT hit "save" again at all. Go through all layers with layer masks and say "Apply Layer Mask". Starting at the top layer and working your way down, select "Merge Down". "Merge All Visible Layers" may fail if you have used fancy transparency like Screen. Do NOT use "Flatten Image". Now that you have a single layer which is a single hexagon that is transprent all around it, go to Export To and use the ".pdf" extension. Close the .xcf WITHOUT SAVING, or choose to revert your changes to before you started applying layer masks. Print your .pdf. And, of course, if you want something other than a hexagon, or you want to make it a different size, feel free to simply change the layer mask. Note: Squares and hexagons are mathematically-proven to be the only regular polygons in the entire universe that can be tiled on their own. You can feel free to use any shape you want, of course, but if you use something other than a square or hexagon, you're going to either have gaps or have to use other shapes to fill in.
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Hey, cool to know somebody's interested. I'll work on uploading the stuff, then, though the duration is undetermined due to it being currently over 800 MiB versus my upload at less than 1 Mb per second. The only tool in use is GIMP (and I'll upload the relevant .xcf) using screen opacity and layer masks.
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But it's the same algorithm. Determine which blocks should move, see if there are blocks in the way, and rotate the entity instead of translating it. Use an arc from the furthest block.
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That's a shame. Hopefully Eloraam will add rotation to frames, then. In theory, it shouldn't be too much additional code.
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Java is approximately 3x easier to use than C++, if you don't try to stretch its limitations.
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Who bashed religion? Looks to me they bashed fanatics.
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Same shit, different day. People on Dire's SMP videos talking about how they're working on a modpack so people can play all these great mods together in singleplayer, and I go Hey, Technic, It's A Thing. Of course, "they don't have permissions", so "yes they do", and then what's the proof they present (in about third-grade English)? An argument in the comments of a previous video. Yeah, YouTube comments are a citeable source, now. Fuck me.
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This is not the forum you are looking for.
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You are an endless font of bad ideas.
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Hrm, could be. I've discovered that OpenGL has a rather curious omission: You are not able to bind a portion of a texture file as a texture. This is an issue when trying to apply (for example) textures out of terrain.png onto arbitrary surfaces, because tiling becomes a major issue while trying to keep the texture orientation and resolution consistent. The built-in tiling mechanism in OpenGL (where you simply specify texture coordinates beyond the actual texture and it wraps around) works brilliantly...but only on full textures, not subtextures. The two real ways to handle this end up both having rather glaring flaws to consider. One way is to split the geometry at tile boundaries, which at first seems a reasonable way, but since Minecraft already is an inefficiently-written program, increasing the scene's complexity unnecessarily really isn't a very good idea. Additionally, sometimes there would be generated very long, thin triangles, and these can cause severe visual oddities and glitches. The other way is to copy the image data of a subtexture at runtime and bind it as a new texture. Minecraft already has the mechanisms to do this easily: You can (using RenderEngine) get the OpenGL index of the already-loaded texture, use that to access Minecraft's BufferedImage version of it, use getSubimage to get a new BufferedImage of the subtexture, and pass that right back to allocateAndSetupTexture. There are three major flaws with this, though: It uses more texture memory (which is often the weakest part of mid- and low-end graphics cards), the data go stale if the texture pack changes, and the animation of lava/water/fire textures are lost. There is the option of, for every submodel of every block of every render frame, to rebind and then dispose of the texture to keep everything fresh, but I wouldn't be surprised if the massive overhead of all that would end up bringing Minecraft to its knees. The only other option I can think of is to go with the copy option, somehow account for animated textures, and upon texture-pack change, require the user to either restart the program or use an in-game item or menu option to trigger a flush of copied textures. Maybe the mod could cache some identifying information about the current texture pack and validate it once per second or so, and auto-flush upon a change...
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So far, the only way I can find to detect the change of texture pack in-game is to register a dummy of Forge's special FX class. Anyone see a better way?
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He's a convenient representative of "the people who use the mods" because he's experienced enough to be able to file useful bug reports, but not experienced enough to talk to them on a technical level. It probably helps to keep them sane, to deal with Direwolf instead of the masses of little boys and girls.