Carpenter's Blocks

Carpenter's Blocks

24M Downloads

Suggestion: Update!

MarcusElg opened this issue ยท 17 comments

commented

Please update to 1.10, and if you don't want to let someone else do it, don't let the best mod ever die!

commented

@Mineshopper Ive been working on something you might like in CCL, it is basically a QuadBakery with an interface similar to the old tessellator witch may help you with your models, https://github.com/TheCBProject/CodeChickenLib/blob/master/src/main/java/codechicken/lib/model/bakery/CCQuadBakery.java

commented

How is it going?

commented

I started digging arround the other day, seems like a simple update if i use some of the features inside CCL that ive written. if @Mineshopper wants, i can do a rough port with ccl for now, then i can just copy the code used from ccl to keep the dependency away.

commented

That would be great! Me and the rest of the community would really appriciate it

commented

@Mineshopper You able to poke me on IRC please?

commented

Looking forward to an update or port of this great mod. I miss it terribly, FTB isn't the same without it!

commented

I have the preview 1.10.2 branch up for anyone to fiddle with or improve. There's no code to handle JSON data for blocky blocks, like the door, safe, pressure plate, etc. Once that is in place most of the rest of the mod can be ported fairly easily.. I think. I've been fairly busy and unable to put many hours into this lately, but it's always on my to-do list.

commented

I have stalled on my efforts to update to 1.9. I will look into converting my current work over to 1.10 and potentially push it to a new branch so the community can try and help. The mod is open-source and anyone can fork it and make it work for version 1.x, I just suspect the amount of work required has kept that from happening.

commented

Yeah, my port fell through as my knowledge of 1.8+ was little at the time, i may be able to help out if the 1.9+ branch is posted. Also i suggest that with the rendering side of things to use a FastTESR as it is similar to ISBRH.

commented

Will it even be possible withe the blockstates? Because they don't support variables and you can't add every block manually to the boockstate. Also it wouldn't work with all mods

commented

It should be, from my digging a while ago they were non tickable TileEntities, the te held the info on what block it was covering then an ISBRH handled rendering the block. An ISBRH was a chunk render batcher of sorts, getting every bock to render once then caching it, and if a block changed near another block it would be re rendered, TESR's are TileEntitySpecialRenders, they render every tick, in 1.8 fry implemented a FastTESR, the FastTESR renders every tick also but there is only ONE draw call for all tile entities that render with a FastTESR and they are locked to Quads and DefaultVertexFormats.BLOCK instead of 1 or more draw call for each TESR. @Mineshopper Contact me on irc in #ChickenBones on Esper.net if you need any help.

commented

Nice, when do you think it will be finished? Or is it to much work left to know that yet?

commented

No idea, just offering my assistance, ill leave that question to @Mineshopper

commented

Slowly working on it. FastTESR sounds interesting, but is that still mainly meant for complex model shapes? I know they were expensive to render prior to 1.8. I'm currently trying out a BakedModel approach -- it seems flexible enough to do what I need.

commented

The IBakedModel approach is the best approach to go with as it is basically the same a ISBRH except they are baked, meaning they push data to the VB faster than anything, Make sure you cache stuff and it may not be a bad idea to use some sort of vertex rotation where possible to limit the amount of baked variants you have, or even some sort of mirroring to reduce it even more, or bake each quarter variant for the different heights then just rotate and combine the correct ones to form a block, the rotation and UV transforms should be relatively cheep. The FastTESR approach is still a viable option, if you are going to use it i suggest using the CCL render pipe, as it is able to do all the rotation and transforms of UV's you will need.(#shamelessplug :P), Even if you use the FastTESR for now then port it to baked models after the fact just to get something out there could be a good option too. Also are you on IRC anywhere?

commented

For some reason I can't get my block texture to show up on my model. No errors are thrown, it's loading the model json, yet the texture is always checkerboard. Any thoughts?

commented

Any place on IRC you can jump on as github would be cancer to debug this..