chuckles de clown 53 Posted February 15, 2017 Report Share Posted February 15, 2017 it should be in a select section, you have to select the save world you're trying to load and then choose if you're importing something from the overworld the nether or the end that's the thing it won't show the world i'm trying to import from Link to post Share on other sites More sharing options...
BBruce7815 2k Posted February 15, 2017 Report Share Posted February 15, 2017 that's the thing it won't show the world i'm trying to import from maybe the world you're searching for isn't in the right folder Link to post Share on other sites More sharing options...
chuckles de clown 53 Posted February 15, 2017 Report Share Posted February 15, 2017 maybe the world you're searching for isn't in the right folder you know what i think your right i don't see my world in there ether, but now i gotta figure out where my new games are saving to. Link to post Share on other sites More sharing options...
Nimi 8.3k Posted February 15, 2017 Author Report Share Posted February 15, 2017 hey @Nimi i noticed that once i updated minecraft to the new launcher that i couldn't import anything from new worlds so i would enjoy if you fixed that, have a very nice day(i noticed that because i tried making a make a splash with a house i made but i noticed that when my building world not show up in the import program part) and also go make cool features today. -snip- see this is what i mean David's World importer looks in the worlds folder in the Minecraft directory for worlds. Put your world in the folder(maybe open it up in MC and close out of it.) and look in the world importer again. Link to post Share on other sites More sharing options...
chuckles de clown 53 Posted February 15, 2017 Report Share Posted February 15, 2017 David's World importer looks in the worlds folder in the Minecraft directory for worlds. Put your world in the folder(maybe open it up in MC and close out of it.) and look in the world importer again. you mean the "saves" folder, but i need to find where the new launcher(for minecraft) is saving to in order to do that, and theres another thing im confused about why would my minecraft save my worlds to another folder Link to post Share on other sites More sharing options...
Bugleberry 1.6k Posted February 16, 2017 Report Share Posted February 16, 2017 Roughly the same as the original Mine-imator. Thank you! Link to post Share on other sites More sharing options...
Mobdestoryer 281 Posted February 17, 2017 Report Share Posted February 17, 2017 How would I be able to crack the file open aka see the images of the program? I would want to see the code if you don't want to say that is understandable It's because I would like to add my own ideas into the program and try creating new things I know Your thinking no but If you want you can Thank you for reading And Thank you for such an amazing program update BYE + = Mine Imator Community Build Link to post Share on other sites More sharing options...
BBruce7815 2k Posted February 18, 2017 Report Share Posted February 18, 2017 How would I be able to crack the file open aka see the images of the program? I would want to see the code if you don't want to say that is understandable It's because I would like to add my own ideas into the program and try creating new things I know Your thinking no but If you want you can Thank you for reading And Thank you for such an amazing program update BYE + = Mine Imator Community Build All this wording is no necessary, the open code of the original MI 1.0.6 is in the download page of the original MI, search it there, but if you want all the features of MI:CE, don't worry, Nimi won't hesitate to give an open code, I think. Link to post Share on other sites More sharing options...
Mobdestoryer 281 Posted February 18, 2017 Report Share Posted February 18, 2017 All this wording is no necessary, the open code of the original MI 1.0.6 is in the download page of the original MI, search it there, but if you want all the features of MI:CE, don't worry, Nimi won't hesitate to give an open code, I think. I hope lel and Thank you very VERY much! All this wording is no necessary, the open code of the original MI 1.0.6 is in the download page of the original MI, search it there, but if you want all the features of MI:CE, don't worry, Nimi won't hesitate to give an open code, I think. + You = Green Cap? (Don't Question How...) BBruce7815 1 Link to post Share on other sites More sharing options...
Nimi 8.3k Posted February 18, 2017 Author Report Share Posted February 18, 2017 How would I be able to crack the file open aka see the images of the program? I would want to see the code if you don't want to say that is understandable It's because I would like to add my own ideas into the program and try creating new things I know Your thinking no but If you want you can Thank you for reading And Thank you for such an amazing program update All this wording is no necessary, the open code of the original MI 1.0.6 is in the download page of the original MI, search it there, but if you want all the features of MI:CE, don't worry, Nimi won't hesitate to give an open code, I think. I'm not really on board with the idea of releasing the Community Edition's source. Link to post Share on other sites More sharing options...
BBruce7815 2k Posted February 18, 2017 Report Share Posted February 18, 2017 I'm not really on board with the idea of releasing the Community Edition's source. Oh ok, sorry by putting words in your mouth Link to post Share on other sites More sharing options...
Sonicxryan 1.3k Posted February 18, 2017 Report Share Posted February 18, 2017 I have a weird question, which was the hardest thing to code? Link to post Share on other sites More sharing options...
Mobdestoryer 281 Posted February 18, 2017 Report Share Posted February 18, 2017 I'm not really on board with the idea of releasing the Community Edition's source. That is understandable Link to post Share on other sites More sharing options...
Nimi 8.3k Posted February 18, 2017 Author Report Share Posted February 18, 2017 I have a weird question, which was the hardest thing to code? In the current version, or the next version? Link to post Share on other sites More sharing options...
Sonicxryan 1.3k Posted February 18, 2017 Report Share Posted February 18, 2017 In the current version, or the next version? Current, (I'd think either the bloom, or ... the bloom, Or how I don't lag at all in the Community Build and I do in Mine-imator 1.0.6...) Link to post Share on other sites More sharing options...
Prismatic Spirit 136 Posted February 19, 2017 Report Share Posted February 19, 2017 Is there going to be an update that fixes that FATAL ERROR I actually tried to ask for help? Like actually doing something to the import assets that find errors and remove them... Link to post Share on other sites More sharing options...
PigmanMovie 1.8k Posted February 19, 2017 Report Share Posted February 19, 2017 Is there going to be an update that fixes that FATAL ERROR I actually tried to ask for help? Like actually doing something to the import assets that find errors and remove them... Nimi still working on it Link to post Share on other sites More sharing options...
Prismatic Spirit 136 Posted February 19, 2017 Report Share Posted February 19, 2017 OK, good. Since I am going insane without my favorite hobby. Link to post Share on other sites More sharing options...
PigmanMovie 1.8k Posted February 19, 2017 Report Share Posted February 19, 2017 (edited) OK, good. Since I am going insane without my favorite hobby. Use the quote button for repliying to someone Edited February 19, 2017 by PigmanMovie Link to post Share on other sites More sharing options...
Ninja Dino 1.2k Posted February 20, 2017 Report Share Posted February 20, 2017 (edited) Would it be possible for you guys to make users have the ability to move different axis in characters (give them their own timeline slot)? Example: v Human > Left leg > Right Leg v Body >Head > Left Arm v Right Arm X - axis Y - axis Z - axis Bending Edited February 20, 2017 by Ninja Dino Link to post Share on other sites More sharing options...
JosSamLoh 1.8k Posted February 20, 2017 Report Share Posted February 20, 2017 Would it be possible for you guys to make users have the ability to move different axis in characters (give them their own timeline slot)? Example: v Human > Left leg > Right Leg v Body >Head > Left Arm v Right Arm X - axis Y - axis Z - axis Bending You can use folders for this Link to post Share on other sites More sharing options...
Ninja Dino 1.2k Posted February 20, 2017 Report Share Posted February 20, 2017 You can use folders for this Is there some tutorial or something? I tried using folders and couldn't do it myself. Link to post Share on other sites More sharing options...
Patrick 1.7k Posted February 24, 2017 Report Share Posted February 24, 2017 Is there some tutorial or something? I tried using folders and couldn't do it myself. Make a body part. Get a folder for the X Get a folder for the Y Get a folder for the Z and then the part for the bending. Ninja Dino 1 Link to post Share on other sites More sharing options...
Drop 5 Posted February 25, 2017 Report Share Posted February 25, 2017 (edited) Currently Mine-imator thinks everything in the scene is physical. So when a glass block is infront of another block that should be blurred with DOF, it won't be blurred because MI thinks that the glass block is a solid block(Cube, stone, ect.), and there's no need to blur the block behind the glass block. So that's what's causing the effect to be ruined. I could try to make a workaround by adding a timeline editor option to tell whether the object is "Transparent" or "Physical" which will make anything that's "Transparent", invisble when MI goes to check it's 3D scene for a depth map(Used for SSAO, DOF, shader stuff.), so when it sees something with "Transparent" enabled, the DOF distance will go through it, and blurring objects on the other side of it. However, it would also blur the objects with "Transparent" enabled, regardless if the DOF range is touching it or not. If you wanted to make it work on big schematics, you'd have to seperate the transparent objects from the solid objects. (Which isn't too hard if you copy the schematic and edit the block sheets for both of them.) TL;DR: I could try to fix it. Not guaranteed to work and look good though. Edit: Nvm, the method I would put in would give a result similar to this. (Let's say the crystals above the diamond has "Transparent" enabled.) A somewhat unrelated question, is there a way of rendering the depth map with the animation movie (separate file, of course)? I have been googling about this and can't find anything related, since not a lot of people use GM's 3D functionality, I have even seen the depth shader in the project, but I can't work out where to bind it. Compositing particles without a depth map is extremely tricky, and I can't setup holdouts since there's a couple thousand small moving objects involved. I also thought about generating the particles using a Python script into an Alembic file, but it wouldn't be possible to use particles with random colors. Edited February 25, 2017 by Drop Link to post Share on other sites More sharing options...
Nimi 8.3k Posted February 25, 2017 Author Report Share Posted February 25, 2017 (edited) A somewhat unrelated question, is there a way of rendering the depth map with the animation movie (separate file, of course)? I have been googling about this and can't find anything related, since not a lot of people use GM's 3D functionality, I have even seen the depth shader in the project, but I can't work out where to bind it. Compositing particles without a depth map is extremely tricky, and I can't setup holdouts since there's a couple thousand small moving objects involved. I also thought about generating the particles using a Python script into an Alembic file, but it wouldn't be possible to use particles with random colors. Mine-imator's depth map is not like other depth maps where it's black and white. Since I'm too lazy to set up something in MI to show it, this image shows what it kind of looks like.(In terms of the colors and the pattern.) All shaders in Mine-imator that require depth, unpack the image and get the depth value. Edited February 25, 2017 by Nimi Link to post Share on other sites More sharing options...
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