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moniker

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Everything posted by moniker

  1. Something else i've also noticed is that sometimes when you import the exact same thing it wouldn't prompt the "A resource with this filename has already been added into the project. Do you want to replace it with the selected file?" message and it just loads it with a number behind it, notice the world 3 has world 3 2 and world 3 3: It's just so inconsistent, you never know how it will deal with the stuff you import. I want to overwrite it, but since it doesn't ask for it, I have to import the scenary, and now move everything parented on world 3 to world 3 2 only because I modified some blocks on it (and world 3 2 and world 3 3 are the exactly the same, I did this to test if it would prompt to overwrite since it's exactly the same world, but it didn't so it added a world 3 3) Same version.
  2. The textures just got reverted back to default .. looks like whenever i restart the computer it goes back to default or something.
  3. Doesn't work. What's on the timeline doesn't matter, it's what's named under "Resources", and you cannot rename there. It just loads "world X" where X is a number, not sure based on what. I have no control over what name it's given to the piece of Scenary im imported, sometimes it replaces World 2, others World 3. I want to replace World 3, to overwrite modifications on the scenary, and it's loading it as World 2, so it replaces World 2. At least give us a way to select a name so we know what's going to be replaced. Right now the way I have to do it is by using a third party software to edit the level name.
  4. They revert but I don't know when. I don't know how to recreate this, since I just open Mineimator, after a day, 2, or so days, it eventually changes to default. AppData\Local\Temp\Mine-imator_tmp\Minecraft_unzip\1.18\assets\minecraft\textures is where I place the textures
  5. I want to import a selection of blocks in a world file. I select it in the built in editor within Mineimator ("Import scenery from an existing Minecraft world"). A prompt shows up asking: "A resource with this filename has already been added into the project. Do you want to replace it with the selected file?" I click "No" because I don't want my existing world replaced with this selection. I go to the bottom of the timeline and I find a piece of world that does not correspond to what I selected. It's a piece of Scenery that I already imported, not what I selected. This is clearly bugged. I tried using Amulet Editor but since Mineimator does not recognize .construction files you are stuck with .schematic files only which ignore any blocks added after 1.12 Please fix this, and also allow .construction files because using Amulet Editor for this is better than the built in editor.
  6. For instance, you want to make a scene with someone smoking inside a plane. The plane is moving fast, so you see mountains and stuff moving outside of the windows, but the problem is the smoke of the cigarrette moves really fast too. This makes no sense since in real life it would move relative to the speed the person inside the plane is moving at, which is 0 since he is just sitting inside a plane smoking. So it looks kind of ridiculous the dude there sitting inside the plane, and the smoke moving at really fast horizontal speed. I've tried to find some way to do this but I don't see how. Probably a feature that's lacking and should be added next.
  7. Anyone knows why Mineimator 2.0 keeps reverting the textures back to default after replacing them? wtf
  8. I always wondered why FOV values are not allowed to be set in decimals. I would like to see this fixed. Like, I want to be able to set 40.5, and not just 40. For some reason you can set a keyframe with decimals if you manually enter it between 2 keyframes that are changing in value, but not manually enter the value. Also, I still believe having a sticky object feature would be insanely useful. You spend an insane amount of time scrolling up and down to find the Camera object, the workflow just isn't right if you have to do this alll the time. Just give us a way to have the Camera timeline visible, since one works around the Camera keyframes, everything depends on the Camera keyframes, so you always have to have it visible, and at this time you just go up and down to find it. And there's still this problem which ruins using DOF since any transparency used on the image will not apply it thus making it look glitched:
  9. I succesfully replaced the textures but they seem to revert back at random times to the default ones. Why is that?
  10. Impressive.. it's slowly shaping up as an actual professional animation software. We still would need the alpha problem solved, where alpha doesn't go throught dept of field etc. As well as physics for an actual particle system, where the particles recognize the surfaces (maybe toggleable so you can save resources when you don't need the particles to recognize surfaces to bounce on) We would also need better texturing options. Like being able to apply a different texture per side on a block, rescaling the textures on each side etc, like an actual 3d program. More options for audio. Fade in/fade outs would be handy. Also, fix the audio because currently the program adds some sort of weird filter to the sound, it doesn't sound 1:1 from the source. I could post some examples. Looking forward to further updates.
  11. Duplicating a particle instance on the library caused a crash. Invalid id -4 in CppProject::Asset::Find:71 Version: 2.0 Pre-release 4 (Windows 10 Version 1809) Will upload file later.
  12. I was looking at my project perplexed at how a bunch of stuff was sightly out of place. Lights weren't rendering properly, cameras were covered by stuff and so on. I've isolated this in here: First picture is pre-release 3. Second picture is previous versions, including pre-release 2. So it seems this new version has changed something in the way things are rendered and has broken backwards compatibility in the sense of stuff may not properly render unless you manually go and move every object one by one. In this example, the spot light on the ceiling is exactly at the same place, but now on pre-release 3 it wouldn't render unless I lower it a bit. This is quite annoying since now you'll have to go throught every object one by one, making sure everything is ok in the new version. Im just wondering what david exactly changed for this to happen and if could be reverted so one doesn't have to do this. You can test yourself with the example project: https://www.dropbox.com/s/8v39bxd8sdbokmm/box.7z?dl=0
  13. There's some sort of graphical glitch going on with with textures rendered from a distance. You can see the lines that separate the blocks on the horizon: Enabling the render does not fix it. It is actually ruining my animation since these lines are too distracting. The further blocks go into the horizon the more noticeable it becomes: This is not happen with the previous version. The previous version had its own problems with distance rendering (see those 2 tiny black lines) but it was barely noticeable compared to this. 1.2.9: 2.0: Could you take a look @david
  14. Why you can't manually adjust the scale now? I got used to 120%. 100% makes the fonts too small.
  15. I've noticed that if I delete the Mine_Imator folder from \AppData\Roaming Mineimator 2.0 does not generate a new one. Im puzzled since im wondering where it is then getting the textures from? I wanted to change the textures into something else but I cannot find where this version gets the stuff from. I double checked and 1.2.9 does generate a new Mine_Imator folder but not 2.0. What is going on with this?
  16. I've been working on animation for a while and it seems pretty solid, it hasn't crashed yet. Im looking forward to further improvements and all the new features. One bug I would report is the fact that iron bars are clipping on the floor and ceiling. There's a ton of iron bars on this schematic so it's really noticeable, it clips all over the place as the camera moves. The bug where it scrolls up when you select the render area with the right click will be fixed next?
  17. Is it possible to run it at 100% DPI even if you run Windows at 125% DPI? Now the timeline looks too big.
  18. How close it is an update that inlucdes 1.19 blocks? Also, would it be possible to read .construction files? It is so time consuming to deal with world files instead of .construction files where you don't need to cut the part of the world you want to import every time you want to modify a block from your scenario, and .schematic is a deprecated format that does not save any blocks newer than 1.12.
  19. @david I've been doing some debugging and I have found something interesting. It seems what was causing my previous project (at least the one i've debugged) to crash has something to do with particles. Specifically, some particle objects cause the crash, others work. They trigger the error I posted a page ago. Here is the object: https://www.dropbox.com/s/f4jddr2bv8ypvg6/Part_Glass.miobject?dl=0 As you can see, it crashes on 2.0 but it works on 1.2.9. I suspect all problems on my other projects have to do with particles. I saw some other different numbers on errors, but I think it's probably related to particles as well. This is great news since it may be an easy fix and previous projects will be working fine.
  20. There was a log.txt file: 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:54 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [WARNING] Variant: ToReal() invalid type String in App::VarType::ToReal:290 14:48:55 [FATAL ERROR] Invalid id -4 in App::Asset::Find:71 Running under admin and clicking View log still wouldn't open the log. Anyway, that's the log after the load_folder thing which I assume is the relevant part.
  21. Slime is now working. What about error logs tho? I click on View log and nothing happens.
  22. Does Slime show up ok for you? I don't get it, why has no one noticed it doesn't work?
  23. @davidcan you release a quick update that fixes at least the Slime model? im going to try to start an animation from scratch and see where things break. When I find something I'll report back. I would like to also find out why older projects don't work but the thing is I cannot find any logs.
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