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Nimi

Retired Mine-imator Developer
  • Posts

    2577
  • Joined

  • Days Won

    59
  • Posts

    2577
  • Joined

  • Days Won

    59

Everything posted by Nimi

  1. This will likely not happen due to Mine-imator using assets from another property not available on Steam.(Minecraft) If you want to discuss/communicate with other creators, you can use the official Discord server; https://discord.gg/GxFp6xv
  2. Attempting to load a lot of item frames would likely result in an undesirable drop in performance when working with the scenery due to the timelines from all of the item frames and the items they're containing.
  3. Hi! Due to Mine-imator's engine(GameMaker Studio) there's no such feature that allows Mine-imator to have multiple windows.
  4. Select 'Browse...' in either of these menus.
  5. GameMaker Studio currently does not support Windows x64 compiling for games/programs, resulting in Mine-imator being stuck with x32 for now until they implement it. Though it is on their to-do list;
  6. No. They're two completely different formats.
  7. It hasn't even been started on yet. It requires Mine-imator 1.1.3 to be released(Which requires Minecraft 1.13 to be released.) and Modelbench to be released for it to be started on. It's best to have patience because this update has the potential to be pushed all the way till next fall/winter to be released.
  8. Slower rendering performance is natural on all devices when you're dealing with more graphics and effects. You can turn off the new rendering effects/graphics(Similar to how you can turn off SSAO, shadows, ect.) to get similar results(And performance) to Mine-imator 1.1.x and turn them back on whenever you'd like to tweak them last-minute before rendering.
  9. Ban revoked. There was no reason stated in the audit log and there was no message history from your account. No idea why you were banned.
  10. Anything is possible. It's just that some things are more difficult than others.
  11. This is a recent problem that has arisen due to Mine-imator now using GameMaker's built-in mip-mapping in 1.1. David nor I have power over how GameMaker handles mip-mapping. To avoid the issue, turn off texture filtering on any affected objects.
  12. Only way to fix to what their proposing to be fixed, is to render alpha correctly(So DOF can affect things behind alpha and the like), which would in result, make the render depth feature useless.
  13. Because .miobject is the newer and more efficient format over .object.
  14. WASDEQ movement is already(or still is?) in Mine-imator. You have to hold the right mouse button in the viewport or camera view while pressing any of the buttons.
  15. Hello fellow creators! As many of you may know by now, I'm now a Mine-imator developer. Now to kick things off, I've been planning a big update since I discontinued the Community Build mod. And now since I stopped a (rather popular) mod of Mine-imator, I didn't want to leave its features hanging and to never be seen by the world again, so I've decided to put them aside for the next major update. Now that's not all I have planned, due to a ton of requests for better graphics in Mine-imator, I've decided to make the next update themed(at face value) around just that. Some things to expect in the next major update: Bloom effect for the camera.(Remade completely, look at image above by @Voxy.) Glow effect option for various objects. And other various unnamed post processing effects coming to the camera. There are some other things I have planned, but that should be enough to reveal about the next major update for now. There is currently no ETA for the next major update as it has not entered development yet. The next major update will begin development once David is finished with 1.1.5 and Modelbench has been released to the public. Now about Modelbench, it will not be released this month. It'll be released sometime after 1.1.3 so it will contain the new bending mechanics as David revealed in part 1 of this dev update. So in a nutshell, an update with Community Build features and new graphics is planned and Modelbench will be released sometime after Mine-imator 1.1.3. This update will take awhile due to having to wait till it can be started, and how long it'll take to make so until then, happy animating and happy holidays! < Part 1
  16. In the future, I plan on removing the FPS options and making Mine-imator run at the speed of your monitor.(Vsync)
  17. Render depth won't fix this. Render depth only changes the order in which objects are rendered. This issue here is due to alpha's involvement with lighting.(Lighting is done differently in High quality mode than Low quality mode.) No matter how much you change the order, the issue will still be there.
  18. I was bored so I remade the beta screenshot of Mine-imator in 1.1.2.
  19. Update to Mine-imator 1.1.1.
  20. I've managed to load it without any problems in the latest version of Mine-imator.(1.1.1) Are you unzipping the .rar file and using the latest version?
  21. It's possible, but I'm not positive that the engine that Mine-imator uses(GameMaker) has the horsepower to run 3D physics in realtime.
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