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Nimi

Retired Mine-imator Developer
  • Posts

    2576
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    56
  • Posts

    2576
  • Joined

  • Days Won

    56

Everything posted by Nimi

  1. The next update for GameMaker (2.3.1) will bring x64 support for Windows games/apps, though Mine-imator can't easily update to it without a major overhaul of its code since a recent GameMaker update (2.3) shook up how it's programming language works. Not prepared just yet to overhaul almost all the scripts in Mine-imator/Modelbench so no promises on that. Mine-imator 1.3 has some optimizations planned such as splitting scenery into chunks and using frustum culling on them, and other objects in the scene to increase performance/reduce render times. Also splitting the render process during exporting to reduce crashes/unresponsiveness during rendering but in exchange for longer render times. I haven't gotten to this point in development so no promises here either. Also remaking Mine-imator/Modelbench in a different engine would just move the program limitations over to the new engine, it's preferred to remake them in C++ or another high-level language. Though in either scenario, it'd take too long and I'm leaving after some 1.3 patch so I don't have the time for it. ?
  2. Update to 1.2.7, 1.2.6 cannot load 1.16+ assets.
  3. It's trying to load Minecraft 1.16 assets but can't due to formatting changes with assets. You'll need to download the latest update of Mine-imator for it to work. (1.2.7)
  4. Both Mine-imator and Modelbench save backups, which can be opened by changing the file extension when opening a project/ model.
  5. voxy's asleep time to post some teaser

    timeteaser.png.23f35d465bdbea10b7f6b6a8d1435adf.png

    1. Show previous comments  3 more
    2. Keep on Chucking

      Keep on Chucking

      @HeYoNia Why timezones of course

    3. PikaGamerPro
    4. HeYoNia

      HeYoNia

      @Keep on Chucking Time zones are a sham made up by the government to hide the fact that Earth is flat.

  6. Mine-imator will get different render modes like Modelbench.
  7. You can change the resize panels/toolbar/timeline to smaller sizes if they take up too much room on smaller displays.(Recommended display size is 1600x900 anyways.) As for tabs, the toolbar like everything else in the UI, will be updated similarly to Modelbench.(There will be other changes to help make the UI more compact.) At the moment there aren't any concrete plans to add more program modes to Mine-imator as the current "mode"/workflow works fine already, splitting it up would cause annoyance for users having to constantly swap between modes to access something. We'd probably add a new mode if it offered a completely different workflow for achieving something, like for example if Modelbench was integrated entirely into MI, it'd be a new "Modeling" mode.
  8. There will not, Modelbench is only for editing .mimodel files.
  9. Are these "broken" worlds made in Minecraft versions older than 1.16 and opened in 1.16? If so, you may need to "optimize" the world(World options in Minecraft) before importing. Optimizing a world ensures all chunks in a world are saved in the same format and allows the world importer to read the world chunks all the same without issues.
  10. 1.16+ assets require Mine-imator 1.2.7 or else assets won't properly load.
  11. The Q&A is for questions concerning the new interface's implementation in Mine-imator. As for behavior concerning transparent objects, nothing has changed. Indirect lighting and volumetric fog/rays will not render behind transparent objects.
  12. Hello everyone, and hope you're all doing well! It's been a while since the last dev update, a lot of crazy stuff has been going on in the world since then. However despite the madness, I still found time to work on the next exciting update for Mine-imator! Not much progress has been since then, but I figured I would show off some things I've been working on. The renders featured in this dev update were made by @Keep on Chucking. Volumetric fog For those who have seen the last dev update, I showed off the new volumetric rays. Originally, I wanted to make the rays a proper volumetric fog with sunlight scattering through. After revisiting this feature this past Summer, I've upgraded them to a proper fog effect! This effect can be used alongside the default fog included in Mine-imator and there will be an option to switch back to the volumetric rays shown in the previous dev update. Indirect lighting / SSGI New shadows? Improved ambient lighting? There no way lighting can get any better.. can it?! It can. Introducing: Indirect lighting, a secret ingredient among many to making your lighting really pop in your scene by allowing direct lighting to be casted from bright objects automatically, and allowing light to bounce from objects directly lit by light sources and tint the surrounding area! This feature really brightens your scene up and makes lighting a lot easier to set up. However, due to being a screen space rendering technique, the effect will only work with lit objects that are visible to the camera. Inventory After overhauling the rendering in Mine-imator, I'm now onto integrating the rebrand in Mine-imator. Inventory is the name @Voxy has decided on for the slick design language Modelbench uses and what Mine-imator will eventually receive in the next major update. This process will take a while, as Mine-imator's codebase is arguably bigger than Modelbench's. In the meantime, if you have any questions concerning the new interface, feel free to drop them below in the replies for Voxy to answer in an upcoming Q&A post! That's all I've got to show for now unfortunately! While things may be moving at the pace of a snail, I'm afraid things won't speed up any time soon since I'm the only developer working on this update after all, and I have a part-time job and doing full-time college. However there's no need to fret, as Voxy and I are trying our best to make this the best update we can possibly (and reasonably) make it. Until next time, keep on animating. Oh, and of course, one last thing...
  13. Graphics settings can be found in the toolbar at the top of the viewport.
  14. I'll look into it when I get around to adding the new interface in 1.3.
  15. :logo:

    1. Show previous comments  1 more
    2. Draco63
    3. MojangYang

      MojangYang

      Zoom in and... You call this a mi logo?hl1Kvz0.pngIt actually looks better when you zoom out

    4. Kyle Freeze

      Kyle Freeze

      that basically how icon work in a nutshell

       

  16. 1.16.1 assets only work with Mine-imator 1.2.7, using 1.2.6 will result in the issue you're having.
  17. I actually fixed this in 1.3.0 during development and back-ported the fix for 1.2.7. I thought nothing of it when porting the one line of code that fixes it but I guess because Mine-imator 1.2.7 uses a different GameMaker version, it must've done nothing. I can confirm that this will be fixed when 1.3.0 releases;
  18. 5, I lowered it to 3 because some users were having performance issues out the box before this feature was added. Also, you won't notice a huge difference in quality unless you're using large DoF blur sizes.
  19. Coincidentally, I started looking into this earlier today. I tried out ACES and it does improve image quality pretty well and gives realistic results(Almost looks like you're using SEUS or some other shader pack using tonemapping.), though things like the sky and fog get desaturated a fair bit because Mine-imator doesn't work with HDR.(GameMaker limitation). I'll show it off in a future dev update if I can work out some inconveniences with it and it gets added.
  20. Simply turn off shadows in the render settings.
  21. Then I'd recommend optimizing the world, that way all the chunks in a world are in the same format. Worlds loaded entirely in 1.15 and earlier, or 1.16 and later versions should load fine.
  22. Try loading a world created only with 1.16/1.16.1, if it doesn't work, then the problem lies in not having the most up-to-date version of the world importer. Should that be the case, download the 1.2.7 zip folder and replace the world importer your Mine-imator is using with the one included in the zipped folder. The world importer is called "import.exe" and can be found in the Data folder relative to the Mine-imator executable.
  23. 1.16.1 assets don't work with Mine-imator 1.2.6, you'll need to download and use Mine-imator 1.2.7.
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