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Nimi

Retired Mine-imator Developer
  • Posts

    2577
  • Joined

  • Days Won

    58
  • Posts

    2577
  • Joined

  • Days Won

    58

Everything posted by Nimi

  1. 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.
  2. Perhaps download the .zip for Mine-imator and replace the world importer you're currently using for Mine-imator with the new one included in the download. If it doesn't work, you can send the error.
  3. This may be a result of varying chunk formats in the world. The world importer only knows what version of Minecraft a world was last opened in, so it has to assume the entire world is in the same chunk format.(Which may cause issues.) You could try to optimize the world in Minecraft via the 'Edit' button in the world selection screen, which will update all chunks to the same and latest format.
  4. @Psycho_Potat0 This is a common issue I have no control over. The program is completely fine-- try disabling any antivirus programs that may prevent it from running or allowing SmartScreen (If you're using windows 10) to allow running the program anyways.
  5. No. Bloom is available in 1.2.0 and later versions, and can be enabled in any camera.
  6. This will be fixed in 1.2.7 when the world importer gets 1.16 support.
  7. A .obj exporter is planned for the next update of Modelbench. There's currently no release window for the update as of right now.
  8. Yes. I don't keep old assets from older Minecraft versions. (Like the programmer textures.)
  9. Can you give more info on what's all in the particle creator before it crashes?
  10. Timeline markers: Planned for 1.3.0. "Sticky"/pinned timeline instances: Not currently planned for any version of Mine-imator. Timeline searching: Not currently planned for any version of Mine-imator. 1.3.0 is far from being done with development, as it still just recently began (though in all fairness, there hasn't much development since this dev update went out) and things that are/aren't planned may jump around a ton this early on. Things you may be hoping for now won't be released to the public till the first pre-release comes out for 1.3.0 sometime next year anyways.
  11. That's outside of my control with Mine-imator using GameMaker.
  12. Blockbench supports a wide variety of different model formats. The only model format you can import from Blockbench that's supported by Mine-imator are block JSON files. Are you trying to load a different type of model?
  13. For those who are getting world importer crashes with 1.16/snapshot worlds; this is due to a change with how chunks are saved in snapshot 20w17a (Under "Block storage") and newer. The crash will still occur even with new assets that some users have been releasing and requires an update to the world importer that will come with 1.2.7.image.png.7132504018c02ae1508a503ae6af9200.png 

  14. There's a settings.midata file in the 'Data' folder next to the .exe file.
  15. I already have working assets up to 20w19a with models made by @mbanders.
  16. The next update (Mine-imator 1.2.7) will include support for 1.16 assets and worlds.
  17. 7th forum birthday except I've been on the forums since December 2012.

    1. Show previous comments  2 more
    2. GeoPro07Animations

      GeoPro07Animations

      happy forum birthday, nimi :D
      Got my hopes too high thinking this was a teaser of MI 1.3

    3. Mafa Animations

      Mafa Animations

      Happy cake day

    4. Yugibear Creations
  18. As of recently, he's stepped down from being a dev. He has a pretty busy life and other projects going on and understandably didn't have time for Mine-imator development.
  19. I don't think GameMaker is a joke at all, some great games have been made with it. It's just not built to be a base for a fully functional 3D animation software, let alone to the ambitious scale that Mine-imator is. Admittedly the joke here, is that Mine-imator (and Modelbench, even in the complete rewrite!) continues be developed with it. GML (GameMaker language) is the only real language I know to a proficient level other than GLSL ES for writing shaders for Mine-imator, so it's stuck in GameMaker for the foreseeable future. I plan on leaving development whether there's another dev or not after 1.3.0 or following bugfix patches as I would like to move onto other endeavors following the possible next year of development for the next major update. In the meantime, I'll be looking into possible optimizations throughout development since there are a handful of opportunities. So far, Mine-imator 1.3.0 has been updated to the latest GameMaker runtime (Was held off, as newer runtimes would usually break stuff due to possible runtime bugs.) which has given Mine-imator a somewhat-noticeable performance boost, which is very present on startup as it's been reduced by about 20 seconds on my computer. Mine-imator a single-threaded x32 application, as with almost all games made with GameMaker. Rendering all but one core on your CPU and anymore than 4GB of RAM useless in terms of performance. All mesh generation for objects, including bending body parts is done in the same thread as everything else in Mine-imator, causing a slow-down between rendering frames, ultimately dropping performance.
  20. Did you get an error message of any sort you can share? Also, Mine-imator has a backup feature-- set your file extension to .mibackup when opening a project to see them in the window.
  21. Did you mess around with your 1.15.1 assets at all? This line in the log seems to indicate that you have a texture that's at least x1024 in the blocks folder, making the block sheet huge-- resulting in a memory crash.
  22. Looks like they broke when the flattening happened with 1.13, block IDs and texture names were changed in the process. This'll be fixed in the next update.
  23. Can you provide a download to a .json file that doesn't work in recent versions?
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