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ItsZaaki

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  • Posts

    162
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    3

Reputation Activity

  1. Upvote
    ItsZaaki reacted to Chrisation in Kitchen Model   
    All textures are made by me.
  2. Upvote
    ItsZaaki reacted to Shane in Armor stand Bash   
    i did a thing
  3. Upvote
    ItsZaaki reacted to TheRealMariobros1045 in "How To Pick Weeds" Feat. Dr.Nexil   
    A Tutorial on How to PROPERLY Pick Weeds..
     
    Enderman in the Vid: @Dr. Nexil
  4. Upvote
    ItsZaaki got a reaction from Dr. Nexil in Gaming (4K)   
    The pre-release is pretty sweet.
    Skins used: 
    Solaris_exe
    Ashvibin
    @Hozq
    @DarkDragonPro
    @ItsZaaki
     
  5. Upvote
    ItsZaaki got a reaction from Fox Miner in Gaming (4K)   
    The pre-release is pretty sweet.
    Skins used: 
    Solaris_exe
    Ashvibin
    @Hozq
    @DarkDragonPro
    @ItsZaaki
     
  6. Upvote
    ItsZaaki got a reaction from DarkDragonPro in Gaming (4K)   
    The pre-release is pretty sweet.
    Skins used: 
    Solaris_exe
    Ashvibin
    @Hozq
    @DarkDragonPro
    @ItsZaaki
     
  7. Funny
    ItsZaaki reacted to FOXY TOONS in Gaming (4K)   
    Me and the boys:
    Trying the beat Minecraft in under 20 seconds without H A C K S or C H E A T S
  8. Upvote
    ItsZaaki got a reaction from Ludo Silver in Gaming (4K)   
    The pre-release is pretty sweet.
    Skins used: 
    Solaris_exe
    Ashvibin
    @Hozq
    @DarkDragonPro
    @ItsZaaki
     
  9. Upvote
    ItsZaaki got a reaction from LacaMenDRY in Gaming (4K)   
    The pre-release is pretty sweet.
    Skins used: 
    Solaris_exe
    Ashvibin
    @Hozq
    @DarkDragonPro
    @ItsZaaki
     
  10. Upvote
    ItsZaaki got a reaction from FOXY TOONS in Gaming (4K)   
    The pre-release is pretty sweet.
    Skins used: 
    Solaris_exe
    Ashvibin
    @Hozq
    @DarkDragonPro
    @ItsZaaki
     
  11. Upvote
    ItsZaaki reacted to Ennoth in Camping | Minecraft Animation   
    My first post on forum
    hope you enjoyed the video
    thank you!
  12. Upvote
    ItsZaaki reacted to PhiliP in Coupe RB from PUBG   
    [PUBG Color]Coupe RB.mimodel is the orange one
    Coupe RB.mimodel is the white one, which can adjust its color easily
     
    How to Change Color
     
     
    Download(Mediafire)
    Enjoy
  13. Upvote
    ItsZaaki reacted to BladerInc in DoubleTap Tank VI V2.0   
    Hello, it has been two years after I posted the first version of the doubletap tank 
     
    but with recent Mi development, I have now been able to update it. 
    Here are some previews 
     
    I have decided to upload this model to the ModelChakia library owned by @niam here are some of the features of the tank
     
     
    Anyhow, this model is available for free 
    https://modeliachaika.blogspot.com/2022/06/doubletap-tank-vi-v20.html
     
    if you are going to use it, please consider checking out my youtube channel 
    https://www.youtube.com/channel/UCnMdQKherVvzDVWvBfNlzOw
    Thank you for using this model, and thanks to user 245 - Cool Down#6742 for making the tracks
    Discord Server Link here
    https://discord.gg/gjEucCA
    discord user ID here
    BladerOfDark#9823 
  14. Upvote
    ItsZaaki reacted to Cryptic Runner in Simple Parasol model   
    I made a beach map in WorldPainter today and thought to myself, what a wonderful world but also that something was missing. Parasols, of course, so I had to make some.   

    Features: 
    simple & consistent with Minecraft's general look
    2 textures, a default rainbow design and a Japan flag design. you can use those as a base for your own! 
    textures with "umbrella" in their names because let's face it, parasols and umbrellas are the same thing
    Download
  15. Upvote
    ItsZaaki reacted to niam in The slammed shopping cart   
    Model download coming soon.
  16. Upvote
    ItsZaaki reacted to BladerInc in Bleeding Death Episode 3   
    link to my discord server https://discord.gg/gjEucCA
  17. Upvote
    ItsZaaki reacted to mbanders in speed of mi   
    cool new c++ beta yay
  18. Upvote
    ItsZaaki reacted to david in Mine-imator 2.0 Pre-release 4 (Phase 1)   
    Good news! The legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases:
    Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david
    Phase 2 (November): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1 and Minecraft 1.19 support
    Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.
    Note: Back up your projects before installing, or install in a separate location!   Now, without further delays...  
    Get for Windows
    Get for Windows (.zip)
    Get for Mac
    Get for Ubuntu/Debian
    Get for Linux (.tar)
    Get for Windows 32-bit
    Get for Windows 32-bit (.zip)
     
     
    2.0 Pre-release 4 (2022-07-29), changes:
    Changes
    Crushed some bugs 🐛🐛🐛 Interface scale setting is no longer visible when the only option is 100% to avoid confusion
    2.0 Pre-release 3 (2022-07-11), changes:
    Features
    Added support for 32-bit Windows systems Added tarball (.tar) download for various Linux distributions (Arch Linux, Fedora etc.) Changes
    Rendering now uses DirectX 11 for Windows, will give better framerates for users with AMD GPUs or integrated CPU graphics Objects completely out of view are no longer sent to the GPU for rendering, will give a speedup in certain situations Yet more bugs squashed 🐛🐛 Changed interface scale setting to use fixed values (100%, 200% or 300%) Canceling movie export no longer deletes the file Modelbench popup only shows up on Windows  
    2.0 Pre-release 2 (2022-06-13), changes:
    Features
    Interface scale setting for high DPI monitors in Settings>Interface (Automatic or custom scale) Render distance slider in Settings>Graphics Changes
    Squashed a lotta bugs 🐛 Added a more accurate FPS counter Adjusted size of custom fonts in the UI Removed option to add block timelines when >500 timeline are available (will return as an option in the Resources tab in later pre-releases)  
    2.0 Pre-release 1 (2022-05-30), changes since 1.2.9:
    Features
    Mac OS support Linux support (Debian/Ubuntu) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snaps to the world until released Hold Shift while clicking “Create” to spawn at 0,0,0 Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements Shortcut button in toolbar After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator “Cancel” option when exiting the software via “X” Assets and files can be dropped into the software from the system file explorer Improvements
    Overall software performance improved by x3-5 Particle performance improved by roughly x10 Audio loading is now instant Scenery/.schematic importing up to x10 times faster, depending on CPU cores Optimized memory usage for 3D meshes, meaning bigger scenery can be imported Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear) Project/resource loading stability improvements Program now runs in x64 mode using C++ Changes
    “Sunlight Strength” is now 100% by default (this setting may be removed in the future) Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing) New error message popup with direct links to log file and Mine-imator forums Log file moved to application folder  
    Installation:
    Windows: Run the installer executable or extract the .zip archive before running.
    Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
    Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder:
    sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb Mine-imator can then be found in your Applications menu.
    Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable.
     
    We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!
     
    Donate to Mine-imator development
    ($5+ one-time or recurring)
     
    Cheers,
    David
  19. Upvote
    ItsZaaki reacted to TheCollieStalks in Ain't it fun - Music video   
  20. Upvote
    ItsZaaki reacted to TheCollieStalks in Crispe in the City   
  21. Upvote
    ItsZaaki reacted to Floofy in Tommy Gun   
    Don't fool with the don, or else.

     
    Includes a pullback and multiple magazines. 
    I'm walkin' (downloadable) here!
  22. Upvote
    ItsZaaki reacted to Correen in Mortality PLAYABLE Demo Reveal - Action Game Developed with Mine-Imator   
    It's finally here
     
     
    Please, feel free to give the demo a try!
    Windows
    Mac
    (Be sure to see the ReadMe too!)
     
     
    What is Mortality?
    Mortality is a (hopefully) upcoming action/adventure RPG with heavy inspirations from the Batman: Arkham games and Undertale. There are plans for a vast amount of unique characters that will leave you with an unforgettable experience. 
     
    Plot
    Many years ago, a great war broke out between two worlds; the Mortal and Immortal Worlds. The Immortals came in vast numbers, but were ultimately defeated, and pushed back into the Immortal World. Now, the gateway has been reopened and three of the most powerful Immortals have entered; wrecking havoc on the Mortal World. With the fate of everything potentially at stake, only one person can stop their takeover, and bring them back to the Immortal World.
     
    Will Development Continue?
    That's honestly a really good question. I'm going to be absolutely transparent here; I'm not sure. It honestly would be my dream to develop this game and publish it. It's been on my mind for years. However, development has taken a lot longer than I anticipated. I've been designing this build of the game since January of last year and hoped to have a fully fleshed out demo with proper cutscenes, character interactions, inventory management, etc, but I'm not there yet. I don't plan on creating a Kickstarter for this project as of now; but that could definitely change with enough feedback and support! If you'd like to help it come to life, please share it and give feedback! Doing anything you can to help spread it will help tremendously! 
     
    Some Things to Note
    There aren't any major bugs (to my knowledge)! Any bugs or major things to take notice of will be listed here. This is a very rough demo of the game! There were many more features planned to be in it, but I've unfortunately run out of time to keep developing this game for full time. This demo won't be receiving any updates, but you can check here for anything out of place!
    Loading text doesn't go away upon completion of loading the game. (Weird, I'm not sure why it does that?) Settings sliders don't function. (This was one of the last major parts I was designing before I had to halt development)  
    How can I Stay Updated?
    Subscribe to my YouTube account or follow me on Twitter to see any updates to Mortality! You can also look at my account here to see previous posts about Mortality!
     
    Thank you for reading!
  23. Upvote
    ItsZaaki reacted to Floofy in Floof's Minecraft Arsenal   
    !!INFO!!
    This is a new project im working on, it will release in packs of five or so weapons, consisting of diverse types of weapons, or themes if people would like that! My goal for this project is to give a choice of artillery that fit the style of a minecraft character, similar to my previous Double Barrel Shotgun and Tommy Gun. I look forward to creating weapons for the community to use! IF YOU WANT TO REQUEST GUN MODELS, ASK IN THE REPLIES!!! IM WELCOME TO ADD MORE FICTIONAL, REAL, OR MENTALLY INSANE GUNS!!! 
    This is only just the beginning, future packs will be out when i get to them sooner or later. but for now...
    PACK 1
    DOWNLOAD HERE
    INCLUDES:
    -Spas-12
    Rise and shine old yeller.
    -Musket
    Just like the founding fathers intended.
    -M4A1
    Bomb has been planted, lets get outta here!
    -Glock 17
    Feel the inner Bond!
    -MP7
    Small but deadly.
    (PACK ONE SHOWCASE IN SPOILER)

    TO DO LIST
     
  24. Upvote
    ItsZaaki reacted to MCPA Team in Easter Bunny | Minecraft Animation   
  25. Upvote
    ItsZaaki reacted to david in Dev update #22: Mine-imator 2.0 in C++!?   
    Greetings!
    With the 10 year anniversary of Mine-imator coming up, I’ve decided to temporarily rejoin the developer team and add some long requested features you will soon be able to download in an upcoming version 2.0 pre-release arriving late May/early June! 
    @Nimi has done some phenomenal work on new features (many not even announced yet!), however the graphics engine used (GameMaker) has been a big obstacle towards optimizing the software and ensuring good framerates and memory usage with all the new additions. Therefore I have jumped in to lend a hand and I've finally been able to successfully migrate Mine-imator to a new graphics engine using the C++ programming language for added performance, optimized memory (x64) and multi-platform support. For all the technical details see the bottom of the post.
    In order to facilitate the development we have greatly appreciated your support throughout the years, creating and sharing content, giving suggestions, reporting bugs and especially with donations! Mine-imator has for the past decade been completely free and will remain so, but your donations have helped keep it alive with webserver costs and directly funded the development of version 2.0 (for instance, I had to get a MacBook for this update 😉). If you have not donated yet to the development team or wish to continue supporting, see the link below:
    Donate to Mine-imator development ($5+ one-time or recurring)
    With all that aside, let’s get to the new features found in the first 2.0 pre-release, later followed by additional releases with Nimi’s UI changes, animation improvements and rendering features (See Dev Update #21)!
    Let’s get HYPED!   
     
    Starting off small yet useful, an actually working Cancel option when clicking the program’s X!
     
     
    Next up something for the multi-monitor animators: No more crammed workspaces, simply detach your timeline or camera view into a second window and drag it to another screen!
     

     
    Scenery/.schematic file loading has been multi-threaded and optimized to be around 10 times faster as well as taking up less memory, allowing much bigger regions than before! In addition, the scenery is cached and instantly loaded upon re-opening your project (with no loading bar).
     
     
    Mine-imator will soon be able to handle much more complex projects with a speedup between 3-5 times compared to earlier versions when rendering many objects. This is made possible with CPU optimizations and combining objects into batches before sending them to the GPU for rendering (Mine-imator will not be allocating more CPU resources compared to current versions, just using them more efficiently).

     
    Linux users have been left out of using Mine-imator for 10 years, but no more! Version 2.0 will run smoothly on Debian/Ubuntu operating systems with all the same features!
    (P.S. If you have another favorite Linux distribution let us know)

     
    Same goes for Mac OS users after countless requests!

     
    Finally, the “Import from World” option has been completely reworked to have a 3D interface for more easily selecting a section of your world to animate. Despite being 3D and having more options, it will also load worlds much more quickly compared to the current version and in general be more stable. It will also be integrated into the software rather than opening a pop-up window, and accessed with a shortcut in the toolbar.

     
     
    Behind the scenes of the 2.0 C++ port:
    (Things will get technical and nerdy, you have been warned!!)

    Be sure to keep an eye out for the upcoming pre-releases, following our Twitter page or joining our Discord chat might be a good idea. 😎✌️
    Once again thank you for all the support through the years and keep on animating our favorite block game!
    /David
     
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