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Jake_28

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  • Posts

    1244
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  1. Funny
    Jake_28 got a reaction from The_Dirty_Pirate in Beveled alex player model   
  2. Love
    Jake_28 got a reaction from FredMCGamer in Beveled alex player model   
    its is a beveled player model

    Easy edge highlights!

    Not much tweaking required from mb

    Only uses a bajilion shapes! But in MI those aren't visible from the timeline so its like a normal player model!

     
    Download:
    https://cdn.discordapp.com/attachments/646490427784167435/713459791334473858/bevel.mimodel
    you can just apply any alex formatted skin to it.
     
    Edit: 
    it cannot bend
  3. Upvote
    Jake_28 got a reaction from Lionnet in Flat animation test   
  4. Upvote
    Jake_28 reacted to Lock_downmc213 in There's a problem with the world importer   
    I am going to assume that he is talking about, how the 1.16 worlds do not load in the world importer, causing an error named like this:
    There is currently one method to work arounds on this. Try to update the chunks to fix it if your world was opened to 1.16, but that works to some extent. (Some blocks are invisible)
    Here is the link to a tread that led to a potential fix. (Based on others responses it should work.):
     
  5. Upvote
    Jake_28 reacted to Ethaniel in Escape   
  6. Upvote
    Jake_28 reacted to Nimi in Collab support (simple but a good feature)   
    This feature has been suggested a lot in the past. I don't often give the reasons why I won't add multi-user, but since its been a while...
    The hosting will have to rely on one of two things: Dedicated servers or users port forwarding their projects. We can't afford servers and I'm sure most users would be confused on how to setup port forwarding. It's not very friendly on slow connections. When a user would add a new asset that's large in size(like a large scenery file or a model with high-res textures), it would need to be sent over to all other users to download before their program can start to load it in. There's also the potential issue with "rubberbanding" in slow connections which can be forgiving in games, but not in software. Undo/redoing actions made in the project proves to be another issue. I'm not experienced enough with net code to realistically add multi-user to a program that's entirely focused around single-user changes. There are simply other priorities over multi-user. Currently there's a major update in development that overhauls the interface and rendering capabilities among other things and is  planned to release sometime next year and starting to investigate a new large feature this late into development isn't viable. While this feature may not be added, you can still use a file hosting service (like GitHub or some alternative) where you can host a Mine-imator project and each user could theoretically make changes on their own end by themselves and submit their individual batch of changes. I don't know how well something like that would work but it's certainly worth a try if you really want some sort of collaboration. 
  7. Upvote
    Jake_28 reacted to Ethaniel in Cyberpunk Skeletons Mine-imator Render   
    Cyberpunk is a genre not just a game.
  8. Upvote
    Jake_28 got a reaction from shadowlord123 in Who are the best Mine-imator animators?   
    me
     
  9. Upvote
    Jake_28 got a reaction from AvatarKage in Who are the best Mine-imator animators?   
    me
     
  10. Upvote
    Jake_28 reacted to __Mine__ in "Isometric" Camera Option?   
    Simply put, I'm suggesting either adding an "Isometric" option for Cameras, or if that isn't possible/too difficult, adding the ability to input decimals in the Camera's FOV.
    Currently, only integers (whole numbers) can be used, even though decimals actually work when manually editing the .miproject file to add them.
    Let's face it, a FOV of 1 just doesn't really look isometric enough, and I reckon it'd be nice to be more easily able to lower it just a bit more (without hitting 0 obviously lol). 
  11. Upvote
    Jake_28 got a reaction from Boneymation in For old Minecraft lovers: Past Meets Present   
    This is awesome!
  12. Upvote
    Jake_28 reacted to Boneymation in For old Minecraft lovers: Past Meets Present   
    Next animation will be another Boney Man.
    Thanks a lot. Also, extra thanks for recognizing my efforts trying to put a lot of things into it.
  13. Upvote
    Jake_28 reacted to Boneymation in For old Minecraft lovers: Past Meets Present   
    What was the version of Minecraft you've first played?
    Don't you miss those times?
    If you do, then this is for you.
    Past interacting with present.
     
     
    Indev Steve/Beast Boy model is Not mine. It's made by @mbanders
  14. Upvote
    Jake_28 reacted to 9redwoods in Node Features.   
    Someone may pick up development in the future, but it's a big task, and the code is a mess from what I've heard. 1.3 is set up to be the "final update" that MI "needs," but development may continue in the future with someone else.
  15. Upvote
    Jake_28 reacted to 9redwoods in Node Features.   
    Nodes will not come to 1.3, and Nimi will sadly be leaving development after 1.3 (besides releasing small patch updates after the main update). Materials have not been announced yet, and I doubt they will ever be added to MI, especially with the current game engine it uses, but it's not impossible that basic materials could be announced for 1.3.
    Nimi's plate is overflowing with new features to add, so now, more than ever, large suggestions are not considered at all.
  16. Upvote
    Jake_28 reacted to 9redwoods in Mine-imator takes so long to load   
  17. Upvote
    Jake_28 reacted to Voxy in Can't see Inside Water   
    Mine-imator can't deal with transparent objects (like water) well, so anything that goes behind one will stop showing. Luckily, there's a way to fix it.
    When you select your scenery, you'll see a panel called "properties". In the "Graphics" section, there's a setting called "Render depth". This lets you change in which order Mine-imator will 'draw' your objects on the screen, kind of like layers. Essentially, if you have something transparent in your project, make sure its render depth has a higher number than the stuff that need to appear behind it. For example, my dolphin has a render depth of 0, and my scenery has a render depth of 1:

  18. Upvote
    Jake_28 reacted to __Mine__ in Help needed   
    This is what's known as Gimbal Lock, and unfortunately I don't think it's something that can be fixed easily, if at all.
  19. Upvote
    Jake_28 reacted to Lzake in Techno VS Dream (WIP)   
    pls subscribe i need money to eat
  20. Upvote
    Jake_28 reacted to Spontaneous Explosions in Dev update #18: 1.3.0 - Lighting   
    No ones stopping you...
  21. Upvote
    Jake_28 reacted to Dr. Nexil in Can You Make 3D Skins With Modelbench?   
    Yes, you can make 3d skins in ModelBench. I'd say that your bedrock skin here would be fairly easy, seeing as it looks like 2 additional surfaces.
    Hope that helps 
  22. Upvote
    Jake_28 reacted to CraftyFoxe in 1.16 Worlds not loading in world import   
    Yea it's true, I fixed my problem, you just have to  explore a lot of the terrain in the new 1.16 ingame, especially the area where your camera spawns. So happy!
  23. Upvote
    Jake_28 reacted to Riftjaw in 1.16 Worlds not loading in world import   
    It worked! Optimized again, walked around, used mcaselector to delete extra chunks, it worked! Hallelujah!
  24. Wow
    Jake_28 reacted to Nimi in Sugestion Upgrade Mine-Imator to 64-bit with better optimazions?   
    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. ?‍♀️
  25. Upvote
    Jake_28 reacted to Voxy in Being able to apply different textures to individual faces of a cube   
    When you create a shape, you have an option called "Mapped texture" that does literally that.
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