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The Absent Darkness

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About The Absent Darkness

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  • Birthday 06/13/2001

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    TheAbsntDrknss

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  1. So, I recently found that Modelbench has an option to export to .mimodel like usual or export to .obj. Since there's a way to do that, I was wondering if there was any way to convert a .obj file to .mimodel or if that's just not possible.
  2. Alright, do you have an ETA of when this'll drop?
  3. So, I went onto Modelbench to modify one of my models, and for some reason, the texture I had set for it was white, and listed as being "-1x-1 pixels". I tried replacing it, but it just stays like that, and all textures imported, both before and after this started happening, show up the same way as well. When I click on "Save UV Map" on any of them, it brings up a series of errors. [ERROR 1] Win32 function failed: HRESULT: 0x80070057 Call: GR_D3D_Device->CreateTexture2D at line 611 in file \TexturesM.cpp [ERROR 2] Win32 function failed: HRESULT: 0x80070057 Call: GR_D3D_Device->CreateShaderResourceView at line 651 in file \TexturesM.cpp [ERROR 3] Win32 function failed: HRESULT: 0x80070057 Call: GR_D3D_Device->CreateRenderTargetView at line 682 in file \TexturesM.cpp [ERROR 4] Win32 function failed: HRESULT: 0x80070057 Call: GR_D3D_Device->CreateTexture2D at line 710 in file \TexturesM.cpp [ERROR 5] Win32 function failed: HRESULT: 0x80070057 Call: GR_D3D_Device->CreateDepthStencilView at line 732 in file \TexturesM.cpp After these errors are dismissed, the program says that the image was saved, but it never appears. I already checked if it was my textures, but it's not. They're all set as PNGs, and this happens for every single PNG image I try. What is happening here?! Please help!! EDIT: I found out that it only happens with PNGs that I create. The ones I download or are premade work perfectly fine.
  4. @Cryptic Runner Thanks, but now I'm having some issues with imported terrain. The blocks all have random orientations. It's most notable with the grass blocks, which have straight lines in the Bare Bones pack, but they're not parallel. Is there a way to remove or disable the random orientations at all?
  5. Is there a way to make the shading (shadows, bloom, etc) in a project similar to what is seen in official Minecraft trailers? I really like the style they have and I wanna use a similar look in my animations.
  6. Update on the situation. I've experimented with importing from the other snapshots, and I found that 20w16a is (at least for me) the most recent snapshot that Mine-Imator's importer can actually get parts of worlds from. I don't know if it'll be the same for everyone, but I feel like part of this issue is that I have a semi-potato PC. Please feel free to comment on here if you decide to try any of the snapshots yourself, but if there's anyone wanting to get their 1.16 worlds into Mine-Imator to use as animation sets, I would recommend building them in Snapshot 20w16a. Or, if you're like me and have already built one in 1.16.1, then you may have a problem, since optimizing your 1.16.1 world for 20w16a causes the whole world to be overridden. Your best bet in this case, unfortunately, is to recreate your set. Again, if anyone has anything to add, please do so!
  7. I would stay with 1.15.2, but the animation I want to make deals specifically with the new 1.16 Nether. I've yet to experiment with other Snapshot versions, as well.
  8. So, I made a world in Minecraft on version 1.16.1 and built a set to use for an animation. I made the whole thing, opened the importer, and selected my world. Not even two seconds after selecting the world my set was in, this error popped up: ************** Exception Text ************** System.IndexOutOfRangeException: Index was outside the bounds of the array. at import.Chunk.Section.Load(NBTCompound nbtSection, BlockFormat blockFormat) at import.Chunk.Load() at import.Region.Load() at import.World.GetRegion(Int32 x, Int32 y) at import.World.GetChunk(Int32 x, Int32 y) at import.frmImport.UpdateXYMap(Int32 x, Int32 y) at import.frmImport.LoadWorld(String filename) at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e) at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m) at System.Windows.Forms.ComboBox.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.8.4180.0 built by: NET48REL1LAST_B CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- import Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/Andrew/Desktop/Cole/Games%20%26%20Programs/Mine-imator%201.2.7/Data/import.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.8.4150.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Web.Extensions Assembly Version: 4.0.0.0 Win32 Version: 4.8.4075.0 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Web.Extensions/v4.0_4.0.0.0__31bf3856ad364e35/System.Web.Extensions.dll ---------------------------------------- System.Web Assembly Version: 4.0.0.0 Win32 Version: 4.8.4075.0 built by: NET48REL1LAST CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Web/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Web.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.8.4180.0 built by: NET48REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Microsoft.CSharp Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll ---------------------------------------- System.Dynamic Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll ---------------------------------------- Anonymously Hosted DynamicMethods Assembly Assembly Version: 0.0.0.0 Win32 Version: 4.8.4180.0 built by: NET48REL1LAST_B CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.8.3752.0 built by: NET48REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. I have no frickin' clue what any of this means, but when I hit continue, it would start working kinda normally. I say kinda because the world wouldn't even show up. It would act like I still selected it, but it was empty space. No blocks, no structures, nothing. It would repeat the above message every time I switched dimensions as well. Now, I thought it was just that world. I figured that me using WorldEdit somehow crapped something up. But when I tried it with just OptiFine, and even unmodded, it would still happen, and will EVERY world created in 1.16.1. I tried a world that I made in 1.15.1, and that worked fine. No error or anything. I tried a world in Snapshot 20w12a (one of the 1.16 snapshots) and that worked, too! I tried it in 1.16, and then that failed, giving me the error once again. I'm now confident that the issue is with the importer rather than the worlds themselves. Does anyone have a fix for this, and if not, can anyone tell me what the error means so I at least know what's going wrong? I'd very much appreciate it (and I apologize for the long read)!
  9. Basically, though a simplified version. Since a cube has only 8 vertices, I doubt it would be as complex or intuitive as, say, Blender, but still be able to accomplish what someone might want to do.
  10. So, I've been messing around in Mine-Imator and Modelbench for a while now, and I had a pretty good idea for a new feature for Modelbench. My idea is this: the ability to change the position, rotation, scale of the different faces of a cube. For example, you could set the top face's scale to 0x,0y,0z and the perpendicular faces would morph into triangles and make a pyramid. Or you could set the top face to be 5 units to the side and make a 3D rhombus. An alternative idea I had was that users could, instead of modifying the whole face, could modify any of the 8 vertices of the cube to achieve something similar while also giving a lot more freedom in the amount of wacky shapes one could make. As for how the textures would react, perhaps the users could choose for the textures to either remain the same (i.e. on a created pyramid, the textures would clip off the sides of the face) or warp to the face's shape. I don't know how difficult this would be to code in, but I hope it's not too difficult. If you read this far, thanks for reading!
  11. I'm trying to make a model, but I would like to know if it's possible to import an OBJ file into the program or if that's coming in a future update.
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