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- TheRedstoneScientist
- #2370
- Change LogDownload Apps
- updatelogs
- Welcome to the beginning of the #updatelogs channel.
- TheRedstoneScientist - 03/18/2016
- @everyone Welcome to the Update Logs chat! This will be used as a sort of "journal" for progress on the map. Currently you can only post here if you have the rank of map-director or "Expert." This chat will be kept entirely spam-free and will only serve to chronicle progress and update everyone. Naturally, anything that goes on inside this chat MAY NOT BE SHARED outside of the map-making team!
- Current Models State:(edited)
- Wheat (Still need to approve it first)
- Superman Action Figure (still needs to be animated if we even want that)
- School Desk (still needs to be double-check ingame)(edited)
- Spinning Fork (done)
- Advanced Car Models (Outsourced to Team Magnar, expected output in the next 10 weeks)
- TheRedstoneScientist - 03/18/2016
- Backpacks and Variants (Pangea still has to finalize these)
- Piled Boxes and Variants (Pangea has made ONE and we need many more)
- Where are we in the script writing so far? Currently I'm having some writer's block and also a lack of time. @Jragon014 is waiting on me to finish the two conversation variants (with and w/o Sam) in A1S3. Once that is done, that scene will be complete and @Jragon014 can proceed to write A1S4, the Outing.
- NPC Mechanics Update: Thanks to additional resources from @Onnowhere and a great deal of help from @MrGarretto and his ArmorStand Modelling Program, NPC mechanics are nearing their final state.
- I have currently completed models (based off of @Onnowhere 's original ones) for Adult, Teenage, and I am working on child sizes
- TODO The Julie Andrews line in A1S3 is not appropriate for character's ages, change that to something more childish and less of an exposition in time period
- Unlisted Playlist of Wesley Update Logs (hey @Jragon014 feel free to send me videos (UNLISTED) to add to this playlist): https://www.youtube.com/playlist?list=PL6czJ9xXKfEbsfi5zjlLs7_jEgRvw50lY
- YouTube
- The Redstone Scientist
- "Wesley" Update Log
- NPC UPDATE VID#1: https://www.youtube.com/watch?v=nVy0rCsJln0&list=PL6czJ9xXKfEbsfi5zjlLs7_jEgRvw50lY&index=1
- YouTube
- The Redstone Scientist
- "Wesley" Update Log #1
- NPC UPDATE VID#2: https://www.youtube.com/watch?v=sAHT6UpIvFI&list=PL6czJ9xXKfEbsfi5zjlLs7_jEgRvw50lY&index=2
- YouTube
- The Redstone Scientist
- "Wesley" Update Log #2
- TheRedstoneScientist - 03/18/2016
- Wheat model looks great en masse https://gyazo.com/5184ee38ecf27dc3b8999125d55ac220
- Gyazo
- Gyazo
- March 19, 2016
- TheRedstoneScientist - 03/19/2016
- Rough Draft of resource pack logo
- March 20, 2016
- TheRedstoneScientist - 03/20/2016
- Current Resource Pack Build: https://www.dropbox.com/s/cpiynoy8vfkerra/Wesley%20Resource%20Pack.zip?dl=0
- Dropbox
- Wesley Resource Pack.zip
- Shared with Dropbox
- March 21, 2016
- TheRedstoneScientist - 03/21/2016
- Writing session today
- Fixed the Marry Poppins line
- Finished Convo w/Sam
- Added Teacher character.
- Introduces Wesley and Lucy, the two new students.
- Proceed to have each character tell story about their summer
- This will inform the player to make a decision later when you need to choose a science lab partner. this will be your friend selection
- Casting Discussion: Discussed having VanillaBurp as Mary or Lucy. Although she doesn't have an American accent so it probably won't work.
- Discussed Ray's Works as Sam possibly. Although he sounds a bit too old but keep him in mind as a possibility
- Also had the idea of having LogDotZip voice the teacher if he took it very seriously. Reminded of the Life of Pi strategy in casting the character of the reporter. They purposefully chose an unknown actor over the celebrity because it would retract from the film's story. Still keep him in mind though
- Contacted @Onnowhere again about working on bent legs model
- Still need to create Child sizes
- Discussed pricing and types of servers with TDL. Discussed pros and cons of VPS server
- Also remember that the outing can either be a few years later, or MUST take place in either Wesley's house or the other friend's house as a playdate.
- Jragon014 - 03/21/2016
- > Created and recorded a song for either the intro or any emotional moment.
- > Created a song for the starting poem which I am trying to orchestrate.
- > Added a backstory to "Lucy" in A1S3
- > Might have a proof of concept for a realistic 60FPS car.
- TheRedstoneScientist - 03/21/2016
- Contacted Energyxxer on Delay Command Blocks module. Since we plan to use it heavily. I asked if I can run 35 at once. In other words, can they work independently and run simultaneously
- Jragon014 - 03/21/2016
- Song #1
- 2.mp3
- 1.39 MB
- TheRedstoneScientist - 03/21/2016
- Team Magmar dropped out
- TheRedstoneScientist - 03/21/2016
- In talks with VanillaBurp about making car models commissioned. Waiting for a quote
- TheRedstoneScientist - 03/21/2016
- Jragon is gonna try and work on the exterior only right now and possibly interior later. Save VanillaBurp as a last resort. $130 for all 3 models. $50 for just interior.
- Completed basic body parts for Adult, Teen (85%), Child (70%)
- More details in update video #3 to come
- Bent arm models still need to be sized(edited)
- @Onnowhere Is working on bent leg models for the adult. TRS will resize them for our three sizes
- Also finished sizing all mouths. Still an unused mouth model which we probably won't use but I'm holding onto anyway. mouth_closed_tiny.json
- TheRedstoneScientist - 03/21/2016
- Going to add a feature for generating mouth loops based on user specified volume.
- Update Log #3: https://youtu.be/uwZr8tONAB8
- YouTube
- The Redstone Scientist
- "Wesley" Update Log #3: 3 Model Sizes and Flaws
- The constant switching of mouth positions causes some substantial lag. So we should make it a toggleable option whether or not you want to use mouths
- I've created a spreadsheet keeping track of all model and texture file organization
- Let me finish it to what we have so far before changing it please
- TheRedstoneScientist - 03/21/2016
- Finished the wooden pickaxe fade section of the new spreadsheet: https://docs.google.com/spreadsheets/d/1_WCF09-228oc8ovrmyns3SHPyDAAIY8IBKjb_ouQje8/edit#gid=0
- Google Docs
- Resource Pack Correlations
- Sheet1 Model Name/ Description, In-Game Association, Additional Data?, Display, Model File/ Model Directory, JSON Damage Value( if applicable) [ TOOLS ONLY], Referenced Custom Model Files, Texture, Particle?, List of Additional Data Tags, List of Display Options Screen Fade Opacity 5%, wooden...
- TheRedstoneScientist - 03/21/2016
- Energyxxer responded and said that since it works off scoreboards, multiple delay command blocks can be used at once
- Added @Energyxxer as an Expert for his Delay Command Blocks module which will be heavily used in the map
- TheRedstoneScientist - 03/21/2016
- Currently improving Correlations spreadsheet
- Still learning how to sort data
- Discussed bent and bent2 legs with @Onnowhere
- Bent and Bent2 on legs will be designed specifically for a character sitting
- I discussed possibly having a third "Crouch" position for NPC jumps, but @Onnowhere suggested that Bent2 should suffice for that if we did some rotating
- TheRedstoneScientist - 03/21/2016
- Streaming live block model spreadsheets
- Asked @Dragon to remove superman logo
- TheRedstoneScientist - 03/21/2016
- Added spaghetti block model request
- TheRedstoneScientist - 03/21/2016
- It looks like for degrees over 40 or so, we WILL need separate models with a different offset.
- Perhaps give modelers access to the 3 ages NPCs to see if they fit in furniture. Very hard to get child to fit in desk
- Need to talk to @Skyrrel
- Depending on what angles the player is going to see, clever camera trickery may be able to allow us to avoid adding extra offset models for multiple angles.
- Right now, 30 degrees on the leg is the maximum. 40 is pretty ugly but you can fudge it with camera angles
- Right now, the number of models per NPC is at 14.
- If we were to add just 2 more models per limb for more extreme angles:
- Currently: 3LA 3LG 3RA 3RL
- Add two more for angles: 5LA 5LG 5RA 5RL(edited)
- Bringing the total count per NPC to 22.
- We COULD do this. It would just really be laborious
- March 22, 2016
- TheRedstoneScientist - 03/22/2016
- Added NPC Body correlations spreadsheet
- I'm planning NPC Body Correlations sheet accounting for bent legs. I'll need to move around all the models in the diamond_hoe.json file. The master file will be the spreadsheet though
- Did some recalculations
- Including bent legs, each NPC requires 42 models. I forgot to account for the 3 sizes
- TheRedstoneScientist - 03/22/2016
- Contacted Sparks about making it easier to generate unbreakable model files for NPCs. Trying to get him to add features to his unbreakable model generator
- TheRedstoneScientist - 03/22/2016
- I closed the Skype chat because it was poor organization to have 2 simultaneous chats. Waiting to see if Pangea will move to discord or not. Giving him 24 hours before we remove his name. Tess dropped out as well. However a new member, @Geenium joined.
- I've archived all of the chat history on the old skype chat in a google doc on the shared drive
- https://drive.google.com/open?id=18ZDfAs25fffKD11_EMWWGKVp3isvhliw9LOI2l0WXAY
- Google Docs
- Archive of Old Skype Chat
- SKYPE HISTORY OF OLD BLOCK MODEL GROUP CHAT ---------------------------- [2/6/16, 12:48:45 PM] System: (wave) Your conversation is all set up Share photos, messages and much more with everyone here or invite even more people by sharing this link with them. [2/6/16, 12:48:45 PM] Redstone Scientist...
- TheRedstoneScientist - 03/22/2016
- Working on an auto-generator for the diamond_hoe.json for NPCs since it's constantly changing so much
- Looks good. May end up removing the NPC Body Spreadsheet in favor of this one
- TheRedstoneScientist - 03/22/2016
- Got some great work done on conditional formatting the diamond_hoe generator. Should be extremely easy to update and change the NPCs now
- In order to be able to efficiently use all data from all spreadsheet tools for Wesley, I'm going to merge the sheets into one document so I can easily reference data
- Deleteing NPC Correspondence sheet and replacing it with new NPC Info Sheet
- Renamed master workbook to "Resource Pack Tools + Data"
- TheRedstoneScientist - 03/22/2016
- Had an issue with the model file not being exported correctly. Fixed it and provided instructions on how to prepare file for import
- Major reorganization of model files(edited)
- Jragon014 - 03/22/2016
- > Attempted to make a car.
- > Failed to get the model working but at least it looks nice if it was working.
- TheRedstoneScientist - 03/22/2016
- Linked up a bunch of spreadsheets. Starting to automate everything about making new NPCs and storing their data.
- COMPLETELY finished the auto-generating diamond_hoe.json file
- You no longer have to export the file, just hit Select All TWICE and copy and paste it into the JSON file
- https://gyazo.com/b1b5da51089fc09b3265eec043c10637
- Gyazo
- Gyazo
- Also, this was a useful website for me in debugging: https://www.diffchecker.com/diff
- March 23, 2016
- TheRedstoneScientist - 03/23/2016
- Going to see if someone else can fix @Jragon014 's car model
- TheRedstoneScientist - 03/23/2016
- TODO: Finish autopopulation of new NPCs on the Edit sheet for diamond_hoe
- TheRedstoneScientist - 03/23/2016
- Going to make a kind of "tour video" for everyone involved in Wesley
- TheRedstoneScientist - 03/23/2016
- Added @Jigarbov as a block modeler to the team. Possibility of upgrading rank to Expert later?
- Planning on doing a big writing session pretty soon
- Completely finished the NPC Model Values sheet!
- Going to do some double checking but I think all of the tools are in their most complete state as they can be before @Onnowhere finishes the bent legs models. Overview video (private) ready to be recorded soon
- TheRedstoneScientist - 03/23/2016
- Preview from @Onnowhere developing bent legs stage 1
- Bodys will need to be teleported with each stage so that when sitting, their level changes. The bent legs naturally hover slightly above the ground to allow for this
- Also started work on rehearsing the opening poem
- March 24, 2016
- TheRedstoneScientist - 03/24/2016
- I've sent out the bowl model to a whole bunch of people in the hopes that someone can fix it
- VanillaBurp says we probably exceeded the max size of a model
- I'm starting to think we should bite the bullet and negotiate a price
- https://gyazo.com/73cb790fd31665850a983762535a3beb
- Gyazo
- Gyazo
- Response: What I said on the first message. probably exceeded 3x3 size or if youve been editing the codes by hand in the .json then you might have messed it up there. If you havent been editing it then you exceeded the 3x3 size
- TheRedstoneScientist - 03/24/2016
- Always have player with Haste LVL 100
- Update fork to appear in hand
- Use tag of speaking and volume
- Creating "Treasury" on smartpiggybank
- Deposited $5 in the budget as a personal donation
- March 25, 2016
- TheRedstoneScientist - 03/25/2016
- Next order of business: Mouth Mechanics
- Found a bug where all sizes get summoned with child mouth
- Figured it out. In the spreadsheet, the mouth value in the auto summon is constant and I need to change it for each column
- Fixed
- TheRedstoneScientist - 03/25/2016
- Note to Self: No NPC can EVER be submerged in water without manual positioning
- TheRedstoneScientist - 03/25/2016
- Adding a Mouth Description sheet. Remains to be seen what I do with it
- March 26, 2016
- TheRedstoneScientist - 03/26/2016
- I did a lot today.
- Can't describe it all lol. But it has all to do with mouths
- March 28, 2016
- TheRedstoneScientist - 03/28/2016
- Added @R3DsKingdom as a Writing and story expert
- Giving @R3DsKingdom comment only access to the script
- March 29, 2016
- Jragon014 - 03/29/2016
- Song: #2 "If" is half finished.
- Song: #2 "If" Draft 3
- 2_If_a.mp3
- 1.23 MB
- Jragon014 - 03/29/2016
- Just improved the ending of the song a little. Going to start mixing soon.
- TheRedstoneScientist - 03/29/2016
- Having problems with vanilla burp. Will update soon
- Problems solved. Told vanilla not to do exterior because @Jragon014 has that covered. She's going to do the interior as one entity model. She's placing the entity in the front middle of the players view, allowing for maximum panoramic view. At a certain point though, we will need to prevent the player from looking around past a certain degree to avoid the rendering glitch. The reason why it's an entity and not a block model is to make resizing easier.
- Total Cost: $50
- US$
- TheRedstoneScientist - 03/29/2016
- I inquired about this on my private Facebook for some answers from that generation
- @R3DsKingdom
- TheRedstoneScientist - 03/29/2016
- Possibility about server usage through @R3DsKingdom but unconfirmed
- TheRedstoneScientist - 03/29/2016
- Wooo! We're in the green! We've got US$64 in the "Wesley Treasury" and can now afford to pay VanillaBurp the $50 for the interior car model! After Wesley gets released, any remaining money donated will be split evenly between @Jragon014 and myself. We need to wait until the map is released to do this because people donated under the assumption that it would all be going towards Wesley. Ideally, we should have a "neutral account" by the end of the development process.
- Also the money raised can be used to keep a server running for work on the map
- @Onnowhere has COMPLETED THE BENT LEG MODELS. I still need to check them out but I've downloaded his product
- Take 1: https://www.dropbox.com/s/gbb6lr4acuwa4y1/2_if_a%20with%20Text%20Take1.wav?dl=0
- Dropbox
- 2_if_a with Text Take1.wav
- Shared with Dropbox
- TODO: Incorporate the bent legs model files into the wesley pack
- Jragon014 - 03/29/2016
- #Music. About to extend "If". About to start writing "Moving In".
- TheRedstoneScientist - 03/29/2016
- Update from @MrGarretto : Working on absolute coordinates and changing items mid animation
- March 30, 2016
- TheRedstoneScientist - 03/30/2016
- Absolute Coordinates have been added in @MrGarretto 's program
- March 31, 2016
- TheRedstoneScientist - 03/31/2016
- Still more features to be added before it's complete
- TheRedstoneScientist - 03/31/2016
- @MrGarretto Added absolute coordinates in model selection
- Need to update the NPC generators for all these new features
- TheRedstoneScientist - 03/31/2016
- @Jragon014 need to start thinking about building a few houses for the landscape in the prologue
- April 1, 2016
- TheRedstoneScientist - 04/01/2016
- Imported the animation generator into the main tools workbook
- Still a lot of work to be done on the generator
- Need to implement support for absolute coordinates, model changes, and integration with NPC Info sheet
- April 2, 2016
- TheRedstoneScientist - 04/02/2016
- Replacing item/armor/equip_generic with a blank sound just in case
- TheRedstoneScientist - 04/02/2016
- Integrated Bent Legs 1 and 2 into the RP (Adult only)
- Among the things I did in a stream a while back, I fixed the texture for medium mouth. Now has correct coloring
- I just now realized that bent arms 1 and 2 do not represent different stages of bending. One has the hand on the hip and the other has the hand facing out
- Might have to contact @Onnowhere about changing that about the bent arms. The arms are really compressed right now when bent and it's hard to envision them picking things up or being useful appendages
- TheRedstoneScientist - 04/02/2016
- Just realized that all models that characters interact with like furniture cannot be blocks and need to be entities because of the darkening problem
- All furniture model armorstands then need to be NON markers so they don't darken.
- I'm doing some experimenting with the chair model myself
- TODO: Experiment with chair model in head slot
- REMINDER: When rotating an NPC you need to target ALL BODY PARTS , not just the body
- Arms DEFINITELY need to be changed.
- Adding an "X" in front of textures in the gui so that we can use them while building and change them back later
- So having 3 frames of sitting and standing is hilariously bad but we just can't accomodate more models in the current tools. They'd have to be majorly reworked. So we might just have to deal
- 1 tick between each frame. Terrible lol https://gyazo.com/1ed49cc6778927a0435065e9b2a1bf5d
- Gyazo
- Gyazo
- Best Version so far, still not great. Unfortunately, like I said, we can't add more frames of models but we can add more position frames. https://gyazo.com/86721fc07b2355d22b9f9482e6d48a0f
- Gyazo
- Gyazo
- April 3, 2016
- TheRedstoneScientist - 04/03/2016
- Update Log #4. Animation Tech Demo: https://www.youtube.com/watch?v=NhBr8FjHg9I&feature=youtu.be
- YouTube
- The Redstone Scientist
- "Wesley" Update Log #4: 9 Frame Sitting/Standing Animation (Manu...
- TheRedstoneScientist - 04/03/2016
- Added pictures to match neutral mouth setting in the NPC Info spreadsheet
- Integrated Neutral Mouth selection in NPC Creation on the NPC Info sheet
- Here's what @Onnowhere used for his "talking" order: open4, open2, open9, open3, open2, open9, open3, open2, open6, open3, open2, open6
- He said he didn't use any of the "O" shaped models
- added "Talking" objective
- actually maybe it was 3,1,8,2,1,8,2,1,5,2,1,5
- Yup that last one is it
- Idea: So that we can have yet another property that we can test in a single argument, instead of having neutralMouth as an objective, why not have neutralMouth teams. This is used to see what mouth to revert to when not talking.
- TheRedstoneScientist - 04/03/2016
- Added all 3 superman textures from @Dragon I like the Block one so I'm keeping it as the default. But the other ones are hanging in the folder
- Just noticed that the default texture of the diamond hoe is missing. It was a spelling error. Fixed
- Adding the teams idea i had last night rn
- Mouth Teams:
- neutralMouthA mouth_closed_small_thin
- neutralMouthB mouth_closed_small
- neutralMouthC mouth_closed_medium
- neutralMouthD mouth_closed_big_thin
- neutralMouthE mouth_closed_big
- reminder: We DO have free slots for more mouth types if we want them. The closed medium and closed big look a little weird
- I now need to add the team tag to the spreadsheet summon commands
- This can be used in combination with the "size" scoreboard. ^^^^
- Added Mouth Team column
- Wow! I am shocked at how well this works! I added two passengers to the summon commands for NPCs to automatically set the mouth's size score and it works remarkably well! Will post an update log video soon.
- https://gyazo.com/8dc5289061f034e665c976ee733b9d59
- Gyazo
- Gyazo
- Now I need to integrate it into the automation of the spreadsheet
- Fully integrated into the spreadsheet. Next to integrate the "Team" tag
- Fully integrated the "Team" tag for neutralMouth
- the "Talking" scoreboard will have different settings depending on the value. Each one will be a different animation cycle depending. When Talking=0, the mouth gets reset followed by the score getting set to -1(edited)
- Added "Important Info on Scoreboards" sheet to be used for later
- Also, "Talking" doesn't always have to be an animation. It can also be a non-neutral mouth setting
- Reminder to keep the player at lower positions when teen or child
- TheRedstoneScientist - 04/03/2016
- Made an error with the Team tag. Need to fix it
- Fixed it. Problem was I put the tag in with the ArmorItems instead of in the general compound
- When we start working with audio, using the regular interval analyzer on audacity, we can place labels every tick to help us identify when talking happens
- Need to create a generator that can take a text file listing talk value next to tick number (for any recording) and turn it into commands
- Compatible with @Energyxxer 's module preferrably
- Added objective "TickCounter" for use in mainly dialogue but any other kind of delay. It will always be counting up however. One command block will add 1 every tick if the score is at least 0
- Assuming that sounds begin in the same tick that the playsound command is executed, then we want to start tickcounter at 1 usually
- TheRedstoneScientist - 04/03/2016
- In order to avoid errors, all dialogue tick files are going to be hand-made. It's really too ambiguous for a computer script. The text file written will then be plugged into @Energyxxer generator to create a chain of commands to start and stop talking
- I changed the objective name to VoiceTick instead of TickCounter
- TODO: Adjust round mouths so they are more flush with the face
- Possibly instead of going straight back to neutral mouth, we have 1 or 2 ticks of round mouth to show closing?
- TODO: Add in SimplySarc's FULL BODY model if ever we need background characters
- For example in the graduation scene maybe
- or orientation
- Removed PSA stuff from Wesley RP
- TheRedstoneScientist - 04/03/2016
- Voice Tick Generator by @Energyxxer is completed! Works fantastically! Will post update log soon. Very easy to use. I will also produce a tutorial on how to create the motions from start to finish. The mouth animations need some work and I definitely think we need an "almost closed" mouth so that when an NPC stops talking it doesn't look so abrupt.
- Reminder to ask @Onnowhere about that. If it's even possible
- We're definitely going to need multiple Talking loops for different values.
- Still need to resize bent limbs for teen and child. Not doing that now though. Gonna work on playing around with mouths
- Update Log #5: https://www.youtube.com/watch?v=MgO9yZNYQUo&feature=youtu.be
- YouTube
- The Redstone Scientist
- "Wesley" Update Log #5: Tech Demo (First Draft of Mouth Animatio...
- New Folder in the shared drive to keep all the VoiceTick logs
- Changing it so we have closing mouth frames. At the moment the resting value is Talking=-4
- TheRedstoneScientist - 04/03/2016
- Depending on how long the pause is, we may be setting different Talking values not just 0 so that we get to neutral mouth faster. Bc rn it's gonna be a 4 game tick process to return to neutral mouth
- I think I got a closing mouth sequence I'm happy with but it takes slightly too long. Perhaps we should program it to automatically start 1 tick early when closing the mouth? Right now I have it 2 game ticks on open8, 2 GT on closed_medium, and then neutral.
- Hmmm.... maybe not. Maybe I'll just leave it up to the "logger" (the one who logs the ticks from the audio files)
- Much better closing animation, Update Log #6: https://www.youtube.com/watch?v=EqO3VOLmyP4&feature=youtu.bea
- YouTube
- The Redstone Scientist
- "Wesley" Update Log #6: Tech Demo (Better Mouth Closing Animatio...
- April 4, 2016
- TheRedstoneScientist - Last Monday at 3:28 PM
- One of the animation loops should have the "O" sound and be used whenever a piece of text has a lot of those sounds
- April 6, 2016
- TheRedstoneScientist - Last Wednesday at 2:05 PM
- Thinking about making a contest for building some houses for the map
- Research Photos after Google Searching "Rural Houses 1960s":
- Seems to me just about any house will do
- It's important that we don't make people think it's a farm despite all the wheat
- Possibly there is a barn nearby?
- We can have wheat on both sides of the road for a while until after we pass the barn, at that point, one side of the road should be wheat and the other side should be grass
- Jragon014 - Last Wednesday at 7:32 PM
- I like the first house.
- April 7, 2016
- TheRedstoneScientist - Last Thursday at 4:37 PM
- Due to Finals and other things, I probably won't be doing much with Wesley this month
- However I'm really hoping to start work on the teaser next month so I hope we can get the grass and car done as well as start the building contest
- April 9, 2016
- TheRedstoneScientist - Yesterday at 6:45 PM
- Working on creating a new (hopefully more accurate) Template for @MrGarretto 's generator
- DAMN IT! I accidentally deleted the old one D: D:
- TheRedstoneScientist - Yesterday at 7:51 PM
- I'm thinking of completely rewriting the Animation Generator Parser from the ground up. So much has changed and the code is messy
- IMPORTANT RULE: As of right now, we SHOULD NEVER plan on changing the rotation of mouth models IN THE POSE ONLY
- In the new generator I'm going to optimize it so if nothing has changed from the last frame, the command isn't generated
- Yeah I'm gonna need to totally redo this
- The new version will NOT include the paste entitydata filter feature
- TheRedstoneScientist - Yesterday at 8:02 PM
- REMINDER: THE ONLY WAY to rotate an NPC is to do "/tp @e[tag=NAME] ~ ~ ~ ~x ~"
- TheRedstoneScientist - Yesterday at 11:01 PM
- Note on the new generator
- We can save on space by adding a tag to both the "Head" and "Mouth" called "Face" so we can rotate them together
- Going to do that now
- Added the "Face" tag to ALL Heads and Mouths for all sizes. This will help save on commands for rotating them together since they should always act as one(edited)
- April 10, 2016
- TheRedstoneScientist - Today at 12:05 AM
- Finished Writing the new generator as far as the features that the previous one had. I still need to implement absolute coordinates and model data and model optimization
- I'd like to implement a feature where you can get a chest (1 per command) with as many installation frames as possible in it for you to place before the character limit.
- TheRedstoneScientist - Today at 3:15 PM
- Default chair and desk on armorstand head slot. Needs to be moved down and made for entity modeling only. Can't test a Child sized NPC yet until I finish resizing the bent limbs for teen and child
- Reminder that you always place "Tick001" at time signature 0.0s when preparing audio in audacity
- Gonna work on a tutorial (PRIVATE USE ONLY) for it
- TheRedstoneScientist - Today at 4:38 PM
- I've decided to hold off on resizing the bent arm models for now until we decide if we want @Onnowhere to change them
- Don't remember EXACTLY how I did the resizing of the other limbs so I'm recording some data to see how uniform I was in my process. If it was predictably uniform, then I'll first try following the same pattern for resizing the bent legs and adjust from there. If not, then I'll just use the base percentages (Teen = 85%, Child = 70%)
- TheRedstoneScientist - Today at 5:06 PM
- Wrote to @Onnowhere :
- (edited)
- '''
- So Onno, I'd like to try something just to see if it works. So you know the bent and bent2 leg models you just made? You remember how you decided to "stretch" the texture a bit so there wasn't a gross break at the knee? You extended the length of the leg slightly to allow for a smoother curve?
- Is it possible for you to give that a try with the arm bent and arm bent2 models? Because right now they look really squished at the elbow. Does that make sense?
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- TODO: write a spreadsheet program to automatically filter out every line that has the case sensitive word "TODO" from the update log and organize them nicely
- TheRedstoneScientist - Today at 9:10 PM
- We want the level of feet to be the same when bending legs right? I'm trying to think if that makes sense. I THINK that they should be at the same height like this. Regardless, it looks like addition and subtraction of values produced better results than multiplication. Remember that for future resizings on body parts.
- With this new information about +/- and not * I theoretically COULD go back and redo the sizes of the teen and child ALL OVER. But it looks fine to me right now and it doesn't necessarily have to be mathematically and geometrically perfect. It's perfect to the eye as far as I'm concerned.
- Again, not mathematically perfect elsewhere but the bottom of the feet DO line up perfectly.
- Strangely I had to change the Z translation on these so that the butt of the texture would align with the vertical line of the back
- lol clearly the Z component of the translation did not transfer to the child. It's clearly a personal preference thing, the fact that I added Z translation to the teen size of both types of bent legs
- TheRedstoneScientist - Today at 10:32 PM
- Lol. Unfortunately I fixed the bug. It was fun while it lasted.
- Finished all sizes of right and left bent and bent2 legs
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