Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Request] 3D railcraft tracks #23

Open
mgdgfbhevdyeh opened this issue Dec 12, 2016 · 7 comments
Open

[Request] 3D railcraft tracks #23

mgdgfbhevdyeh opened this issue Dec 12, 2016 · 7 comments

Comments

@mgdgfbhevdyeh
Copy link
Contributor

Originally, I intend to do, but I will not do the model.
I would like to complete this request is more difficult,but,vanilla has 3D texture tracks of the.

@justin0a0
Copy link
Member

justin0a0 commented Dec 12, 2016

The tracks for vanilla are at this point already mostly incomplete as all they really are is a basic shape with an overlay pretty much and the curved track itself is made with way to many elements to be a viable solution. I have been starting the tracks and learning all this modeling along the way. I have all the basic tracks complete besides the ascending ones which I will start when the rotation issue gets fixed in cubic studio.
The whole point of me doing this was to make them 3D in Railcraft after having a solid base to work with from the vanilla tracks.
2016-12-12_02 20 52

@artdude543
Copy link
Contributor

The 3D rails in Vanilla was my experiment and made with the early version of the model system. A lot has changed and I don't have the time to re-learn it all. But the model files are badly optimized. Along with looking a bit naff it some cases. They need a complete 100% redo along with I'd love to see RailCraft to use 3D rails also.

@justin0a0
Copy link
Member

I have done almost all of then at this point except the ascending tracks. I'm just waiting for an update to Cubik Studio after the bug I reported in 2.4 with rotations. that screen up there is ones I have done so far.

@Shoeboxam
Copy link
Member

I am writing my own rail models and came up with this tidbit to convert to ascending rails. Might be useful to you. I just pasted it into each of my elements. There is some z fighting where the top meets the rail.
"rotation": { "origin": [ 0, 1.25, 16 ], "axis": "x", "angle": 45, "rescale": true },

@justin0a0
Copy link
Member

Yea I came across a bunch of z fighting when I did the curved tracks too. I have just manually been offering the sizes of the models to like .004 in size to stop it from happening instead of using the rescaling. (I just never fully trusted it 😁)
Thanks for the tip would be nice to see what you got so far. I pretty much finished all the vanilla ones already besides the one type but that all becomes simple rotations in the end.

@Shoeboxam
Copy link
Member

I have the models in my Invictus repository. There is a different rotation depending on the sw or ne model file.

@Shoeboxam
Copy link
Member

Shoeboxam commented Jan 9, 2017

Another addendum on how these could be implemented:
I have one poly that renders the top of the rail- it spans the whole block at the height of the rail tie. There are four additional polies that render the sides of rail ties. Since the top-of-rail poly spans the entire block, it renders all of the details of the rail without needing to add custom modeling for all the little shapes and diagonals that appear between rails for each of the rail types. Indeed, the spanning portions would not be 3D, but it would allow all the rails to inherit from three base model files.
https://github.com/InvictusGraphics/Invictus_Textures/blob/master/assets/minecraft/models/block/rail/rail_flat.json

@Shoeboxam Shoeboxam changed the title a request:3D railcraft tracks [Request] 3D railcraft tracks Jan 9, 2017
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Development

No branches or pull requests

4 participants