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update README with a bunch of new steps
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- how to run scripts and why
- update new model creation steps to reflect ajexport script
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TheAfroOfDoom committed Jan 16, 2024
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Expand Up @@ -57,18 +57,35 @@ We also recommend using [blockcolors.app](https://blockcolors.app/) to get a rep

---

### Adding a new model/animation
### Development

#### Important scripts

Read the descriptions of the following scripts and run them when it is recommended to:

1. `yarn start`: this does two important things:

1. keeps your local repository's content synced with your `.minecraft` directory -- datapack/resourcepack changes will reflect in-game
2. watches `.ajmodel` files and runs our auto-exporter on them -- this reads all `.ajmodel` files in your local repo and runs Animated Java's `Export Project` function on them.
1. we specifically _do not_ commit AJ's exported files to the repo since they are _very large_
2. the `watch.models` script _will not_ work if you already have Blockbench open, so don't expect it to do anything while that's the case

We recommend keeping `yarn start` running at all times while working on the project.

2. `yarn sync`: zips your Minecraft world and copies it to the repo as (`world.zip`). This is how we handle version-control for the actual Minecraft world. This is especially important to run and commit if you make any _physical changes_ to the world like breaking/placing blocks.
3. `yarn lint`: runs Prettier, ESLint, and our custom linting rules on our files. Run this prior to pushing commits to save on our workflow hours.
4. `yarn start export`: manually run the AJ model export script
1. add `ELECTRON_ENABLE_LOGGING=1` to your `.env` file to enable log-passthrough from Blockbench's renderer process to the main process. **Run this if your `watch.models` script (from `yarn start`) runs into an error while exporting AJ models.**

#### Adding a new model/animation

1. Create a new Animated Java Rig via `File > New > Animated Java Rig`
2. Enter inputs for the following required fields:
1. `Project Name`
2. `Resource Pack`: select the `pack.mcmeta` file located in the repository at `resourcepack/pack.mcmeta`
3. `Data Pack`: select the `pack.mcmeta` file located in the repository at `datapacks/omega-flowey/pack.mcmeta`
3. Export your model/animations by clicking `Animated Java > Export Project` at the top

When finished, ensure you partition commits into the following categories:

1. `.ajmodel` + custom texture files ([example](https://github.com/TheAfroOfDoom/omega-flowey-minecraft-remastered/pull/55/commits/344c6da2d0676d2a6d358d5bf30df2e419458b77))
2. automated export files when clicking `Animated Java > Export Project` ([example](https://github.com/TheAfroOfDoom/https://github.com/TheAfroOfDoom/omega-flowey-minecraft-remastered/pull/55/commits/ee471449e7e131b6c38129ddffb492769bf8064d))

This ensures we split commits by what's 100% required (new custom textures + the `.ajmodel` files) and by what's automatically generated (`Export Project` files).
3. `Data Pack`: select the `pack.mcmeta` file located in the repository at `datapacks/animated_java/pack.mcmeta`
3. Save the file with `CTRL + S` to somewhere appropriate under `resourcepack/assets/omega-flowey/models`
1. **While the model is still a work-in-progress, append `_dev` to the filename so our auto-export scripts skip it**
1. e.g. `housefly_dev.ajmodel`
4. Export your model/animations by clicking `Animated Java > Export Project` at the top
5. When finished with the model, remove the `_dev` suffix from the filename (e.g. `housefly.ajmodel`)

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