Hybrid Engine Data Terminals (Forge 1.12.2)

Channel:
Subscribers:
278
Published on ● Video Link: https://www.youtube.com/watch?v=vElcBGzsyQM



Duration: 2:42
18 views
0


This is the current procedure for players to load their objects into Minecraft.
It is both over-complicated and yields low framerate at runtime.
At least 6 teams of developers are aware of this issue and haven't shared the actual solution or the backend rendering code required for this to work.

Minecraft itself does not support .obj loading, nor does it support .gltf loading yet there are code-only mods that claim to add support for this.
Forge provides very primitive .obj loading and the official .gltf specification completely omits the calculation code required to rotate points in 3D space.

The workflow starts with Unity Engine and Lego BrickLink Studio which is made with Unity Engine. The model is custom designed and painted using a limited set of available colours and materials. It is then exported to Collada .dae (an XML schema) for import into Blender. Blender cannot correctly import the model if it has submodels in BrickLink. It also by default creates a blank .mtl Material file on .obj Wavefront export unless you click a checkbox called Material Groups. The tile has to be placed at 0.5, -0.5, 0.1 xyz and must be scaled 1:1, and must also have all of its Face Orientations flipped. The file may not be renamed by hand once created, unless this change is also propagated within the file itself. The .obj file and .mtl file must be placed in a resource pack for mcobj to see it in a very specific folder path and must be accompanied by an .obj.json file for identification and a .json file in a completely separate folder path to point an existing object to the new model file it should use. You cannot simply create a new block by writing it in a text file unless you create a mod which registers a new block ID at mod startup using java and gradle which are not correctly set up initially.

This process is completely flawed and is subject to immediate change.
Other versions of the game and of each mod tool may differ significantly.
It should ideally be as easy as drag-and-drop in a Mod Edition of the game.







Tags:
Minecraft
Modding
Complex
JSON
Path
Folder
GitHub
Requirement
Rendering
Backend
Engine
Forced
To
Write
Garbage
Unity
Blender
BrickLink
Lego
Studio
Mod
Edition
Pi
Education
Boot
Sequence
Initiated
Data
Terminal
Blind
Deaf
Nonsensical
Braindead
Procedure
Wavefront
OBJ
MTL
Material
DAE
Collada
Universal
Scene
Destruction
Description
XML
Schema
Default
Condition
Checkbox
Complicated
Over-Complicated
Program
Programming
Coding
Configuration
Setup
Forge
Block
Custom
Render
Community
Content
Support
MC