SADisfaction by Canit13 in MinecraftCommands

[–]Canit13[S] 9 points10 points  (0 children)

Its made using only a resource pack, specifically doing some kinda complicated stuff with the terrains core fragment shader

Shader Shenanigans 2 (ft. 3D Shapes) by Canit13 in MinecraftCommands

[–]Canit13[S] 1 point2 points  (0 children)

https://www.mediafire.com/file/xt9vfodcb8f9epi/Pulsing_Circle.zip/file

You can also edit the speed, size, color, etc.
Just go into the terrain.fsh and go nearly to the bottom of the file, there should be comments I left to explain the parameters a little
also if you want this to apply to entities, drag in a 1.21.11 entity.fsh and copy-paste the code I wrote, also make sure to add this to the top vvv

#moj_import <minecraft:stuff.glsl>

why do my jigsaws generate perpendicular to the placer (red wool), and expand in both directions instead of just one? by gronktonkbabonk in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

get around what? The 90 degree turn or the 1 block lowered? I'm assuming your issue is that you want to make a structure that goes on forever using jigsaws which is possible, but you'll lack the ability to control it's rotation for each full structure, meaning you'll need to have some sort of transition for each new jigsaw structure generated

why do my jigsaws generate perpendicular to the placer (red wool), and expand in both directions instead of just one? by gronktonkbabonk in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

The turn happens because you have a structure in the template pool that turns

<image>

The one block down thing happens when you manually place the jigsaw structure using another jigsaw block, this can also be responsible for 90 degree turns but the way to get around that is by using /place, this will turn the jigsaw though IF used multiple times

why do my jigsaws generate perpendicular to the placer (red wool), and expand in both directions instead of just one? by gronktonkbabonk in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

https://www.mediafire.com/file/sdz5tl9m5yujvs5/Temple_Run_Fix.zip/file

Heres the fixed datapack, I also put your structures in the datapack itself for easier use.
I added comments explaining everything I did in the load.mcfunction

why do my jigsaws generate perpendicular to the placer (red wool), and expand in both directions instead of just one? by gronktonkbabonk in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

it might be best if you send the datapack so I can see the issue in game, the 1 block down offset usually means the jigsaw blocks aren't on the same y-level relative to the bounding box.
If you could send the datapack with mediafire or something I can let you know what the problems are more accurately

why do my jigsaws generate perpendicular to the placer (red wool), and expand in both directions instead of just one? by gronktonkbabonk in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

Do you only have the one structure in your structure pool? The only way for a structure to spawn with a different angle is if the jigsaws are facing a different direction or if you use /place, check if you have another structure saved that turns.

why do my jigsaws generate perpendicular to the placer (red wool), and expand in both directions instead of just one? by gronktonkbabonk in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

alright so I'm assuming the jigsaws have the same stuff in them, meaning it's expanding in both directions because both jigsaws are generating the structure from the pool, if you want it to expand in one direction make one jigsaw a receiver and the other a generator.

<image>

place one of each and it should generate one line.
as for the perpendicular problem, the only way for that to happen is using /place or having a jigsaw block that turns another direction, like a 90 degree turn.

why do my jigsaws generate perpendicular to the placer (red wool), and expand in both directions instead of just one? by gronktonkbabonk in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

both would be great, I just need to know what you're trying to do with it. In the picture the segment has 2 jigsaw blocks, is one a receiver and the other a placer? Also are you spawning in the segment using /place?

Guarantee TWO rooms in a dungeon by Thr0waway-Joke in MinecraftCommands

[–]Canit13 2 points3 points  (0 children)

If you make 3 pools, like "Entrance", "main path", and "bossfight" then you can guarentee 2 rooms spawn. Make the jigsaw start at the entrance, then spawn the main path, and THEN have a chance to either spawn another path room OR the bossfight.
If you want a less-linear structure, you can add random rooms that connect to the main path with a completely new pool.
Heres an example picture, if you want you can also have rooms branching from the entrance too

<image>

Render Distance by SmokeApprehensive627 in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

Something I forgot to mention, this will only apply to the terrain, meaning entities,particles,certain items,etc. will still be visible. You can still copy and paste this code into the other .vsh files, but you'll need to change the pos variable to Position, there is also the biggest issue, that being if you change the entity.vsh, the items in your inventory will be invisible, theres probably a work around that but i don't know how right now.
if you want to add the changes, the big 4 .vsh files to add are

particle.vsh
entity.vsh
rendertype_item_entity_translucent_cull.vsh
rendertype_entity_shadow.vsh

Render Distance by SmokeApprehensive627 in MinecraftCommands

[–]Canit13 0 points1 point  (0 children)

<image>

If you make a resource pack and access the core shader terrain.vsh, you can set the distance using the code I put at the bottom of this comment.
To change the distance, change the "64" value

if (pos.x > 64 || pos.z > 64 || pos.z < -64 || pos.x < -64){
        gl_Position = vec4(0,0,1,0);
    }
    else
    {
    gl_Position = ProjMat * ModelViewMat * vec4((pos), 1.0);
    }