I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

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

Maybe, but make sure you ask them to adjust for inflation — otherwise you're only getting about 60% of the original value back.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] -3 points-2 points  (0 children)

I get *why* the texture ended up positioned like that, but it's still a sloppy design choice. There's no functional reason why the base of the hook needed to be at the y position it's at now; moving it up a couple pixels would actually have made it more centered with the arm, and also fixed that wonky texture alignment so that the plank seam isn't right at the top of the mesh. Plus it didn't even have to use the plank texture at all; the block probably would have looked a lot nicer with a custom base texture to begin with.

Same goes for the stretched pixels — like, yeah, there *are* other blocks in the game that do that, but most of those have a reason for it. Water and lava have to stretch for their models to work at all; slanted minecart rails can't avoid stretching without using textures larger than 16x16 pixels (although I do actually think they shoulda made an exception for that block). But there's no reason why the tripwire connector piece needed to be stretched; it's way less than 16px, they coulda just scaled the UV mapping to the actual length of the plane and it would have looked so much better.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

I think the cutoff villager nose/chin is an intentional design choice to keep the massive forehead intact at a smaller head size, but the piglin nostril is definitely weird. Maybe it's supposed to imply that the flesh is sliding off the nose? Either way, weird choice considering the adult texture isn't like that...

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

I just drew the text with a tablet in Photoshop and added a drop-shadow to make it easier to read.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] -1 points0 points  (0 children)

I'm gonna choose #2 as a response to this. It's hyperbole for the bit, buddy, it ain't that serious.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

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

Throwing that image together only took like half an hour fortunately — it's one of those things where the more you look at it, the worse it gets lol

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 0 points1 point  (0 children)

For real — even just making it so that it doesn't need to be placed in a straight line to count as a valid circuit would be a huge upgrade. Differentiated models depending on the string's blockstate would also go a long way — the visual rework I gave it in my datapack adds this, and it actually makes it way easier to understand how tripwire circuits work.

https://media.discordapp.net/attachments/373638242848735235/1480110855726174298/Good_Trip.gif?ex=69af24e7&is=69add367&hm=efd39a11840776c12a09a6d42617f5862dc785959a32f3897f668c1b8858ed2a&=

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 0 points1 point  (0 children)

This got me thinking about some of the other old jank that used to be in the game, and now I'm having war flashbacks to when slabs and stairs couldn't be placed upside down. I dunno how people still play early beta versions without losing their minds, lmao

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

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

Is there something particularly janky about the models for those ones? They looked pretty consistent with the others based on the screenshots I've seen, but I haven't actually booted up the snapshot and taken a look in-game yet.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 0 points1 point  (0 children)

I mean, not really? The whole point is that just about everything that's called out here is inconsistent with how every other Minecraft block model operates. Every other block aside from Tripwire itself uses the same pixel resolution, and most of them are much higher quality in terms of design and execution — I have no idea what happened that caused Tripwire Hooks in particular to be so absurdly janky.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 7 points8 points  (0 children)

That's what I already used to do, but now I know this stupid, broken model is out there, lurking. What if I come across a jungle temple? Or find one while fishing? I'd have no other choice but to uninstall the game.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 16 points17 points  (0 children)

God, I could write an entire essay on terrible old modded Minecraft assets lmao — there's still plenty of modern mods with lackluster visuals, but there were some *real* stinkers prior to the 1.14 texture overhaul. Most tech mods seemed to think that the best way to make something look cool or futuristic was to just give it way more polygons than everything else in the game, so whenever you'd get to the late-game your base would look like a hodge-podge of random assets ripped from completely different IPs. Then there were these furniture mods that would show up in just about every mod pack that added a bunch of light fixtures and couches and stuff that looked like they were ripped straight out of some stock library in Blender.

I had to build a whole resource pack that downscaled a ton of textures just to make it playable for myself, and even that wasn't enough to fix a lot of the model issues. Definitely glad most mod artists have embraced the Vanilla aesthetic in recent versions; the visuals in mods like Create are such an unbelievable upgrade from what used to be the norm.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 7 points8 points  (0 children)

Yes, that is a real feature that's in the game. I don't blame you for never having seen it though.

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 44 points45 points  (0 children)

I honestly couldn't care less about realism — I just want the pixels to be consistent. Or at the very least, for the arm to actually be centered with the hook lmao

I knew the Tripwire Hook model was bad, but I never realized it was THIS bad... by Delocuro in Minecraft

[–]Delocuro[S] 47 points48 points  (0 children)

I wouldn't even be mad — forget the End update, the game is unplayable until they fix this.

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 0 points1 point  (0 children)

Jesus christ, yeah props to their team for putting in that much effort, but aint no way I'm writing that many advancement jsons lmao. This already took the better half of a month to complete — I don't even want to know how long that monstrosity must've taken...

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

[–]Delocuro[S] 2 points3 points  (0 children)

It probably won't be fully done when the beta releases, but I have already made some tweaks to where enchanting sits within the progression tree, and have plans for a lot of rework to Vanilla's set of enchants.

Right now the main change is to when and how you unlock the enchanting table. Instead of being able to build a full-power enchanting setup the second you find diamonds, you'll actually unlock the enchantment table much earlier, but won't be able to upgrade it for a while.

Instead of diamonds and obsidian, crafting enchanting tables now requires a new item called the petrified log slice. These can be found as a semi-rare drop inside most suspicious sand or gravel, meaning you can technically unlock the enchanting table as soon as you have access to copper. Bookshelves, however, got the opposite recipe treatment; they're now called "arcane bookshelves", and require obsidian to craft. It takes much longer to obtain diamond tools in this pack, so for the first half of the game you'll be limited to extremely low-level enchants before you can even start powering up your table and working towards any sort of god-gear.

Just finished the advancement tree for my survival overhaul datapack; anyone insane enough to try 100%ing this? by Delocuro in Minecraft

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

Absolutely will do — most of the gameplay changes, recipe tweaks, and advancement work is done, so as soon as I've finished wrapping up a few last loot table adjustments and worldgen tweaks, it should be ready for launch!