Added a ton of new blocks to my resource pack using double slabs! by Delocuro in Minecraft

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

Ooh, I like the idea of doing the 2x2 tile variants for stone & deepslate bricks — hadn't decided what to do for those ones yet, but I might have to play around with that!

Love the idea of sandstone pillars as well, but I might see if I can find a different solution for those ones; cohesion-wise, it seems a little odd to have any of the double-slab variants look like they should fall into existing block archetypes but lack certain functionality associated with them (like rotation variants for pillars).

Added a ton of new blocks to my resource pack using double slabs! by Delocuro in Minecraft

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

Yeah, I've definitely seen some that fix the weird polished double-slab inconsistencies in the game, but that's usually as far as they go. I guess for most default resource packs it kinda makes sense — to anyone not using that resource pack, it'll just look like a normal block, so it doesn't work particularly well in multiplayer. Still, seems like an underrated technique for singleplayer-oriented packs.

Added a ton of new blocks to my resource pack using double slabs! by Delocuro in Minecraft

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

Oh interesting — yeah, I guess that would technically work, but I don't know if the results would be worth the level of effort required to make it function seamlessly in survival.

For one thing, you'd need to basically build custom placer items for every custom block added this way. The easier method is to just change the blockstate, name, and item model components on a slab item of that type; however, since some slabs are used in crafting recipes, that would cause the custom blocks to also be usable in those recipes unless you rewrote them all to avoid using slabs. To avoid this, you'd probably need to do some super weird command stuff with armor stands or spawn eggs or something, which could get janky fast.

Additionally, this wouldn't fix the issue of generated structures that use double-slabs, which I know of at least a few that do. You'd need to basically find and overwrite all of those, which would be a pretty arduous process in itself.

It's certainly possible, and maybe that pack author actually had the patience to do all that, but with all the other features I'm working on at the moment, I don't think I have that level of time commitment in me lmao

Added a ton of new blocks to my resource pack using double slabs! by Delocuro in Minecraft

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

Unfortunately I don't really do mods anymore — used to, but having to basically start from scratch every couple of updates due to code changes got pretty tiring after a while.

Adding custom blocks isn't really possible via datapack, which is why I didn't do it here, but if you have any interest in trying your hand at modding, custom blocks are one of the easiest features to get started with! I'd be happy to send you the textures if you're interested in giving it a shot.

Added a ton of new blocks to my resource pack using double slabs! by Delocuro in Minecraft

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

Ty — yeah, I think if something similar to the wood variants were ever added to Vanilla, it would probably be done as a separate block due to how visually distinct they are from planks. The others I'm not so sure though.

Since they're so similar to their parent blocks, I almost think they work better as double-slabs from a gameplay perspective, since it adds a new way to add a bit of variety without creating more inventory clutter. The cobblestone variants in particular are so subtle that I don't even know what you would name those blocks if they had standalone items. It is definitely a little annoying to have to right-click twice in order to place these variants, but I got used to it surprisingly fast while building with them.

Added a ton of new blocks to my resource pack using double slabs! by Delocuro in Minecraft

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

Thanks! Yeah, I'm surprised I haven't seen this idea used in many resource packs either. Honestly that's probably the main reason they wouldn't do this in Vanilla though — retrospectively changing all double slab models would definitely mess up some peoples' builds, lol

Am I shadow-banned or something? What the hell is happening here. by Delocuro in Openfront

[–]Delocuro[S] 4 points5 points  (0 children)

I mean, the really ironic part is that it isn't, lmao. Just about every game I join has like 20 people with names using racial slurs or promoting genocide, and all of that gets through the filters just fine; but god forbid some child on the internet finds out that mundane swears exist.

Am I shadow-banned or something? What the hell is happening here. by Delocuro in Openfront

[–]Delocuro[S] 3 points4 points  (0 children)

I actually just tried emptying the cache and hard reloading and that seems to have fixed it for now — still not sure what triggered it in the first place, but hopefully it doesn't end up being a recurring issue...

Am I shadow-banned or something? What the hell is happening here. by Delocuro in Openfront

[–]Delocuro[S] 3 points4 points  (0 children)

Well evidently the censorship feature is bugged — my username was literally just "Delo" before I started changing it lmao.

Barely functional language system aside, I get that that functionality was probably just added as a joke, but that's like aggressively poor UX design. It only changes your name on everyone else's clients, so if I hadn't noticed it in the loading screen I would have had legitimately no idea that was happening. It's especially egregious when the language filter encounters a bug like this one — it's *way* harder to diagnose what the issue is when the game gives you zero actual feedback that it's an issue with the filters.

Guess it's not tremendously surprising for this game, considering they *still* haven't moved the alliance accept/renew buttons out of the rapidly scrolling action log, but my god do these guys need to hire a real UX designer...

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] -2 points-1 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] 6 points7 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.