Comments (37)
Some details on this in case anyone wants to take a stab at it:
Most blocks are constructed in textures.py by taking a top texture, a side texture, and rendering them in the shape of a cube.
Some block types though are not cubes, such as torches, flowers, minetracks, and such. I just need to put in special exceptions in for those blocks. They would need to be constructed specially in textures.py, and for things that have different orientations, a special exception would be needed in chunk.py for e.g. track orientations, ladder orientations, that kind of thing.
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i've pushed a patch for this to my fork. due to my git noobness, i couldn't get a pull request to do what i expected, so here's a direct link to the commit:
eminence/Minecraft-Overviewer@18040d9
here are two examples of the result: https://andrewchin.net/tmp/output_4/0.png https://andrewchin.net/tmp/output_4/1.png
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Thanks for this. I'll figure out how to pull it.
This sentence is to remind the issue that half-blocks aren't rendered properly either.
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this is to note the remaining blocks that need to be properly rendered:
- Torches (normal and redstone) -- torches are well-rendered, but they don't appear to be attached to the correct surface.
- Fences -- not rendered at all
- stairs (wooden and stone) -- rendered as full blocks
- redstone dust -- rendered, but probably not with the correct orientation
- pressure plates, levels -- not rendered at all
- buttons -- rendered as a full block
- signs -- not rendered at all
- fire -- not sure where to find this texture
let me know if i've missed anything. It would probably be a good idea to keep this issue open until all of these are rendered correctly (or as correctly as we want)
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Thanks for this note. I'm going to close the other threads to consolidate all block rendering problems
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For fences, it's probably easiest just to hand-draw fence blocks and stick them in the textures directory. The game probably generates the models on the fly
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I'm not sure if it applies to this Issue or not, but I just did a git pull and re-rendered my entire map, and snow is still showing as full blocks- has this been fixed in the master branch yet?
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It has been merged, but remember, the Overviewer won't re-render chunks of your map unless the contents have changed. If you want to force it to re-render it, take a look at the -d option to delete the cache files
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That's what I thought, so I actually went a step further and deleted the cache myself- it's still rendering as full blocks. I'll nuke the cache again and see if the nightly map update does it as expected.
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Update- not sure why nuking the cache didn't work the first time, but it did the second time. Strange, but I'm happy with the result! :)
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So the fences still not working, or it was working before? (I don't remember exactly, but as i see it doesn't generate right now)
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No, they still doesn't render.
I thought about it, fences are a 3d-model with the wood block texture pasted on it. As we need a texture for it, and we can't use official textures (I guess we can't redistribute), maybe we can make a mask (or more, because fences have lot's of forms), a png file soterd in textures dir, with the form of a fence and use it in texture.py (composite.alpha with the wood texture) to create an accurate texture.
What do you think? I can do it in one or two weeks. (the masks, I can try to code it, but I'm not a programmer)
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Sounds good to me.
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Part of the complication with fences (and a few other blocks) is that they are rendered differently depending on what chunk is next to them. There is no good way of doing right now. If you want to help with that work, that would be great.
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I know the players on my server would definitely prefer to see something rather than the nothing that we are getting now. Perhaps we could just make it draw the single stick that you get when you place a single fence, as an interim solution?
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Forget to mention that pumpkins sometimes render like a purple block. If I delete the cache, first it always renders ok. But after some rerender (without deleting cache) pumpkins starts to look purple: http://img697.imageshack.us/img697/7021/screenshotlwl.png
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mydexterid, no idea what's going on. It's a pumpkin or a jack-o-lantern?
eminence, from your comment I guess that fences has no ancillary data and Minecraft renders them depending on side cubes. If you have no idea I'll find myself. I will try get fences working.
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fenixin, that's correct, there's no ancillary data for fences (same with redstone, which is why redstone isn't rendered properly either). the correct textures (or model) will depend on adjacent chunks.
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Sorry, it's a jack-o-lantern.
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Added fences support in the branch fences of my fork. It looks like:
Test it, please! I also made a pull request.
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Do we have to delete the cache first? (hope not..)
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you won't have to delete the entire cache, just the cache for chunks that have fences. You can use the rerenderBlocks.py contrib script to help with this. Something like
python contrib/rerenderBlocks.py --world=world1/ --ids=85 |xargs -n 1 dirname | xargs -I _F_ find _F_ -iname "*.png" |xargs rm -rf
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Hmm.. wow. Didn't know that the cache can be erased selectively. I'll try this out, and let you know about the results.
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I just tried it out, and only some of the fences got rendered. Thought it still could be some cache issue. (I have a separate world/cachdir/outputdir setup so I modified the above script to delete the fence pngs from the cachedir)
If I'll have the time (or the cpu has it :) ) I'll delete all the caches and try again.
But anyways thanks for working on this.
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@mydexterid. Yes, something doesn't work as expected using the script, but is not problem of the script. I did a test and MCO re-render the cache of deleted chunks, but it seems like doesn't re-tile the map because the chunks didn't change.
Don't know how to solve this at the moment.
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Re-rendering my world with the fence code on windows. I don't expect any problems but I will report back once it has finished.
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I've added support to render minetracks slopes, they look like:
It's in my branch minetracks. Doing a pull request.
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Hmm.. I don't know what's going on, but the new colored wool blocks are also rendered in purple like the pumpkins/jackolanters.
Does anyone know why is this happening?
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Sounds like minecraft is finding an old terrain.png file. If you've got one in your current working directory, try removing it. Or: try putting a known good terrain.png file in your current working directory
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Ohh I see. It's indeed an old one. No I have to find and delete those purple block from cache :)
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I was just rendering my world this morning and I discovered that Furnace blocks are not rendering at all and seem to also be causing some unexpected behavior in the way that surrounding blocks appear. I didn't see it in any of the comments here so I thought I would mention it.
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Can't reproduce with the last version. Which version of Overviewer are you using? Please, try the very last one. (use the nightly or the code)
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nightly-release-0.0.5-68-g8e87e55 is the latest version that I used. Is there a newer version than that? I am very new to github and am still finding my bearings.
Edit: Re-rendered with your biome-optimization branch Fenixin and everything was working correctly.
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Im having a problem with buttons rendering as full blocks. Is this still on the list to fix?
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my branch no-buttons ignore buttons in the render, I'm going to do a pull request... is better nothing that a full block, no?
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For buttons I dont think that it is important to see them on the map, so better nothing as you say.
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i think i am going to close this issue now. Fenixin has done a really good job getting all the weird blocks to render and at this point i think he has addressed all of them. if you still see any oddly rendered blocks, please open a new issue.
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