Spaghetti Developer
New Member
For a long time I follow the Terasology project, I had various personal problems, but they always come back here, to test the improvements and growth of the project.
Terasology improved compared to some time ago, has better optimization of hardware resources (runs better on my PC). Unfortunately it is not yet available creative ways! I believe that this mode is the turning point for Terasology, many users have the desire to test the graphics engine to build impressive structures, and spectacular, and I belong to this category.
I drew a lot of textures for decorative mod I use to another sandbox game engine open source. I love the classic style of Minecraft, so no HD textures, and hexagonal objects, trapezoids, and more. I hope that you keep this style without altering the charm of Terasology. I look forward to creating a decorative mod for Terasology, and from what little I could see the modding is pretty easy right? I checked on github, and I saw that Terasology is structured in several modules, each module has its own task! very nice, and it should facilitate the proper development? I read the "CakeLie" module code Cervator, has about four years, it is old, but the code is very simple! I write the name of my mod, the name of the block (block ID) and call simply the name of the texture in my project folder, without specifying its extension file? than Minetest is much easier!
I saw now, that in the modules directory, there are all modules in jar format, then pseudo-compiled in java. It seems very easy, and well organized! I am working on reading the code of some modules, and I understood the structure of the project. Very impressive! if you are not mad at all, Terasology is structured really well, very very nice guys congratulations! A simple question for you, .block does not have the syntax highlight in the atom, and other text editor (maybe emacs), i think it is convenient to write the code in the .java and then rename the file in .block? I vote Atom Text Editor, it is the best at the time. I also use Eclipse and IntelliJ but to do modding prefer an editor faster.
Forgive all my questions, but the wiki is poor in content, and I'd love to get my hands on this project. My mod is almost ready (graphic content, I only need to understand how to implement everything, and test in-game.
Just today I started doing research to test my cool decorative blocks within Terasology. I hope to complete the work without problems.
Thank Cervator, Manu3D, Trekmarvel, and all team members, which in the past have been kind, and helpful to myself.
If you have any suggestions to help me create a simple mod to insert my blocks would be very happy. Thank you all, and Merry Christmas
---------------------------------------------------------------------------------------------------------------------------
Personal Notes of 26/12/2016:
I understood many things about Terasology in just 2 days. Here is a list of the things I learned (I hope)
I understand how to create the association of .block and .prefab file vscode (now working with atom), below I explain how to activate the syntax highlight for .block and .prefab.
In Visual Studio Code you can add persistent file associations for language highlighting to your settings.
json file like this:
// Place your settings in this file to overwrite the default settings
{
"files.associations": {
"*.block": "json",
"*.prefab": "json"
}
}
You can open this file via the menu: File > Preferences > User Settings.
This feature was first introduces in Visual Studio Code version 1.0 (march 2016).
Check the relevant text on File to language association in the release notes. All very simple. Obviously saved the "settings.json" file with CTRL + S, and you activate the syntax highlight.
Important:
User Settings, lets you create a folder within your project, called "vscode". When you distribute your project to other users, who use vscode, the settings.json file, located in the folder created, automatically configures the development environment, without the need to reconfigure everything. Vscode is very intuitive, and comfortable to use, if you use github and need powerful an editor, I recommend it. Avoid Notepad ++, no longer has reason to exist!
---------------------------------------------------------------------------------------------------------------------------
Guys, I'm working on a very useful thing. A tutorial to convert 3d models Voxel, in Blender. In addition to the import of the file, I explain an easy technique, which I discovered thanks to my experiments continue, for the generation of automatic textures, converting .mtl file (material) in the textures! It is almost ready, as soon as I finish it public and share it with all of you.
I made beautiful textures for my experimental mod, I called "Tesseract", now do experiments with my build lightened. As soon as I finished doing the demonstration videos.
I optimized the Terasology options, removing the bloom, I dropped the chunk (viewing distance) and other things. It would be useful to the option item drop static (no drop physical blocks), I felt a release of Terasology about a year ago, and that options existed! the broken blocks, rotated in mid air, as MC. The physics in the blocks takes too much memory, how to put it activated option, not default, even blur possibly, the graphics engine is still magnificent, and runs better on economic pc. Terasology probably will be less heavy in his final release, he will not have all of these modules, and will be further optimized. You have done an incredible job, is simple, organized fantastically.
Thanks guys, Terasology has unimaginable potential! is not a clone, it is innovative, and flexible. While I take notes, and write my personal documentation, I continue to study this jewel.
My build, the first of the map test "MedievalCities", the next video will include my tests for building, and new blocks that I made.
---------------------------------------------------------------------------------------------------------------------------
27/12/2016 Realization Voxel Deer
I did a lot of research, and I took inspiration for the creation of 3D models of animals. I noticed that within the Terasology modules, there are experimental mesh, I saw the deer, and I wanted to draw it, in voxel style. I think the voxel technique for mobs, animals, and other organic forms, is the best artistic solution to Terasology. I love the classic style of Minecraft, so my goal is to make the simple Terasology content, light to the graphics engine, and strictly in voxel graphic style.
Here you can see my first experiment.
2D Image:
3D model render:
Note:
I can create textures with Blender, starting from material (the colors of voxelized mesh), I learned an easy technique, but very effective, to easily create voxel models, without the problem of material (Terasology that supports 3D formats ???). sketch design of other simple animals with the same technique, if you like my work, I open a new specific github account for Terasology and all the work I'm doing for the project (approximately one year). I made a promise to Manu 3D, Star Trek, and Cervator, then they disappeared for personal reasons (unemployed, family problems, and other personal misfortunes).
Thank you all! I hope to make it up with my commitment and my constant passion, who are with me for about 30 years. I update this post as soon as I finish the next jobs. I also have a beautiful skin textures pack and player designed from scratch (terasology needs dedicated textures). I have so much material to prepare (in just over a year I always resumed work when I time). I update you.
Terasology improved compared to some time ago, has better optimization of hardware resources (runs better on my PC). Unfortunately it is not yet available creative ways! I believe that this mode is the turning point for Terasology, many users have the desire to test the graphics engine to build impressive structures, and spectacular, and I belong to this category.
I drew a lot of textures for decorative mod I use to another sandbox game engine open source. I love the classic style of Minecraft, so no HD textures, and hexagonal objects, trapezoids, and more. I hope that you keep this style without altering the charm of Terasology. I look forward to creating a decorative mod for Terasology, and from what little I could see the modding is pretty easy right? I checked on github, and I saw that Terasology is structured in several modules, each module has its own task! very nice, and it should facilitate the proper development? I read the "CakeLie" module code Cervator, has about four years, it is old, but the code is very simple! I write the name of my mod, the name of the block (block ID) and call simply the name of the texture in my project folder, without specifying its extension file? than Minetest is much easier!
I saw now, that in the modules directory, there are all modules in jar format, then pseudo-compiled in java. It seems very easy, and well organized! I am working on reading the code of some modules, and I understood the structure of the project. Very impressive! if you are not mad at all, Terasology is structured really well, very very nice guys congratulations! A simple question for you, .block does not have the syntax highlight in the atom, and other text editor (maybe emacs), i think it is convenient to write the code in the .java and then rename the file in .block? I vote Atom Text Editor, it is the best at the time. I also use Eclipse and IntelliJ but to do modding prefer an editor faster.
Forgive all my questions, but the wiki is poor in content, and I'd love to get my hands on this project. My mod is almost ready (graphic content, I only need to understand how to implement everything, and test in-game.
Just today I started doing research to test my cool decorative blocks within Terasology. I hope to complete the work without problems.
Thank Cervator, Manu3D, Trekmarvel, and all team members, which in the past have been kind, and helpful to myself.
If you have any suggestions to help me create a simple mod to insert my blocks would be very happy. Thank you all, and Merry Christmas
---------------------------------------------------------------------------------------------------------------------------
Personal Notes of 26/12/2016:
I understood many things about Terasology in just 2 days. Here is a list of the things I learned (I hope)
- Terasology is fully modular! there is a module (JAR Archive), for everything. Mapgen, caves, blocks, inventory, items, in-game menu, and more. This really makes it easier to develop the long-term project. Really nice, and well organized. Congratulations guys.
- Realize mods is simple, so simple that I can hardly believe that I managed to edit, create, and optimize map MedievalCities (nothing advanced), I'm surprised, I was expecting a project outside of my reach.
- The "MedievalCities" module is the one having the best optimization! is light, the villagers generation works well, the generation of maps is beautiful! lakes, oceans, deserts, valley, very consistent, no bugs of blocks suspended in the air, or craters in the ground generated bad. Very very nice.
I understand how to create the association of .block and .prefab file vscode (now working with atom), below I explain how to activate the syntax highlight for .block and .prefab.
In Visual Studio Code you can add persistent file associations for language highlighting to your settings.
json file like this:
// Place your settings in this file to overwrite the default settings
{
"files.associations": {
"*.block": "json",
"*.prefab": "json"
}
}
You can open this file via the menu: File > Preferences > User Settings.
This feature was first introduces in Visual Studio Code version 1.0 (march 2016).
Check the relevant text on File to language association in the release notes. All very simple. Obviously saved the "settings.json" file with CTRL + S, and you activate the syntax highlight.
Important:
User Settings, lets you create a folder within your project, called "vscode". When you distribute your project to other users, who use vscode, the settings.json file, located in the folder created, automatically configures the development environment, without the need to reconfigure everything. Vscode is very intuitive, and comfortable to use, if you use github and need powerful an editor, I recommend it. Avoid Notepad ++, no longer has reason to exist!
---------------------------------------------------------------------------------------------------------------------------
Guys, I'm working on a very useful thing. A tutorial to convert 3d models Voxel, in Blender. In addition to the import of the file, I explain an easy technique, which I discovered thanks to my experiments continue, for the generation of automatic textures, converting .mtl file (material) in the textures! It is almost ready, as soon as I finish it public and share it with all of you.
I made beautiful textures for my experimental mod, I called "Tesseract", now do experiments with my build lightened. As soon as I finished doing the demonstration videos.
I optimized the Terasology options, removing the bloom, I dropped the chunk (viewing distance) and other things. It would be useful to the option item drop static (no drop physical blocks), I felt a release of Terasology about a year ago, and that options existed! the broken blocks, rotated in mid air, as MC. The physics in the blocks takes too much memory, how to put it activated option, not default, even blur possibly, the graphics engine is still magnificent, and runs better on economic pc. Terasology probably will be less heavy in his final release, he will not have all of these modules, and will be further optimized. You have done an incredible job, is simple, organized fantastically.
Thanks guys, Terasology has unimaginable potential! is not a clone, it is innovative, and flexible. While I take notes, and write my personal documentation, I continue to study this jewel.
My build, the first of the map test "MedievalCities", the next video will include my tests for building, and new blocks that I made.
27/12/2016 Realization Voxel Deer
I did a lot of research, and I took inspiration for the creation of 3D models of animals. I noticed that within the Terasology modules, there are experimental mesh, I saw the deer, and I wanted to draw it, in voxel style. I think the voxel technique for mobs, animals, and other organic forms, is the best artistic solution to Terasology. I love the classic style of Minecraft, so my goal is to make the simple Terasology content, light to the graphics engine, and strictly in voxel graphic style.
Here you can see my first experiment.
2D Image:
3D model render:
Note:
I can create textures with Blender, starting from material (the colors of voxelized mesh), I learned an easy technique, but very effective, to easily create voxel models, without the problem of material (Terasology that supports 3D formats ???). sketch design of other simple animals with the same technique, if you like my work, I open a new specific github account for Terasology and all the work I'm doing for the project (approximately one year). I made a promise to Manu 3D, Star Trek, and Cervator, then they disappeared for personal reasons (unemployed, family problems, and other personal misfortunes).
Thank you all! I hope to make it up with my commitment and my constant passion, who are with me for about 30 years. I update this post as soon as I finish the next jobs. I also have a beautiful skin textures pack and player designed from scratch (terasology needs dedicated textures). I have so much material to prepare (in just over a year I always resumed work when I time). I update you.
Last edited: