Gimp 2.9.1 (2014 Prerelease With 32bit Floating Point Precision

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Gimp 2.9.1 (2014 Prerelease With 32bit Floating Point Precision

Hi All I'm playing around with layers in GIMP as I had no idea how to use them two days ago, but am now fairly comfortable loading a couple of images, aligning them, adding a layer mask and using the paintbrush tool to allow one to come through to the other. The plan is to have a go with some long and some short images of Orion and combine the two final stacked images to get the nebula and the core. I need to work on getting the two stacked images' 'brightness' levels more similar as the ones I am playing with are a bit different and when using the paintbrush tool to bring the rear image 'out' the blend isn't very subtle. Am I working on the right principle here, or is there a better way to merge or blend in GIMP? I've tried using those controls, but they don't seem to change anything, so I suspect I need to so more work in that area. If anyone has any favourite tutorials that they use and are willing to share that would be great.

Gimp 2.9.1 (2014) prerelease with 32bit floating point precision for Mac.

Quote from Oh I'm pretty sure that Buildcraft would build in my test environment without any trouble. Most of the bugs people are reporting are just obfuscation failures.

The redstone pipe sends out a constant redstone signal, but that's really not hard to work around. Just make sure you have a gold pipe somewhere before it and feed at a known rate. Perhaps even use a pulse former.

The idea would be to put them into a chest/s and then suck them out with a wooden pipe at the clock rate but if another one came while the first was still in the pipe it would remain active and a pulse former wouldn't help that. I would like a pulsing one if not I'll make my own. (Seem to be doing that a lot lately, pistons, wireless redstone, planes). Quote from the idea would be to put them into a chest/s and then suck them out with a wooden pipe at the clock rate but if another one came while the first was still in the pipe it would remain active and a pulse former wouldn't help that. I would like a pulsing one if not I'll make my own.

Gimp 2.9.1 (2014 prerelease with 32bit floating point precision 2

(Seem to be doing that a lot lately, pistons, wireless redstone, planes). It still won't help the case of stacks or really bunched up items, so I'm not sure I see the point. It's not exactly hard to simply keep more than one from going through at a time, I've played with it some. Eloraam: update on my progress towards a new implementation of MineCraft extended.

I looked very carefully at the current code for the mod, comparing it line by line to the vanilla game, and wrote up my notes on it. The block IDs part is fairly straight-forward. It requires fewer changes than I expected, and is limited to just a few base classes. Now, item sprites.so there's a.png with the item sprites in it, and it's limited to 256 entries, right? What MCE is doing is it's taking the overflow sprites and putting them in another, bigger png that just grows to however big it needs to be. Whenever an item sprite is to be rendered, he's cut and paste acres of complex rendering code and he renders it using the sprites from the extended png.

Gimp 2.9.1 (2014 Prerelease With 32bit Floating Point Precision Windows

At least, I think so. It's hard to tell. I don't like this approach because it makes the code in the mod rather complex. How are you doing it? Is there a way to get the existing minecraft renderer to look at a different png file instead?

Same questions regarding block textures. I would rather the mod left the rendering code right where it is, and just caused the code to switch png files when necessary.

You mentioned you had a modified version of just one base class that would let you switch to different pngs for item sprites. All I'd have to do to 'extend' that is to add code in modloader that would generate these pngs automatically, each png with up to 256 items. Then we'd be able to unlock unlimited item sprites with ONE base file change, unlimited terrains with NO base file changes, and lots of block ids with just a few base file changes. Quote from Now, item sprites.so there's a.png with the item sprites in it, and it's limited to 256 entries, right?

What MCE is doing is it's taking the overflow sprites and putting them in another, bigger png that just grows to however big it needs to be. Whenever an item sprite is to be rendered, he's cut and paste acres of complex rendering code and he renders it using the sprites from the extended png. At least, I think so.

It's hard to tell. I don't like this approach because it makes the code in the mod rather complex. How are you doing it?

Here's one killer tip to get into the apps you need without wasting ANY time. Fastly opening for mac download.

Is there a way to get the existing minecraft renderer to look at a different png file instead? It requires a couple hooks to be added to the renderer, so it knows when to swap out the texture. There's a few ways of accomplishing this, I'd probably just make an interface that the renderer would detect when rendering item sprites which would return the texture name. Also, the opportunity would be ripe to add some actual custom render callbacks also, in case you wanted something other than just a texture. Quote from You mentioned you had a modified version of just one base class that would let you switch to different pngs for item sprites. All I'd have to do to 'extend' that is to add code in modloader that would generate these pngs automatically, each png with up to 256 items. Then we'd be able to unlock unlimited item sprites with ONE base file change, unlimited terrains with NO base file changes, and lots of block ids with just a few base file changes.

Sure, but to be honest, I'd be happy with just the hooks alone. Making my own texture atlases instead of hooking one texture at a time lets me directly index the map, and that can be pretty useful.

Especially since my mods often have lots of variations - IR's texture map has well over 200 entries in it, and RedPower is over 30. If only I could do that with item sprites. This is, of course, why I'm currently using custom rendering code instead. I can do that without using item sprites. Quote from Sortof, yes. It requires a couple hooks to be added to the renderer, so it knows when to swap out the texture.

There's a few ways of accomplishing this, I'd probably just make an interface that the renderer would detect when rendering item sprites which would return the texture name. Also, the opportunity would be ripe to add some actual custom render callbacks also, in case you wanted something other than just a texture. Sure, but to be honest, I'd be happy with just the hooks alone. Making my own texture atlases instead of hooking one texture at a time lets me directly index the map, and that can be pretty useful. Especially since my mods often have lots of variations - IR's texture map has well over 200 entries in it, and RedPower is over 30.

If only I could do that with item sprites. This is, of course, why I'm currently using custom rendering code instead. I can do that without using item sprites. Let me rephrase. There's a 20+ mods out there worth installing. Nearly all of them are written by less skilled and less disciplined authors. Most just use terrain overrides, item sprite overrides, and block IDs as if they were free.

Let's give em what they want: if you can please, please, please share the what the hooks need to look like in the rendering code (I mean, I have a guess, but since I never took computer graphics in college the rendering code scares me. I need to know what end to shove the png into to feed the monster) I would prefer if you just pmed me the modified classes, comments and all, that you used for changing Item rendering for your mod and cut and paste the part where you access it from your custom terrain file. In return, I'll make sprite overrides and terrain overrides through mod loader mp roll themselves into a custom png and mod loader mp will ALSO let you feed it a whole terrain file or item map. I am very relieved to hear that there's a way to do it without taking responsibility for acres of Notch's rendering code. I can deal with injecting a png and some integer indexes, but I don't want to have to debug these obfuscated floating point beasts.

Quote from Let me rephrase. There's a 20+ mods out there worth installing. Nearly all of them are written by less skilled and less disciplined authors. Most just use terrain overrides, item sprite overrides, and block IDs as if they were free.

Let's give em what they want: if you can please, please, please share the what the hooks need to look like in the rendering code (I mean, I have a guess, but since I never took computer graphics in college the rendering code scares me. I need to know what end to shove the png into to feed the monster) I would prefer if you just pmed me the modified classes, comments and all, that you used for changing Item rendering for your mod and cut and paste the part where you access it from your custom terrain file. In return, I'll make sprite overrides and terrain overrides through mod loader mp roll themselves into a custom png and mod loader mp will ALSO let you feed it a whole terrain file or item map.

I am very relieved to hear that there's a way to do it without taking responsibility for acres of Notch's rendering code. I can deal with injecting a png and some integer indexes, but I don't want to have to debug these obfuscated floating point beasts.

So what's the deal we want more block ID's and more item sprites in a simple easy to use manner. If this is right tell me and I'll have a crack at it. Quote from Let me rephrase. There's a 20+ mods out there worth installing. Nearly all of them are written by less skilled and less disciplined authors.

Most just use terrain overrides, item sprite overrides, and block IDs as if they were free. Let's give em what they want: if you can please, please, please share the what the hooks need to look like in the rendering code (I mean, I have a guess, but since I never took computer graphics in college the rendering code scares me. I need to know what end to shove the png into to feed the monster) I would prefer if you just pmed me the modified classes, comments and all, that you used for changing Item rendering for your mod and cut and paste the part where you access it from your custom terrain file. In return, I'll make sprite overrides and terrain overrides through mod loader mp roll themselves into a custom png and mod loader mp will ALSO let you feed it a whole terrain file or item map. I am very relieved to hear that there's a way to do it without taking responsibility for acres of Notch's rendering code. I can deal with injecting a png and some integer indexes, but I don't want to have to debug these obfuscated floating point beasts.

To be honest, the way I'm handling terrain sprites is by not using the regular RenderBlocks code at all for the majority of my rendering. It's easy to do that one base-clean, so I did. When I get the item sprite part written, I plan to make those patches widely available. I just have more important things to do first (like get RedPower out!). Quote from So what's the deal we want more block ID's and more item sprites in a simple easy to use manner. If this is right tell me and I'll have a crack at it.

You have to wade through a lot of source, but it's very doable. And if Eloraam is right, you can do it in a way that is clean and doesn't break any mod besides mods that change the handful of base files we would be force to change. Here's the base files that need to be edited: ItemMap.java block.java Chunkloader.java Chunk.java ItemRenderer.java Item.java world.java terrain.java Most need fairly small changes. Only one complex change in Chunk.java. Eloraam will hopefully share her magic rendering hooks so that part will work right. The hard part will be the chunk changes: while I have working code to use an example, I will probably corrupt dozens of test worlds before I get the chunks to save right.

Gimp 2.9.1 (2014 Prerelease With 32bit Floating Point Precision 2

Then the other part to write is an automated bit of code that is in modloader that takes each sprite and terrain override and collates them into a png file that will be switched in and out when needed. Anyways, feel free to help out. I've been working with Delerium on mirc on this. Join the channel #mcp and #mcp-modding on Espernet. Quote from To be honest, the way I'm handling terrain sprites is by not using the regular RenderBlocks code at all for the majority of my rendering. It's easy to do that one base-clean, so I did.

When I get the item sprite part written, I plan to make those patches widely available. I just have more important things to do first (like get RedPower out!) Right. This mod will be base-dirty. But can you please please give me at least an idea of where to put the new PNG map into RenderBlocks? Or RenderItem?

You must have some old example code because you mentioned it earlier in the thread. Even a fragment would let me get working on it. Quote from Right. This mod will be base-dirty. But can you please please give me at least an idea of where to put the new PNG map into RenderBlocks? Or RenderItem? You must have some old example code because you mentioned it earlier in the thread.

Gimp 2.9.1 (2014 Prerelease With 32bit Floating Point Precision Windows 10

Even a fragment would let me get working on it. Actually my earlier code was base-clean.

That's why it was so horrible - I'd inspect the call stack, figure out which of the three paths was calling my block renderer, unwind the OpenGL state, and then manually render the sprite. Absolutely insane when a couple lines each in RenderItem and ItemRenderer would do the job, yes? Anyhow, it looks like I found another half-dozen bugs in RedPower, a couple of them serious. Worse, I have an unexplained feature. I like my features to make sense. Seems that my fixes for indirect powering shone a light on a bunch of more serious problems.

I will say that using RedPower makes all sorts of fun piston contraptions easy. That's how I test RedPower - I build crazy things with pistons, and see what breaks. Unfortunately today was high on the breakage. Really, I'm still recovering from the weekend's coding marathon, and I had some intrusions from my life today besides. Hopefully tomorrow will be more productive, I'd like to get these bugs fixed once and for all.

Quote from Actually my earlier code was base-clean. That's why it was so horrible - I'd inspect the call stack, figure out which of the three paths was calling my block renderer, unwind the OpenGL state, and then manually render the sprite. Absolutely insane when a couple lines each in RenderItem and ItemRenderer would do the job, yes?

Anyhow, it looks like I found another half-dozen bugs in RedPower, a couple of them serious. Worse, I have an unexplained feature. I like my features to make sense. Seems that my fixes for indirect powering shone a light on a bunch of more serious problems. I will say that using RedPower makes all sorts of fun piston contraptions easy. That's how I test RedPower - I build crazy things with pistons, and see what breaks. Unfortunately today was high on the breakage.

Really, I'm still recovering from the weekend's coding marathon, and I had some intrusions from my life today besides. Hopefully tomorrow will be more productive, I'd like to get these bugs fixed once and for all. Just make sure it's not a bug with the pistons and not your mod, right now there's a funky one where if a block diagonally above it is powered and then you unpower a piston it will stay powered. Quote from This is a great mod, but it has a conflict with allocator, which I have more need of momentarily.

If there could be made some sort of compliance balance between the two mods, I'd use it (and be happy to save sooooo much space), but my mob grinder is lazy (and so am I) and won't sort items for me., with more details I use Paeffs mod 0.83 and IR together and it works. But i have noticed the pulse of the timer is too short for the allocator. You can solve this problem by just putting a repeater on the max delay between the timer and the allocator. OR you use an RSLatch and 2 timers.

This entry was posted on 03.03.2020.