#how to make rhombus (Elevons of a Jet)

119 messages Β· Page 1 of 1 (latest)

craggy osprey
sage mulchBOT
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Welcome to the help forum!

Please make sure to read #1029373817119838218 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

gray tree
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With lots of effort and patience.

craggy osprey
gray tree
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I mean, minecraft only supports cubes, rhombuses aren't cubes.

craggy osprey
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guess I'll just stack like 3 Cubes sideways and call it a day

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do you know a better approach than this?

gray tree
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There is a trick, but I generally don't recommend it.
Apply a super high res texture to the cube, with the rhombus shape being drawn on top of it.

craggy osprey
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first time block bench user my jet probably offends you in every way imaginable SkullSpin

gray tree
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Not a style I'd use myself 🀷 But I know my past self as well as lots of other people would like it.

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Though, you'll soon realize that it's really hard to make such models that you can use in MC.
(E.g. only one axis rotaiton)

craggy osprey
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what do you mean by that Thonk

gray tree
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Can only rotate cubes on one axis at a time

craggy osprey
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wait so

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I can't have 16 different control surfaces?

fickle hatch
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You can always make it in a generic model and then use either a shader or 3rd party mod to load in the OBJ, but that's a lot more work.

craggy osprey
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what do you mean by "generic model"?

gray tree
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Mesh models.

craggy osprey
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Blender?

gray tree
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Those don't really have many limits, but cannot be used in vanilla MC without abusing shaders, or a mod.

craggy osprey
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Yeah I'm going for a mod

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but I specifically chose Block Bench to keep the Blocky Minecraft feel

gray tree
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Should've added the modded tag when you're making a mod harold

craggy osprey
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my apologies

gray tree
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Forge has a built in loader for .obj models, on other modloaders you might need a 3rd party library.

sage mulchBOT
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FAQ
Modded: Forge Obj

Forge does allow you to use .obj models in Minecraft, without making a mod.
Here is a step by step guide how to use that feature.

  1. Flip your model along the z axis, south and north are flipped in the exported obj models.
  2. Move your model by +8 on the x and z axis.
  3. Each cube and mesh, must have a unique name
  4. You can export the model now, default naming rules apply
  5. You'll have to edit the .mtl file, it has paths to your textures and those need to be adjusted for MC resourcpacks. Here is an example, map_Kd example.png it is recommended to replace that with map_Kd #example. The # defines it as a variable and simplifies things a bit.
  6. You'll have to create a JSON file for your model, with following content:
{
    "loader": "forge:obj",
    "model": "<path to your obj model>.obj",
    "flip-v": true,
    "textures": {
        "particle": "<path to particle texture>",
        "example": "<path of the another texture>"
    }
}

The example in the textures here, is the replacement for the variable we defined in step 5.
This makes it possible to use this .obj model for various different blocks now as you'd do with normal models.

That is basically it, it's not too complex once you get the hang of it.
You can also define display settings in the json file.

gray tree
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Going with a mesh based model would give you more freedom, and seeing your model, also be better for performance.

fickle hatch
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Forge has a built in loader for .obj models
Just more info on that ^

craggy osprey
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thanks

gray tree
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Though, keeping the style blocky is something you'd have to do on your own.
Seeing that your current model also isn't very blocky πŸ˜›

craggy osprey
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well since I don't really have much experience with 3d
I thought about getting the shape of the jet down first then blockifying around it

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since as you can see on the image I sent earlier I'm only going for a shape soo far Thonk

gray tree
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I guess choose the approach that works for you, but right now your model seems to be going for a as 1:1 copy as possible.

craggy osprey
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Yup

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maintaining the shape of the jet is proving a lot harder than I thought it'd be sadly

craggy osprey
gray tree
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No, it should not cause problems.

craggy osprey
gray tree
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Create a cube, rotate it on the y axis and then try to rotate it on the z axis

gray tree
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Oh right, mod. I assume you're in the entity model format?

craggy osprey
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yup

gray tree
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Yeah, then nevermind. Still assumed block/item due to the tags.

craggy osprey
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my apologies again

gray tree
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Just a friendly reminder, each rotated cube becomes an animation bone in the export, suboptimal for performance.

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(Just a limitation of the entity format in MC)

craggy osprey
gray tree
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Depends on the model type, and how you define "performance"
E.g. rotated cubes are only turned into animation bones for entity models.
You likely won't notice a performance drop unless you have hundreds of such cubes per model and multiple of those models per world.

For block/item models large textures can be bad (not for performance reasons,
but because all block/item textures are merged into a large texture file, that has a maximum size)

Generally speaking, each cube costs some performance to render. For block Item models, MC can usually handle a few billion cubes that render in your world at once (if the model is well optimized)
For entity models it costs a bit more performance, but it's not that bad.

craggy osprey
gray tree
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Oh, don't worry it is harold

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Java just runs on way older (and therefore weaker) hardware than bedrock does.

craggy osprey
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hardware or software

gray tree
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Hardware.

craggy osprey
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my computer is strong Monkey_eyebrow

gray tree
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I assume you do want people to use your mod, right? πŸ˜›

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Also, when writing a mod, you can use better optimized approaches for what you want to do.
E.g. based on the looks of your model, using a mesh model + some extra effort to render it rather than a vanilla entity model, would likely void all performance concerns one might have.

gray tree
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Blockbench can create such models too, and potentially even makes it easier to keep a "minecrafty" style.
The tool is a matter of preference.

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The question is just whether you want to go trough the extra effort of using an .obj model for an entity.

craggy osprey
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honestly should I just hire someone I got a 200$ budget

gray tree
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Default rendering practices, whatever requires the least calls to the GPU and has the least polygons.
I want to once again point out, performance in MC can be very situational, if you'll just have that 1 plane in the world at once, you likely wouldn't notice anything.
Maybe even 10 could be fine 🀷

craggy osprey
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lets just have a rectangle

gray tree
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If you want like hundreds instances of that plane model in the world, I'd definitely recommend .obj model with the extra effort it takes to render those.
If you want only a handful, the effort likely wouldn't be worth it.

craggy osprey
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for my video (which I am making this for specifically) I only plan to have at max 3 of these Thonk

gray tree
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Yeah, then don't care about performance.

craggy osprey
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I'll ofcourse make the mod public but then the it also is like a "YOU PROBLEM"

gray tree
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As long as it doesn't become a "us" problem because it get's added to tons of modpacks and causes issues there πŸ˜› /hjk

craggy osprey
sage mulchBOT
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<:e:1149743621755641909>

craggy osprey
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literally necro posting but @gray tree and @fickle hatch the mod dev I'm talking to said its impossible to use Obj (blender model) in minecraft mods

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so now I'm confused if there's something I'm missing or the dude just wants money for the model

gray tree
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Which modloader is that dev using?
Only Forge (& NeoForge) have it built in, Fabric and Quilt need a 3rd party library.

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Were you making the model as a comission? If yes you should've asked in advance what formats are fine.

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Or are you trying to comission a mod dev to code the mod for you?

craggy osprey
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also ping when you reply

gray tree
# craggy osprey this

If it's not to late, I'd recommend you to find another modder.
Otherwise, sent them the messages from !faq forge-obj
If they are still adamant that it's not possible... 🀷

craggy osprey
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also here's the model, BLENDER IS DAMN HARD ON A 60% KEYBOARD

gray tree
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I assume you kept in mind that using .obj models for entities is harder than block models?

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If you want anything animated on that model, it needs to be split into multiple models.
Maybe that's what the modder is not comfortable with.

gray tree
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I mean, it's still possible, you can load the model as a block/item model, and just render it instead of an entity model.

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It's not that hard, but something maybe 1 out of 1000 modders have ever done.

craggy osprey
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that is worrying

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considering I made it in blender since you said better performance

gray tree
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With everything I said, I assumed that you are going to create the mod on your own.

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Would've told you to first ask what the person you want to commision is comfortable with, if I knew that you want to comission someone.

craggy osprey
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Because the giga problem is that the jet requires dynamic flap movement

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which would mean in this case 6 different models

gray tree
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Like I said, if you split it into 6 different models, it is possible to render them as block models inside your entity.
(Mushroom cows render the mushrooms this way)
And those can then also be animated.

craggy osprey
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!faq forge-obj

sage mulchBOT
# craggy osprey !faq forge-obj
FAQ
Modded: Forge Obj

Forge does allow you to use .obj models in Minecraft, without making a mod.
Here is a step by step guide how to use that feature.

  1. Flip your model along the z axis, south and north are flipped in the exported obj models.
  2. Move your model by +8 on the x and z axis.
  3. Each cube and mesh, must have a unique name
  4. You can export the model now, default naming rules apply
  5. You'll have to edit the .mtl file, it has paths to your textures and those need to be adjusted for MC resourcpacks. Here is an example, map_Kd example.png it is recommended to replace that with map_Kd #example. The # defines it as a variable and simplifies things a bit.
  6. You'll have to create a JSON file for your model, with following content:
{
    "loader": "forge:obj",
    "model": "<path to your obj model>.obj",
    "flip-v": true,
    "textures": {
        "particle": "<path to particle texture>",
        "example": "<path of the another texture>"
    }
}

The example in the textures here, is the replacement for the variable we defined in step 5.
This makes it possible to use this .obj model for various different blocks now as you'd do with normal models.

That is basically it, it's not too complex once you get the hang of it.
You can also define display settings in the json file.

craggy osprey
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@gray tree can we like convert my obj file to the other formats?

gray tree
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Depending on how old of an version (1.12 and older iirc)
Forge did have .f3d (or .fbx?) model support which allowed animated mesh models.
Beyond that, there is no alternative to .obj

craggy osprey
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I have a funky finished Blender model but I require a "not-OBJ"

gray tree
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You can search for a modder that is willing to work with .obj models

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Considering that you are willing to pay, it would surprise me if you can't find anyone.

craggy osprey
gray tree
craggy osprey
gray tree
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Yeah... no serious modder that does comissions works on Fiverr

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Most people you'll find there are beginners hoping to make a few quick bucks.

craggy osprey
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worried bout scams

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thats it

gray tree
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I can recommend you a few trustworthy people, but they'd likely be more expensive.

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A good approach is usually x% in advance, y% if certain milestonse are reached (for larger projects) and z% afterwards.
A decent scam protection for both sides.

gray tree
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Try to message iitemstack, they are doing comissions for a living iirc, are very experienced.

craggy osprey
craggy osprey
craggy osprey
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obj -> block bench -> bedrock model - > geckolib?