#Toy Trains (Densha no Omocha)
1 messages · Page 1 of 1 (latest)
soo yeah I'm going with this toy trains idea! sounds more fun than my previous idea which I'll donate instead ^^
meaning is the train idea not taken anymore?
no it is
the prev idea that I was talking about that I donated was #1399256960162988122 message
rephrased to be a lil more clear awa
I don't see any reason why we couldnt have two train mods
Oooh ok
truth!
I can share a copy of the world with you in case you want to see how big our wooden tracks are
wondering how to handle this though
the tracks would be kind of a node based thing, so I suppose for that to work out I could add a model-less option for track segments 🤔
3am here, I’ll go eep
will start tomorrow 
or well, I mean today, but when i wake up
actually node based is good
it means we can make anything a track
rather than restricting ourselves to your track aesthetic
and that way you can focus on trains instead of track rendering
aa will work on train model tmr™
i thought you meant anti aliasing and i was confused
lmaoo
ok so it’s definitely not 5 AM and I have totally not been working on this mod for the past 10+ hours
when I close my eyes I swear I see track rendering bugs that I encountered during the day
I don't know if I'm 100% gonna be able to finish by the following deadline but
I think I'll get it published in like at least 3 days from now?
hmm hama since you know the overall color scheme/vibe of the map, can you maybe plz find an image of a toy train you think would look good ^^
ok I got movement to work I think this is pretty good
I don’t have a lot left
aaa I’m so scared I hear some weird noises outsidee
but they’re like far really far and genuinely shake the ground or whatever??

it’s 12 am and I’m in a dark room this is so scary
tomorrow (as in today) I can finally model the train cuz I think everything is finished at an acceptable level where I am not worried anymore
thinking of calling the mod Densha no Omocha uwu
4 am 
yeah no it'll take a little more >.<
btw these are how our decorative tracks look like that we were going to use for some paths
so sorry I meant to get you some pics but here you are
o oki ill add odd nodes
even I mean
hmm, will there be multiple directions the train can go or is it just continuous?
so like if you'd want multiple routes is what I mean
if not then I don't need to add support for specifying routes, otherwise I do, no worries ^^
this mod will be the base of a fully fledged train mod in the near future anyway
anyway so, for now:
-> you can place tracks (only straight and curved tracks, slopes are almost 'free' of quirks, but S-curves are not a thing because skill issue)
-> you can change the model of the track (or just have it be transparent), and its type (platform - you can change dwell time, depot - you can customize train configuration to spawn, normal), speed limit too
as for the actual trains:
-> custom bogie positioning
-> door opening/closing
-> lights, boarding and sounds coming soon™
a separate 'to-do' is also:
-> improve obj rendering performance
still need to know tho ^^
I think what we'll do is have the trains in tracks above/below the map to complement the path
we'll see how we feel during build
so you can do whichever you feel most comfortable with. personally I prefer one way, aesthetically
and multiple routes could be cool but we can easily make a single loop work
is it up on modrinth yet? if not can I have a copy of the jar to try it out?
not home yet aa
it’s not on mr because I feel like it’s still not polished enough to even be an alpha lmao, gimme 2 more days >.<
you should focus on appearance and user experience over anything more technical
if it doesnt crash just submit it unlisted
alright
lets you add it to the submissions list and check for issues early
trying to get a working build now, probably by the end of the day I’ll have it ready
the todo list is still so huge 
make sure to cross it off as you go!
I always have a huge list of tasks for every mod and make sure to cross them off as I complete them so I have a sense of progress
dbsv must have been like 30 items at least and I did them all
oki I got it to an okay state, tomorrow I’ll upload it
or well today
It’s 3 am
therr are a lot of missing features ;(
you still have a week my friend
I know but for 3 days I have barely been making much progress and its been more of a -> did thing -> revert because I couldn’t get anywhere -> repeat
I suppose for the event itself though track rendering won’t matter too much
it’s just that in certain cases my arc calculation for the track curve rendering is wrong in the sense that the ends also become a bit curved
the train pathing though is unaffected by this as they are separate
there’s also slopes which I struggled a bit but I have a working prototype somewhere in my backups
anyway another thing is um, boarding
I tried something today and..well you can get in and move but then you move with the train but I am encountering some weird positioning issues so uhh
kinda disappointed tbh
you have been staying up super late a lot
have you taken a day off yet?
sleeping well and taking breaks is what I focus on when I hit a creative rut
we can iron those out during bugfixing period
your mod doesn't need to be perfect during the deadline, just feature-complete
no not really ;-;
yeah now I can’t sleep before 4 am lol..
I’ll go sleep now 4 am again aa, or well 3:52 am
gnn
take a one day break at minimum, touch some grass, go to bed early
you have a decent shot at the theme award don't throw it away by burning yourself out for no reason
so it’s 4 am again but I made good progress, not feature-wise but more like getting-it-to-an-okay-state-wise
I started drawing the mod icon and for now just the passenger carriage
you’ll also be able to specify the wheel part of your bogie if you have any so I can rotate it :]
loading it, or the model itself?
the model itself
i do have a toy train from a friend but idk, it’ll be the default in the mod but for the modfest idk xd
ok I think I’m submitting it later today
I’m very happy because I fixed the curves and figured out hoe to do s curves
I’ll add slopes in a day or two and then focus on imrpoving UI
maybe Il go for a minecraft-y look instead
I think the one I tried looks off because it looks too..smooth and doesn’t have the mc charm
but idk
:(
I have time though, at least
Toy Trains (Densha no Omocha)
added slopes btw
it kinda ugly uh
I should maybe just do solid colors but uh that’d be too simple (?)
I thought about mc textures but ehh nah
I think it looks nice I just don't think it looks like a toy at all
yeah idk how to model a toy train >.<
this is what I think of when I think toy train, your model to me registers more as a model train
large colorful simple shapes
yeah I tried in blender but it looked pretty bad 
I think the one in the bottom right would translate very well to minecraft
#toybox-screenshots message also no that’s just uv mapping
should be easy
I'll give it a shot tonight
it seems like you already have textures covered which is great
yep
gave a shot at a rough sketch
hey thats perfect
here's the model if you wanna look at it
I tried leaving enough space so a player can ride inside
ok today I’m finally sleeping earlier
it’s 2:50 am so yay!!
I mostly reworked the UI and fixed some lighting issue
I think the only stuff left to do now is:
-> boarding
technically sound too but, the toy train won’t have any sound maybe since idk, it will be implemented anyway but like
definitely will be implemented in that though
also I’m getting hungry bcs staying awake at night I should go sleep
any ideas for a color pallete/materials to use so ik what to draw for the textures?
I have a few ideas but i rlly need to go sleep uh :(
painted wood blocks
what hama said
oki I actually got inspired by the bottom right one and I think we're good now ^^
I'm trying to make the boarding to allow you to move inside the train, but this is more difficult than I thought ^^
I got a prototype-ish going but it's nowhere ready
is it fine if for now I just spawn some seats in the train you can sit in?
I think it'd be with entities >.<
I wanna submit it today too so that's why ^^
definitely shouldnt expect to get more than just sitting working in time
that's pretty normal
unfortunatley this has to be my most experimental mod yet, I've never done something like this and I've never put out something that's so incomplete..until today :<
you can view the code at https://github.com/dooji2/densha-no-omocha for now
if you see some bad practice/bad code/useless code, don't judgy, this was very overwhelming for me and to me everything I did makes perfect sense >.<
i still need to improve my instancing and some other quirks, but I'm sure I can iron out most of the things by tomorrow, boarding I'll also try again tomorrow >.<
today I mostly tried to get it to an acceptable state
I will add route support today and a scaling option so there can be mini stuff too ^^
first focusing on boarding though
oh and custom speed limit per traack segment
mmmm ok I think moving in train might be easier than dealing with seat entities
mtr didnt let you jump in them and was perfectly serviceable
i think there weren't even player animations
yeah
bruh I was trying to like
dynamically calculate a bounding box if you provided the doors I'd find the width between them yadayada
why 😭
I'll just make people specify width and height boom
alright we have some boarding...in some form
ok finally got boarding to work
it's really not great and the movement is very jagged
that's more of an issue with the train movement itself though
i u hdidnt make a new release yet but
there is some jagged boarding support, working speed limits and a route infrastructure, only thing now is the pathfinding and the gui..
the boarding will be fine i just need to fix the uh collision logic because it's a bit too broad than the actual bounding box, and then the "not smooth" stuff shouldn't be a hard thing to fix (the movement inside is correct, besides some wrong WASD logic)
I forgot to add support for heightoffset too i think so now you are positioned ground level for all trains
also who tf downloading this like it's so bad 😭
i wanna take a break
ill sleep tonight early
uhh it's not in a state where I'd want it to be on the test server yet, maybe gimme 1-2 days more
it's not like it can break anything anyway, since everything I save is in separate files from the world data
ok!
btw regarding the path itself
we can have routes, but it would also be nice I think if we had a looping route across the entire map
you can't have more than 1 train though from a siding so maybe I should add a way so you can set a number instead
I'll just update without the updated pathfinding logic for now
I’m so sorry for this mess of a mod uh
oh also I should add ability to change scaling of track and train from GUI
this was the pack I showed you hama in vc, but I don't think we can use it since it's for MTR, not my mod https://modrinth.com/resourcepack/mtrnte-db-train-pack
I could ask nemo (neomtr dev) if he has a train perhaps but I dono
but either way I can't wait to see your train uwu cuz even if we were to have a realistic train we still need a toy train so
placing slope up to down is wrong origin point, bogie on slope pitches the wrong way when going uphill
for some reason these get detected as having a fullblock collision shape
lmao
hmm I tried to improve pathfinding for the whole day but I’m just struggling
I think instead of trying to do the whole thing in one go I should take it slowly
I have reverted my attempts for the 3rd time now <.<
no progress for a bit because I had to meet up w some friends that are leaving
ok i got home so ican work on it again
ok got better pathfinding!
@digital cipher sorry for ping but um any updates?
regarding todo list, the only thing left for now is to see whether the new train movement does well in low ping situations, and uh to fix the boarding movement (you can move inside correctly now but the jagged movoement is still there)
also speed limit for now is just the one you set for the depot track segment, will be fixed but I suppose it's fine for the scope of modfest for now
oh right sorry I've been really under the weather
nono dw at all ;;
let's just go with the bullet train model for now until I feel better
tomorrow when building starts we can lay out some areas for tracks. I want to do some subways/overhead lines, or even both.
the map is pretty small though so we'll need to make the stations super accessible if we want them to be used
I'll also add a scaling option for tracks and the spawned train
also should I add support to display obj objects in-game? we can have tinier stations like that maybe 🤔
full obj station
ok now the collision boxes to enter train are dynamic (right now as you can see they are a bit off, but I mean it's getting the door part width/height/thickness whatever)
ok they r accurate now
i think pushing update tomorrow
then the only thing left is to fix the jittering which, i still cannot find the exact cause of
it might just be the entire codebase falling apart ;
ok updated
oh i forgot to fix the localization thing
welp, tmr
its just for uh the node block when using jade or wthit or whaetevr ;;
also so it works with any mtr3 rail and train pack
the default train has an invisible door, prob when pr pack will have new carriage variants too and will do door
also whatever is rn in the building booth was me messing around, i made a nice prototype of the booth or some ideas in my sg world
i hope itll fit lmao
as for uh the ones I used (you can load and use them)
https://modrinth.com/resourcepack/mtrnte-db-train-pack
also i know the door bounding box is a bit off on the uh default train (too high), but that's really only happening with my train, the bounding box is near perfect with the trains above
anyway built some stuff in booth, kinda ugly but it'll have to do
oh I need to make it so if last station it force kicks everyone out of the train
I need to hide node model when >1 connection
somehow
I made the most basic mod ever and I can’t even get the player movement to not fall behind the train, I ltr wanna die atp
on servers or locally?
locally
I think it will look the most in-place of the models
its not actually ARR
(cuz otherwise it's like 100mb i think ??)
but it says licensed arr
ICE3 model should be gd, it's not laggy at all
everything modfest makes is EUPL. everything submitters add has to be with permission from the submitter for us to distribute
^
no clue
technically they uh should be fine with distributing in modpacks though
since there are many MTR servers
though usually servers have a resource downloader mod because the resources are so big/many
hm, packwiz might be able to support it
there's uh more stuff here https://addons.minecrafttransitrailway.com/#/
mine only works with mtr3 stuff that's obj tho (so that says requires NTE)*
I might be able to contact soodari easier actually
they made a lot of the trains on there
please do
so I got an instance of train renderer taking up 24% of render time
I mean regarding performance I'll need help, I don't know to do any better
this was pretty much a first for me, like the entire project
though with the trains from the packs it should be a lot better
the toy train model is unoptimized, but the carriage is
the tracks are also fine, the model can be optimized even more tho
please do
i uh need to also redo the carriage texture cuz it's ugly
#toybox-participants message it's a bit tricky because there also is interior lighting, so I can instance everything but the int mesh and the uh door meshes maybe?????
but then the door mesh also has an int part, ugh
I actually think a carriage with no doors will look very broken with the interior lighting right now because well it's being instanced so uh
never had a carriage that has int lighting and no doors tho so no clue, but I know before making door trains not be instanced it was very weird
you could also light in shader based on supplied lighting values
iris* shaders are already not going to wokr
normal shaders you can use an attribute divisor and then supply lighting values, one set for each instance
or, as a kinda not great temp solution, greatly reduce the number of verts in the model
you can also try using sodiums specialized vertex writer
which shouldbe much much faster
oof big todo
I’ll try to make perf better today, then upload some more carriage variants, and fix two cosmetic issues with the mod
to make up for this mess I’m working on another mod at the same time
oh I also need to finish booth aaa
I don’t know what to put in the toy store besides a lot of mini trains going around
it’d be cool to have other mods have their stuff in the store, but idk
also regarding having a railway across the map, I think it’s been decided the uh hovering minecarts thing is gonna do it, because I’m not good at making plans and stuff so nvm
I still think a non-rideable train across the map would be fun to see but idk
@final bay map is unplayable with densha present, I'm gonna remove the tracks for now and we can set up something in the end, ok?
sure, but tracks should be fine as they are instanced 🤔
though dont remove the tracks, you can change their model to invis
right lcickw ith crowbar
how do I get rid of this
that's not even supposed to be there, waht happened
I don't see a train and I'm still getting massive frame drops
i think its leftover data frrom the demobox thing
tracks take 30% of client tick
hmm very weird
again tho, I need help with this, I don't know rendering stuff very well at all
if no one knows how to help I'm fine with pulling out
I can't remove this
oh and to get rid of it, just uh place a track node and break it
again it seems to be a ghost thing from the demobox attempt
but how would people even get there >.<
#toybox-build-server-chat message btw there is distance-based culling
my profile was taken at grand indestructible kingdom in the northest corner
oh nvm
that's not supposed to happen
renderInstances_Legacy_ does not use instancing, and it's just a fallback
something went wrong, idk
its ok you can do a lot with it in the end
@final bay sorry its so late but we have a custom dim for you now. run /execute in toybox:bonus_space run tp @s 0 65 0 to get there.
If you need help building in such a short timeframe (2 days until playtest), I can get you a builder to help
@delicate kelp @scarlet flare are either of you interested in helping with rail matrix train dimension
yes plz, I can only join tomorrow afternoon >.<
btw regarding train packs, we can use any train pack as long as it's downloaded from modrinth via packwiz or something (so not included in the pack itself!)
again for the toy store it's so big I was thinking of filling it with tiny trains but yeah idk what else
also I still need to make a mod update to hide the rail nodes uhh
you can fill the store with description text and pictures for people without powerful enough computers
and have an entrance for the dimension with a big warning that they need a beefy pc
honestly I might just build the train that’s in the mod’s logo for the booth then, I’ll give it a go in singleplayer first
@digital cipher
btw regarding train packs, we can use any train pack as long as it's downloaded from modrinth via packwiz or something (so not included in the pack itself!)
can this still be done or is it too late?
so if y'all can add the pack from modrinth directly via packwiz, pls add the two packs above ^^
anyway I think this is my last modfest, every time I ask for help I get like almost none, and I just don't seem to do well under a deadline at all - I mean the train mod itself is just awful xd
thank you hama for being here for most of the time for like everyone though ^^
I tried a few days ago but ran into some trouble; i'll see if it will work now and otherwise whether we can drop one directly into the pack
completely fair; nobody should participate in ModFest if it's too stressful. Mod Garden with their multi-month dev periods seems to be going well,and I've heard they would like to run another next year.
I wish you luck in your endeavors :)
btw if you dl the packs and apply them you can go to train dimension to see em
the ICE models are the most non laggy ones, but the uv textures need to be flipped, i could make a quick update to the mod to hardcode it for them?
right now i only use one carriage that is uh a bit >>>
oh the ice3 might render correctly actually
OH WAIT WHEN IS THE DEADLINE
I still dont know what to do for the second station
it's a flowery vibe but uh aa
more than 24 hours
we'll let you build through playtest
ok I don't think there is a way to distribute this legally
so we need to tell them to download the resource pack to see it unfortunately
with packwiz it’s fine, although most mtr servers have their private rps which they distribute which is worse bcs the actual creators don’t get anything from it
(forgot to disable ping sorry)
but it’s kinda normalized in the mtr community so idk, like it’s mostly because these packs, besides publicly distributed stuff like the above, servers in the same pack may also have some private stuff and they wanna encrypt it etc so it’s not used outside of server, but idk
but yeah if can’t get that to work then it’s fine dw
I’ll do that
also thanku <3
but plz also verify current state tho whenever u r free
with the packs installed so you can see performance for the 5 mins people should be in there
i genuienly have no other pc laying around so idk >.<