Replies: 5 comments 9 replies
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Initially I tried deleting the assets with these but now I stumbled on one where
I think it should skip it but it doesn't work with some EDIT: I added this which worked nicely if (!fs.existsSync(filePath)) {
console.log(`Skipping: ${filePath} - missing path`);
continue;
} |
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Also slabs are not placed correctly and leaves are gray probably due to ignoring of |
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@DarkReaper231 Not quite sure what you mean by "slabs are not placed correctly", but I've experienced some placement issues with blocks before. All blocks that can be rotated (furnace, stairs, saw, etc) will always only have 1 rotation, because when a turtle inspects a block we only get the position (x, y, z) and the block name, nothing about block rotation. This means all block rotations will always be wrong. Another issue we have due to how turtles see the world is stuff that can be 1/2 block up or down, the blocks I'm aware of that can do this are snow blocks and slabs. The problem is that the turtle will only give us the x, y, z coordinates, but it never gives half coordinates. So we will never know if a slab is supposed to touch the ground or be 1/2 block up. As for the texture loading issues you have we might just have to skip them like you're doing now or it might be a potential improvement we can make within the atlas-generator. |
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@runi95 The promenade mod is not even in my mods folder. I think some other mod is just trying to use it if it's available. For some mods there are paths that just don't exist, I assume it's because they're dynamic and get created in memory instead of being physically present in assets folder. One example I found like this is the chizel mod. Skipping these missing paths is the best options because we don't care about these edge cases. |
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@runi95 Okay here is the result of my efforts, is it possible to do something about the missing grass and leave colors? |
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Discussion on how to get proper world loading, exploration and discovery working for those who use the Fabric launcher.
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