Some of you guys are _much_ better than me with 3D models and textures...
Galacticraft could really do with your help fixing a few minor issues:
Tier 1 Rocket - z-fighting at the top
Tier 2 Rocket - some gaps where rendered faces don't join properly
NASA workbench - z-fighting on one of the arms
Moon Buggy - the steps on the right hand side of the buggy have a "twisted" texture (incorrect uv coordinates) and the buggy model has a few other small uv errors
You can find the Wavefront .obj files linked above, and there are .mtl material files in the same folders. The textures are in assets/textures, filenames and relative paths given in the material files.
I guess what I'm hoping for is a corrected .obj file - something like the current file but with small adjustments to texture uvs or vertex coordinates.
For the NASA workbench, I've also been sent these two images which are supposed to show a texture inversion error, but I'm actually not able to see it in-game, maybe you guys can see it?


<i'm doing my part.gif>
Well, I tried... 馃槓

I'm not so good at 3d models...
What you're saying? The invisible cloak for rockets is excellent!
I'm going to try to fix some of this, but I have no experience with 3-D models. Let's see how this turns out. 馃檭
EDIT: Xcode sucks at 3D models. :(
Try Blender and Metasequoia.
(no I'm not saying to put a metasequoia into a blender)
Yeah on the screen shots you tossed up it is pretty easy to see that the model is not scaled to pixel. I just kinda stumbled upon this issue, you all still needing help?
you all still needing help?
@Dominance Yes please! Help fixing even one of these issues would be awesome. (Will give me more time to work on this).
Ok I will see what I can do and toss up a PR
So is there a reason why the textures used are so large? https://github.com/micdoodle8/Galacticraft/blob/master/src/main/resources/assets/galacticraftcore/textures/model/buggy.png For example is 512x256 and it would seem as if all of these could easily fit in a much smaller texture. I can redo the UV locations and make them fit into a smaller texture if it would help performance.
The main reason is likely that that's how the person / software who originally made that model did it...
BUT: There is a requirement / general practice that textures must - where possible - be sizes like 64x64, 128x128 or 256x256. i.e. squares and powers of 2.
Two reasons for this:
Some (older) graphics cards require this, and will show white for any texture not meeting this rule (actually the 512x256 texture already fails this rule)
Minecraft combines all the textures in the game into a "texture atlas". Like a game of Tetris, it will be able to fit them together better (allowing a smaller texture atlas) if they are regular sizes, so 512x256 meets this rule, but 256x256 would be even better.
TL;DR: If you can fit it into 256x256 that would be excellent. If you can't fit it into that size, then 512x256 is the "next best". But there's probably no performance saving making it, for example, 400x256. Diskspace and RAM are cheap...
Bear in mind also that changing the UV locations is going to be very time-consuming for you, for no in-game change which players will notice. Can I suggest better to spend your time tracking down the UV errors and other graphical glitches which players do see.
If you are able to edit files while the game is running (i.e. in Eclipse or another development environment) you should be able to see the effects of your work in-game if you hit F3-T to reload all resources. Otherwise I guess you'll have to edit, drop the edited files into your copy of Galacticraft .jar, then launch Minecraft.
Can I say, once again, how extremely grateful I am for your help. I don't have the skills with Blender or other tools to do this myself.
Good thing is, I have pretty extensive knowledge when it comes to making obj models for mine craft. Stuff like this http://i.imgur.com/2314pvs.gifv Bad news is it would prob be easier to just remake the whole model the right way rather than to attempt to fix it. Stuff like this https://i.imgur.com/Y5lnXjz.png shows that the model/UV's where never properly scaled to pixel size in the first place. Its not a easy task to do and would take just as much effort to fix a model rather than to just remake it. To fix z fighting such as https://i.imgur.com/OVF56NZ.png you have to adjust the vertices positions which effects the UV's ether way. Do you have a discord channel i can hop into?
As you prefer - you are welcome to "take ownership" of a model and improve it how you think best. The only thing which will cause me problems is if you need to switch away from the .obj model format.
https://discord.gg/aEbgUY is AugiteSoul's Discord which he makes available to the Galacticraft community
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Yeah on the screen shots you tossed up it is pretty easy to see that the model is not scaled to pixel. I just kinda stumbled upon this issue, you all still needing help?