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  1. So how can you combine blocks with a portal?
  2. Use message blocks. See /mb on how to use them. And to assist with filling in said portals use /t to basically repeat the command every single time you place a block.
  3. when i tried to join the server this morning it crashed and kept crashing every time i tried this may be connected to this error but it has been there before the crashing ------------------------- ----29.02.2024 8:51:56---- Type: ReflectionTypeLoadException Source: mscorlib Message: Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information. Trace: at System.Reflection.RuntimeModule.GetTypes(RuntimeModule module) at System.Reflection.RuntimeModule.GetTypes() at System.Reflection.Assembly.GetTypes() at MCGalaxy.Scripting.IScripting.LoadTypes[T](Assembly lib) at MCGalaxy.Scripting.IScripting.LoadPlugin(String path, Boolean auto) at MCGalaxy.Scripting.IScripting.AutoloadPlugins() ## Loader exceptions ## Type: FileNotFoundException Source: Message: Could not load file or assembly 'Newtonsoft.Json, Version=10.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies. The system cannot find the file specified. Trace: Type: FileNotFoundException Source: Message: Could not load file or assembly 'Newtonsoft.Json, Version=10.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed' or one of its dependencies. The system cannot find the file specified. Trace: UPDATE Ive found the problem! the issue was with my custom plugin that kicks all russian IPs the second error is with the AntiVPN plugin but it doesnt crash because of it
  4. Check MapHack custom command here. It may do what you want, but if not its code serves as an example of how to edit the MOTD for a specific player. https://github.com/ClassiCube/MCGalaxy-Plugins?tab=readme-ov-file#commands-list Alternatively, you can edit the MOTD for any given map using /map motd [args] or /os map motd [args]
  5. Hello! I set up and crossplay between Betacraft and Classicube on my server (thanks to icanttellyou.) But theres a problem with something, my goal is that every betacraft player needs to be sent to a specific map, that has classic blocks. I know how to setup the classic fb map. I just don't know how to make betacraft players join there. Does anyone know how i can make that?
  6. More models is a client side plugin, and also ClassicalSharp is dead. If you want custom player models you use the custom models plugin
  7. Hi, i want to make a beam block with the /lb command, i'm trying to have the block be put in the middle but every time i try it just cuts it off at the end of the upper left corner, can someone help me on what i can do to make this block? I would also like to know if theres any modeling tools that can help me visualize how a blocks cords will look.
  8. Overrideable Blocks: basically a normal, renderable block that can also be placed over, like tall grass or snow in MC DEPRECATED: not useful unless you HAVE to input an id for each possible block position, which no packet does atm. Noop ID: Reserve the highest id representable (currently 0x3FF, 1023) as a "noop" - this means that trying to place this block in any way results in nothing happening, leaving the current block in its place Extended Extended IDs: Increase the highest valid block to 1023. Will need to find a way to fit the extra 256 ids into the system MCGalaxy uses, which should be possible if so much as a single free bit is found in all size-constrained structures. Advanced Filling: Adds the following: A slight modification on how block indices are used: Indexes -1 to -256 mean "skip forward this many indices". This means, for the most common operations (large fills or copies, for example), poorly-compressing number changes are replaced with long runs of a few numbers (with the most common case of -1 being 4 FF bytes), all at the low cost of shrinking the maximum world area size by 256 - assuming unsigned ints for the index are even enforced, otherwise there's no change! Paletted Bulk Update: Many operations tend to modify a large amount of blocks, but only do so with a few block types. This packet takes advantage of this redundancy to decrease size of payload data. TODO: Check if this is worthwhile in bandwidth. Count is an unsigned integer, just like in BulkBlockUpdate 16 block definitions (totaling 16 bytes for non-extid or 20 bytes for extid) 256 ints for block indices, same as BulkBlockUpdate 128 bytes for what block id is used for this position. Bulker Block Update: Same as BulkBlockUpdate and its paletted counterpart, just with all fields increased in size by around 16x, creating a larger packet that should be able to compress better over the network. (if you aren't transparently compressing packets, it might be worthwhile to make these a variable-length packet for a compressed version of this) Count can become a short or remain as a single byte, whose value is multiplied by 16 to get the used count. Up to 15 extra SetBlock packets after this should be small enough to not really matter. NEW! 01-12-23 Model part properties: 2 new property type values, each one being a bitmask, with each bit enabling or disabling one of the 64 parts of a model. Useful for making multiple small variations of a single model without relying on transparent textures. Alternatively, more properties can be used, and a way to turn such info into an animdata field added to allow for further per-model customization. Sounds: Already explained here:
  9. From Infamously used or Recovered skyboxes to Hidden gems, Classicube Skybox Archive Megapack is a massive collection of free-to-use skyboxes ready to be used for Classicube texture packs and maps, free of charge, this is a huge massive non-profit archive of around over 360+ Skybox textures. Download Mirrors Google Drive (folder view, make sure to check the top-right grid icon to have a better view of the files) https://drive.google.com/drive/folders/10Wc7F7TOUgihCSnDh2BGDbSQZjzIOLMs?usp=sharing Google Drive (zip) https://drive.google.com/file/d/1yaDEu4EYSn8uXNosg2pSuHOjeEHtn6Ml/view?usp=sharing Mega (folder view, make sure to check any top-right large grid icon option to have a better view of the files) https://mega.nz/folder/lvUSxaLA#9KIzwKK2LDNrsIpG9K0DZA Mega (zip) https://mega.nz/file/x7MzgDAB#U4KEgPNB29unI7dzWyHuJJywsy1W8e3zf1s4mTUHA9Y Dropbox (zip) https://www.dropbox.com/scl/fi/0xrjpvwxasn18lm4gd5i4/Classicube-Skyboxes-Archive-Megapack.zip?rlkey=ppm5t4bkbkrslfx7hk21fplbq&dl=1 Mediafire (zip) https://www.mediafire.com/file/izw5y63wcowmfae/Classicube Skyboxes Archive Megapack.zip Archive.org https://archive.org/details/classicube-skyboxes-archive-megapack Contents of the Archive Tommy100's Classicube Skyboxes Pretty much well known to most individuals, pretty much Contains pretty much the well known skyboxes that you'd know like 'Ocean sky', 'Mountian Sky', 'Jungle', you name it. This folder also contains reconstructions and upscales of many of the skyboxes that take up the website that sadly only existed through low quality and compressed preview images as the links that cointained them expired throughout time that now they're fully recovered into their former glory! 🙂 MrRockman888's Custom-Map-Makers Skyboxes Not very known but is rather obscure Classicube media, the origins of this collection came from a mediafire upload from MrRockman888 posted on the New Blood discord that contained a big archive of old Custom Quake 3 Skyboxes that where instead in 512x parts than being connected into one to make the Classicube Skybox cubemap format and where very experimental Bryce 7-made skyboxes that varied in uniqueness and appearance with how colourful they are in many different themes it contains that makes it Avant Garde that I hopefully recon some or more people might like to try out. Not Awesome 2 Skyboxes With granted premission from Goodlyay, I added the whole majority of skyboxes that are used across the famous Not Awesome 2 server from adventure maps to map build and alternate textures from my knowledge, with handmade pixel art backgrounds of different natural skies and enviroments in altering styles, it's what you would expect pretty much with alternate versions of eachother. Zoeybarz' Game Skybox ports An odd unique choice of mine, originally just a folder that contained the updated and extended version of my old Roblox Skybox port collection, I wanted to make this category more unique than the other three to include the scrapped Blockland Skybox Collection port that I had planned to do but I lost interest into it. Td;lr: This category includes an updated and extended version of my old Roblox Skybox Collection along with the addition of a scrapped and completed collection of Blockland skyboxes, pretty interesting? okay move on. Etcetera This is more or so just a smaller set of skyboxes that are split into two categories, one is "Cached" and the other is "Suggested", these skyboxes are more or so just unique and not part of the other skyboxes above. "Cached" is a bundle of around 13 skyboxes that are from digging around my texturecache folder that for each of the skyboxes I have a fondness of and suprised that they're not famously used at all in other areas of Classicube. "Suggested" is a pack of skyboxes that originally I was questioning the moral of the idea of its existence on if people would find me fishy to have this here as this whole archive's point is, well to archive skyboxes that are used around the classicube skyboxes, although friends on discord that I told them of the production of this archive they wouldn't stop suggesting me to add random but oddly fitting skyboxes for it that instantly put a nail in the coffin when seperately it was found that there's an extension of "Custom-Map-Makers skybox" that I had to just utilize the idea and just jump and dive to see how it would go with something like this in sacrifice to keep the categories clean lol. Now that I think about it my life sounds pretty ridiculous. How do I Implement a Skybox into my texture pack? To implement a skybox into your texture pack, drag and drop a skybox you'd like into the texture pack zip, and rename the file so it says "skybox.png", if there is an existing version of it, remove it so you can implement the new one, either that or just use image editing programs to replace them. For a more in depth way of telling it, I recommend reading into this if you might get stuck, despite the latter of the forum post here being outdated due to dropbox's new link format. https://www.tapatalk.com/groups/newbloodcommunity/tutorial-how-to-add-a-skybox-to-your-map-t1289.html Acknowledgements and credits Most of the prominent skyboxes seen in this archive of skyboxes are all with a CC-BY-SA 3.0 license so I shall acknowledge here in the credits text document and I will credit ones which that have the license or not along with the ones I requested and granted premission to include here and ones from other media put together here into this large archive of skybox textures, fitted in for classicube and for obviously archival purposes altogether. I have no motives to steal or claim ones "as my own" and only specifically wanting to restore or altogether archive classicube skyboxes for public uses on classicube servers. If I missed any skyboxes to credit here, please do let me know through forum DMS. https://pastebin.com/FbjYY3t1
  10. Does the 3ds have custom firmware? I also have an old 3ds and it doesn't have custom firmware
  11. I'm going to assume that you are using the latest version of the plugin, in which I recently improved the mining system to be more consistent. 1. Did you make sure to type /map deletable? The plugin uses its own mining system, separate from MCGalaxy, which requires the map to not be deletable. 2. Did you use /block add or did you add the block through blocks.txt manually? The commands are still in the process of being rewritten to use the new system, so manual additions are advised. Here is a template blocks.txt file including some blocks. Please feel free to tweak to your liking. //id;hardness;tool;defaultSpeed;woodenSpeed;stoneSpeed;ironSpeed //type 0 = none, 1 = axe, 2 = pickaxe, 3 = sword, 4 = shovel, 5 = hoe, 6 = shears stone;1.5;2;7.5;1.15;0.6;0.4 grass;0.6;4;0.9;0.45;0.25;0.15 dirt;0.5;4;0.75;0.4;0.2;0.15 cobblestone;2;2;10;1.5;0.75;0.5 wood;2;1;3;1.5;0.75;0.5 Please note that the new mining system is still a work in progress and all feedback is welcomed.
  12. The original thread was archived, so I'm announcing this update in a new one. Classic64 is a plugin for ClassiCube which uses libsm64 to insert a playable Mario from Super Mario 64 into the game. This includes his entire set of animations, his moveset, model, sounds, textures, everything 1:1. Changelog: Fixed bug where playing SM64 music would make sound effects stop working The plugin is now available for these platforms: Windows 32-bit Linux 32-bit macOS 64-bit (Intel) There is also a server plugin for MCGalaxy which will enhance the Classic64 multiplayer experience by synchronizing custom Mario colors, changes to Mario's cap and Mario inputs (to display crouching and punching). Download the update here!
  13. i think ya gotta make a texture pack for custom blocks
  14. It's not, as it's impossible to have a server listed on the server list with a custom IP provided by reverse proxy services like ngrok and playit. You're better off using a server host like eddynet or MCCH
  15. Are you running the server with any custom commands or plugins?
  16. ClassiCube does not support custom sounds and you cannot trigger existing sounds (like dig or step sounds) with a server.
  17. I thought they were referring to 3d voxel models in blocks, in case they weren't then there's steps on how to do this: 1: Download Blockbench here https://www.blockbench.net/ 2: Make a model and save it as bbmodel format 3: Upload your model to any cloud service Note: The next steps will require custom models to be installed in the server 4: Do /cm upload [your username here]+[keyword] 5: Done! You can now wear your model with the use of /model [full name of the model]
  18. Some servers has a 767 block limit. And so does i want to get the 767 block limit. Mainly, the block limit is 255, but i don't really want to run out of space for blocks. So, how do you get the 767 block limit?
  19. Hello again! i made a complete new Server ^^ now with more Blocks and i found the plugin what made the errors. 🙂 from the "classicube-thingys-main" the "guns plugin" ... now without this (not working) plugin, all seems fine ... i can shoot everything with the command /gun even without the plugin 🙂 Now with Google translator ... my English is not enough. I have not yet been able to compile a plugin because my Windoof PC stopped when trying. I would like to be able to use more models, but none of the plugins I downloaded wants to work. Either the stuff for the Sharp ... or I would have to compil something that I have at all, or there is so much stuff in the ZIP, but none, or only very, very poor instructions that don't help me. Somehow nothing works for me from the "Moremodels-1.2.5" packages. And I don't understand how I should be a package for the Sharp in the server. Unfortunately my vocabulary is really poor.
  20. Craft.net

    ERR

    Ok, please make the texture url character limit unlimited. I tried making a server with its custom textures, and Classicube said Nope, don't want that in my face.
  21. Well the texture pack was made by Goodly specifically for 2d2t, and it's what is the base for CustomOpenBlocks, well excluding some 2d2t specific blocks and using web client textures as a base instead of 0.30 textures
  22. oh alright, i thought it was for the blocks in general, my bad
  23. Hello, i'm trying to find out how to add a custom block (Sapphire ore) to my texture pack. Does anyone know how to do this? Please reply if you do.
  24. I wrote a guide for you here: https://github.com/UnknownShadow200/MCGalaxy/wiki/Custom-textures Feel free to ask if there's anything that needs clarifying in the guide.
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