I'm trying to run a Java app (JAR file) on a high-DPI display on Windows 10. The app uses Swing and thus isn't DPI-aware. Normally when I run an application that isn't DPI-aware, Windows will scale it for me, albeit blurry. But for some reason it's not scaling the Java app; I just get a tiny little window in the corner with impossible-to-read text. How do I run a Java app with Windows' high-DPI (blurry) scaling?
The problem here seems to be that Swing is by default claiming that it is DPI aware, so windows doesn't scale it. Use this switch to turn off this behavior and windows will start scaling your swing app:
[EDIT 2: You can modify a Java 8 install to work correctly, using a program to modify the EXE manifests. I changed the setting from true to false in the manifests inside of java.exe and javaw.exe, and now my Swing programs scale correctly in Windows 10 high dpi. I used Resource Tuner to this.]
If you can add parameters to the java binary which launches the application, you can use the option -D to pass a value for the sun.java2d.uiScale proprty to specify a scaling factor for Java2D. This will scale your application. The scaling factor value is a double. Make sure that you pass this option to the java binary itself, not the launched Java application.
This is because the Java runtime declared itself to be "DPI-aware" but didn't really supported it for AWT and Swing. Java applications were sized and rendered based on pixels rather than being properly scaled, this included HiDPI displays. Anyways, this has been recently solved. See the issue JEP 263: HiDPI Graphics on Windows and Linuxand the upgrade.
So, increasing the font size does not work (because it does not increase the rest of the things); the jvm argument -Dsun.java2d.dpiaware=false does not work (because it is not really supported); and the manifest file + registry edit (for Windows) just does not work.
Go to C:\Program Files (x86)\Java\jre\bin and find javaw.exe. Right click, properties, compatibility tab, check "override high DPI scaling behavior" and select "System" (Note that "System enhanced" did not work for me).
This generator lets you import png, jpg and gif files and converts them into commands which create the image as a giant pixel art mural on your Minecraft map. All this can be done without mods. The generator scans every pixel in the image and chooses the closest color match from the available blocks. The only software you may need is an image editor like Photoshop to create images.
You need to consider how big the mural is going to be when it is placed in your map. This is important as a default Minecraft map has a maximum build height of 319. If you build an mural at sea level (62), this gives you about 257 blocks high to work with. You may need to scale(resize) your image first if it is too high. There is a feature that lets you scale the image. 1 is the original size. 0.5 halves the size and 2 would double the size. Simple! For best results and quicker processing times, you should upload low resolution images to start with which are around 250x250 pixels or less.
If the image you have supplied exceeds the Command Block's maximum character limit of 32,767, The commands will be split into many sections and you will have to copy them into the command block one at a time. This is explained later.
The alpha channel in an image is what controls the transparency. This tool will treat an alpha value of 0 as totally transparent and no blocks will be placed. An alpha value of 1 or higher will not be considered as transparent and will be color matched with the most appropriate block.
Set the placement of the mural. Here you just need to decide which direction the player faces when viewing the mural. Murals on the ground are created on the layer directly under the command block. The bottom-left corner of the mural will be under the command block. Some blocks have a different side and top texture. The placement you choose will affect the available textures and will reset the selections you make in step 3.
Viewed when looking WEST -xViewed when looking EAST +xViewed when looking NORTH -zViewed when looking SOUTH +zOn ground - top of image is to the WEST -xOn ground - top of image is to the EAST +xOn ground - top of image is to the NORTH -zOn ground - top of image is to the SOUTH +z
Choose the blocks you wish to exclude or include. By default all blocks are included but sometimes you may not want certain blocks in the image.To choose your blocks click the checkboxes from each of the groups that you wish to include. If there are any blocks that you want to exclude, just click them. They can be chosen again if you reselect the groups. Tip: If selecting 'All Blocks' you may wish to deselect the individual stained glass blocks. They tend to spoil the picture due to their transparency. Blocks that fall (sand, gravel and concrete powder) are now included but murals are now drawn from the bottom up. Exclude falling blocks if the bottom row has no existing blocks under it.
After you have selected the blocks, you can click the 'Show/Update Preview' button to see a preview. You will see a large render of what the mural will look like with the chosen Minecraft blocks. You can zoom in and out get an idea about what the mural may look like from a distance.
With this option you can use a datapack containing one or more functions which make the mural. If you use this option, you can then skip all of the other steps below. This is the best option to use if the picture is going to be huge. The commands that create the picture will be divided accross many mcfunction files if required.
With this option you can use mcfunction files to create the mural. If you use this option, you can then skip all of the other steps below. Please read the Wiki on Function Files to find out how it works. There is a limitation of 65,536 commands per function file. For a large picture, you may need to divide the function file into smaller files.
You will need to be in creative mode now and you will need to give yourself a command block with this command:
/give @p minecraft:command_block
The mural is built relative to this command block so this will determine where you place the command block. The bottom of the mural will be at the same vertical position (y) as the command block. And it will be built one block to the right of the command block when facing the direction specified in step 3. Place some redstone blocks as shown here.
In some situations, the commands that are generated may be too long and might cause errors when pasted into a command block. In normal situations, the value in the box can be left as is. As the number is reduced, it is likely that more command sets will be produced below. Do not set this value over 32000.
Maximum Command Length
Below you will see the generated commands that you will need to paste into the command block. Large and complex images will have the commands split into many parts while less complex images will have fewer parts.
This set of guidelines covers the properties of the Minecraft art style. It is intended to help you create models and textures that fit right into the vanilla game and to unify the terminology for the community to give more efficient and constructive feedback. Please keep in mind that not all of the mentioned principles apply universally to non-vanilla art styles or to art unrelated to Minecraft. If you plan to create Minecraft art and aren't fully familiar with the technical aspects of it, reading Blockbench Overview & Tips is highly recommended. It contains materials on how to properly use Blockbench and take full advantage of its features.
Minecraft's art style is founded in simplicity. The overall shape of an object should be defined by the model and most of the detail by the texture. It should always be a goal to keep the element count as low as possible while still accurately depicting the object. However, simplifying shapes shouldn't go too far, to the point where they are no longer recognizable.
Therefore, depicting slants and curves as stairs needs to be avoided. Rotating an element to create a slant instead is preferable. Rotated elements can be found in many Minecraft models, but their use needs to be justified. For example, rotating elements next to each other in order to form a curve does not conform with the Minecraft aesthetic.
Minecraft models utilize planes (elements with only 2 faces) and transparency, often together. Small parts of an object can be depicted by a single large element with certain pixels strategically being fully transparent. In the Minecraft art style, this solution is preferable to using many small elements to depict the same object/parts of an object.
The UV map defines how a texture is applied to the model. In Minecraft, a pixel on the texture corresponds to a pixel on the model (1 unit of scale in Blockbench). It is very important that the ratio of pixels is preserved on the model as well, i.e. that the texture does not get squashed or stretched.
Much like pixels are picture elements (pix + el), mixels are elements of mixed resolutions, be it 2D or 3D. Most low-spec art (digitally restrictive art) avoids mixels altogether. Minecraft art, generally speaking, does not allow mixels (with the notable exception of slightly inflated elements on some models). Mixels on models are manifested as elements smaller than 1px (or 1 unit of scale in Blockbench) or overly inflated elements.
The dimensions of a Minecraft block are 16x16x16 pixels, which represents 1m, meaning that a single pixel is 6.25cm long. This ratio should be taken into account, but it does not always apply. Small objects being recognizable takes priority over being to scale (e.g. a bee would have to be smaller than 1px if it were perfectly proportionate).
Furthermore, functionality within the game's own proportions may not translate directly from real life. The most important example of this is the player model. It is significantly bulkier than a regular human, so objects that the player interacts with should be created with this in mind.
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