what do you mean "left post" and why does there have to be multiple uv's? Ive been using multiple plane types with one uv on each. so the code is really long. is it necessary? and would you know of a program to do this automatically? Sorry for all of the questions. I'm really trying to get into this because they said this was also going to help with the modding api which is what im looking forward to and yes im creating a 3d ladder with my own texture.
The tutorial is built out of cubes, which allows 1/6 of the needed objects. The increased amount of UV is for the bottom, top, north, south, west, and east sides.
Yes my ladder isn't symmetrical. But if you look it don't form any tileing errors.
There's one pixel from the top, and two from the bottom, thats 3, and theres a three pixel gap between. So each 'ladder' bit, is the same.
I have been trying to sort this out. I think I finally got it. I was able to duplacate my sugercane model, that fits my texture.
That box means you did something incorrectly with the JSON format. in this case, it's your UVs, you forgot to put them in a container. You also forgot a comma after your first element (needed because you have a second element).
I also removed "facing" (I think that's only for planes) and "tint". I don't remember how that's supposed to be used really, and it started working right after I removed it.
EDIT: also, given your model, I set all of the (interblock) cull values to false. My ladder, if on top of or below a block would make it so you can't see the top/bottom face anyways, but that isn't true of your design.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Something I just found out from MogMiner, if you switch the UV coordinate values, you can flip the image you are adding. Might be notable in the beginning tutorial.
I think the big thing that is badly screwing me up is the fact that this is working freaking up side down!
-snip-
OKAY... I got it... kinda....
I just don't know how you get the UV mapping for the tops and bottoms.
I talked about that in the OP. When modelling, if your model is not vertically symmetric, you need to flip the image when you're getting coords. When you're getting UVs, the image should NOT be flipped.
The UV mapping is exactly the same as UV mapping for the other sides..... only the "down" and "up" facing UV values, which are the first 2 entries in that order, respectively. Then you want to select the same-size shape as what you used from the top-down view, only from your front-view in order to apply the texture.
Something I just found out from MogMiner, if you switch the UV coordinate values, you can flip the image you are adding. Might be notable in the beginning tutorial.
I saw that tweet. There is no way to rotate (say by 90 degrees) texture mapping yet, is there?
Anyways, I'll add that soon. I'll probably end up changing a bunch of stuff on thursday (hopefully) anyways.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I know about the flipped part.. thats why I said it's annoying as doing the model you're doing it upside down... what I thought was doing the top step, ended up doing the bottom in game.. so blah.. and yeah I know the UV mapping is taking the true texture.
Model = upside down
Texture = right side up
Okay I did sort it...
I left the back facing visable as I like being able to see the back face... although I realise with my design...
...kinda makes it float in mid air...
...hmmmmm....
...oh well.. at least if placed like on glass or something you can see it.
Now... to sort out how to rotate this with out messing it up.
Edit:
\o/
Well at least THAT part I understood! "inheritFrom" is <3
Sorry I'm such a derp at this. I am a visual learner. I'd much rather -see- what I'm doing then changing text and hoping for the best. Text just balls up into mush in my head.
I hope once this gets more set in stone that someone makes a modeler, much like the one that people use for mobs that will just export the json stuff for you.. for idiots like me
I left the back facing visable as I like being able to see the back face... although I realise with my design...
\o/
Well at least THAT part I understood! "inheritFrom" is <3
The "cull" option is inter-block culling, NOT backface culling. So far, there is no way to disable backface culling. However, with solid cubes (nop transparency) you'll never see the backfaces anyways. (also, by "interblock" culling, I mean what makes it so when 2 blocks are touching, the touching faces don't render at all (until they are exposed).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Ohhhhh so I can just set all of it to false and it wont render at all unless it becomes exposed?
I'm glad I finally grasp how this works. My ladders just don't work to well as shown xD hovering parts!
Nonono, you set it to TRUE to do that. False means that it won't have interblock culling at all, and faces render no matter what (set it to false if you know faces won't intersect with other faces).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
can you please explain how the plain object works i do understand it somehow but i'm not 100% sure how to use it myself.
I personally haven't done anything with planes yet.
However, it seems that you have to create them in a straight line (that is, 90 degrees), and if you want it to be like saplings/tallgrass, you have to rotate it by 45 degrees. (I tried making an "X" without rotation, it didn't render at all, but oddly didn't throw an error in the dev console)
Something else to note is that you need to make 2 planes to see it on both sides, because of backface culling. So to make the "x" shape, you actually need 4 planes.
Other than that, is there something you don't understand or are confused about?
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
So the model data has changed again and model data is now spit between two files, a 'block' file and a 'mesh' file. Block files describe what models should be used for the various variants of a block and mesh files describe the actual models.
Block files are located in "/assets/minecraft/models/block/"
Mesh files are located in "/assets/minecraft/models/block/meshes/"
Here is an example of how beds are described in the current system: Block File
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"variants": {
"foot_north": { "model": "bed_foot", "y": 180 },
"foot_east": { "model": "bed_foot", "y": 270 },
"foot_south": { "model": "bed_foot" },
"foot_west": { "model": "bed_foot", "y": 90 },
"head_north": { "model": "bed_head", "y": 180 },
"head_east": { "model": "bed_head", "y": 270 },
"head_south": { "model": "bed_head" },
"head_west": { "model": "bed_head", "y": 90 }
}
}
The "y" at the end seems to specify model rotation. I would assume that you could also include an "x" and "z" vector as well but I haven't tried it. This block file replaces the 'parent' system from the last snapshot.
So the model data has changed again and model data is now spit between two files, a 'block' file and a 'mesh' file. Block files describe what models should be used for the various variants of a block and mesh files describe the actual models.
Block files are located in "/assets/minecraft/models/block/"
Mesh files are located in "/assets/minecraft/models/block/meshes/"
Here is an example of how beds are described in the current system: Block File
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"variants": {
"foot_north": { "model": "bed_foot", "y": 180 },
"foot_east": { "model": "bed_foot", "y": 270 },
"foot_south": { "model": "bed_foot" },
"foot_west": { "model": "bed_foot", "y": 90 },
"head_north": { "model": "bed_head", "y": 180 },
"head_east": { "model": "bed_head", "y": 270 },
"head_south": { "model": "bed_head" },
"head_west": { "model": "bed_head", "y": 90 }
}
}
The "y" at the end seems to specify model rotation. I would assume that you could also include an "x" and "z" vector as well but I haven't tried it. This block file replaces the 'parent' system from the last snapshot.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
If I understand what you are saying, the game is currently ignoring the rotation given in the block file for torches? Have you had a chance to see if any of the other blocks with rotations have similar problems?
In any case you ought to be able to easily fix this by just rotating the cubes around the block center in the torch_wall mesh file.
"origin": [ 8, 8, 8 ],
"rotation": [ 0, 90, 0 ]
(I got the cube rotation syntax from the lever handle.)
Huh... I just noticed that the default wall_torch mesh file still uses the inheritFrom tag. I wonder why? Does the block file only support 90 degree rotations or something? (Clearly this stuff is still very much a work in progress ;))
could you please get out a new version of your resourcepack because i need it as a reverence for mine. Mine is 100%broken since the update. (It doesn't even load anymore)
If I understand what you are saying, the game is currently ignoring the rotation given in the block file for torches? Have you had a chance to see if any of the other blocks with rotations have similar problems?
In any case you ought to be able to easily fix this by just rotating the cubes around the block center in the torch_wall mesh file.
"origin": [ 8, 8, 8 ],
"rotation": [ 0, 90, 0 ]
(I got the cube rotation syntax from the lever handle.)
Huh... I just noticed that the default wall_torch mesh file still uses the inheritFrom tag. I wonder why? Does the block file only support 90 degree rotations or something? (Clearly this stuff is still very much a work in progress )
It seems as if the block file for torches won't let you change it at all. I tried using a different model for torches, it didn't work. I changed torch_wall.json to torch_wall2.json and inherited torch_wall.json from that and rotating it by -90 degress, and that worked. Also, I used rotationOrigin.... is there a difference? It worked.....
could you please get out a new version of your resourcepack because i need it as a reverence for mine. Mine is 100%broken since the update. (It doesn't even load anymore)
I'm working on it. I have all of the models I had previously converted, a few textures, and I'm working on the trapdoor right now. I'll probably release an update when I put the finishing touches on that, and maybe a few more textures. It's broken because of the model files in your pack. create an "old" folder in the blocks folder and move everything to there.
What's specifically causing the crashes is what we've been talking about in the other model thread, the "uv" specification is changed to "faceData", so you need to change it to that.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
The tutorial is built out of cubes, which allows 1/6 of the needed objects. The increased amount of UV is for the bottom, top, north, south, west, and east sides.
There's one pixel from the top, and two from the bottom, thats 3, and theres a three pixel gap between. So each 'ladder' bit, is the same.
I have been trying to sort this out. I think I finally got it. I was able to duplacate my sugercane model, that fits my texture.
lacks the green leafy bits but meh...
So back to my ladders...
That box means you did something incorrectly with the JSON format. in this case, it's your UVs, you forgot to put them in a container. You also forgot a comma after your first element (needed because you have a second element).
Here is the fixed code:
I also removed "facing" (I think that's only for planes) and "tint". I don't remember how that's supposed to be used really, and it started working right after I removed it.
EDIT: also, given your model, I set all of the (interblock) cull values to false. My ladder, if on top of or below a block would make it so you can't see the top/bottom face anyways, but that isn't true of your design.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
OKAY... I got it... kinda....
I just don't know how you get the UV mapping for the tops and bottoms.
UV mapping goes in the order "bottom", "top", "north", "south", "west", "east"
I talked about that in the OP. When modelling, if your model is not vertically symmetric, you need to flip the image when you're getting coords. When you're getting UVs, the image should NOT be flipped.
The UV mapping is exactly the same as UV mapping for the other sides..... only the "down" and "up" facing UV values, which are the first 2 entries in that order, respectively. Then you want to select the same-size shape as what you used from the top-down view, only from your front-view in order to apply the texture.
I saw that tweet. There is no way to rotate (say by 90 degrees) texture mapping yet, is there?
Anyways, I'll add that soon. I'll probably end up changing a bunch of stuff on thursday (hopefully) anyways.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
You might have to rotate the entire model to do that (I know, bit inconvenient)
Model = upside down
Texture = right side up
Okay I did sort it...
I left the back facing visable as I like being able to see the back face... although I realise with my design...
...kinda makes it float in mid air...
...hmmmmm....
...oh well.. at least if placed like on glass or something you can see it.
Now... to sort out how to rotate this with out messing it up.
Edit:
\o/
Well at least THAT part I understood! "inheritFrom" is <3
Sorry I'm such a derp at this. I am a visual learner. I'd much rather -see- what I'm doing then changing text and hoping for the best. Text just balls up into mush in my head.
I hope once this gets more set in stone that someone makes a modeler, much like the one that people use for mobs that will just export the json stuff for you.. for idiots like me
The "cull" option is inter-block culling, NOT backface culling. So far, there is no way to disable backface culling. However, with solid cubes (nop transparency) you'll never see the backfaces anyways. (also, by "interblock" culling, I mean what makes it so when 2 blocks are touching, the touching faces don't render at all (until they are exposed).
Glad to see you got it working, too.
\0/
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I'm glad I finally grasp how this works. My ladders just don't work to well as shown xD hovering parts!
Please, just point out what it is that you don't understand.
Nonono, you set it to TRUE to do that. False means that it won't have interblock culling at all, and faces render no matter what (set it to false if you know faces won't intersect with other faces).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
I personally haven't done anything with planes yet.
However, it seems that you have to create them in a straight line (that is, 90 degrees), and if you want it to be like saplings/tallgrass, you have to rotate it by 45 degrees. (I tried making an "X" without rotation, it didn't render at all, but oddly didn't throw an error in the dev console)
Something else to note is that you need to make 2 planes to see it on both sides, because of backface culling. So to make the "x" shape, you actually need 4 planes.
Other than that, is there something you don't understand or are confused about?
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Block files are located in "/assets/minecraft/models/block/"
Mesh files are located in "/assets/minecraft/models/block/meshes/"
Here is an example of how beds are described in the current system:
Block File
Mesh Files
Yeah, I've converted all of my files now, however the Z value now needs to be inverted (so now you need to do 16-Z, and then switch the values so smaller is first), (link to bug report) and now the torch block file seems to be broken (you can't change it), along with torches being rotated incorrectly.....
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
In any case you ought to be able to easily fix this by just rotating the cubes around the block center in the torch_wall mesh file.
(I got the cube rotation syntax from the lever handle.)
Huh... I just noticed that the default wall_torch mesh file still uses the inheritFrom tag. I wonder why? Does the block file only support 90 degree rotations or something? (Clearly this stuff is still very much a work in progress ;))
It seems as if the block file for torches won't let you change it at all. I tried using a different model for torches, it didn't work. I changed torch_wall.json to torch_wall2.json and inherited torch_wall.json from that and rotating it by -90 degress, and that worked. Also, I used rotationOrigin.... is there a difference? It worked.....
I'm working on it. I have all of the models I had previously converted, a few textures, and I'm working on the trapdoor right now. I'll probably release an update when I put the finishing touches on that, and maybe a few more textures. It's broken because of the model files in your pack. create an "old" folder in the blocks folder and move everything to there.
What's specifically causing the crashes is what we've been talking about in the other model thread, the "uv" specification is changed to "faceData", so you need to change it to that.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin