If you swap the from and to coordinates, the cube will be inverted and do exactly as you've described.
The problem is that if you do that, adjacent blocks will show faces coming out of the back wall, with no face on the sides.
EDIT: Separating the cube into 6 faces and reversing the direction of the textures only makes different visual weirdness.
I want an effect similar to the glass in your resource pack, only without the front faces, however all my attempts at correcting the culling have failed.
EDIT: Basically, the north face needs to cull as the north face, but display as the south; the top needs to cull as the top, but display as the bottom; etc.
The problem is that if you do that, adjacent blocks will show faces coming out of the back wall, with no face on the sides.
EDIT: Separating the cube into 6 faces and reversing the direction of the textures only makes different visual weirdness.
-snip-
I want an effect similar to the glass in your resource pack, only without the front faces, however all my attempts at correcting the culling have failed.
EDIT: Basically, the north face needs to cull as the north face, but display as the south; the top needs to cull as the top, but display as the bottom; etc.
I'm still confused by this....
How about inverting the cube, and then turning cull to true (in faceData, remember cull is interblock culling not backface culling) so it's like what you have, but not the middle faces? Although I'm not sure if that'll work with sponge (unless you're just using that as a test).
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
How about inverting the cube, and then turning cull to true (in faceData, remember cull is interblock culling not backface culling) so it's like what you have, but not the middle faces? Although I'm not sure if that'll work with sponge (unless you're just using that as a test).
Sponge is just to test.
The goal would be for a 3x3, solid, cube of a block to look like this:
The shading in the corners wouldn't look like that, but it's the closest I can get to show what I want.
I think I did what you described, but it yields the same result.
EDIT: Swapping the "textureFacing" tags doesn't seem to make any difference.
This is your glass model. I want the same effect, just without the front faces so it works on solid blocks as well.
Ok, I'm sorry but if neither of those things work, I'm afraid what you're doing might not be possible yet (if it is, I don't know how).
If you could switch the cull directions, inverting the cube would likely work. That used to be possible I think, but was removed, but it might be re-added.
Also, why exactly are you trying to do this?
EDIT: The glass in my pack ISN'T related to what you want, all I had to do was remove backface culling (I turned every face into a twoSided plane)while you want to effectively make "frontface" culling.
"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
Ok, I'm sorry but if neither of those things work, I'm afraid what you're doing might not be possible yet (if it is, I don't know how).
If you could switch the cull directions, inverting the cube would likely work. That used to be possible I think, but was removed, but it might be re-added.
Also, why exactly are you trying to do this?
EDIT: The glass in my pack ISN'T related to what you want, all I had to do was remove backface culling (I turned every face into a twoSided plane)while you want to effectively make "frontface" culling.
I need it to help make the illusion of shifting walls in a non-Euclidean level. Rather the make the outside walls of a corridor change, I can simply fill the changing area with these blocks, then as you move around, only the correct walls will show. If I'm able to get this basic goal to work, I should be able to change the way the cube inverts to make more complicated (although direction-specific) illusions.
It's basically just to cut down on the number of required teleportation or setblock/fill/clone commands to make complex non-Euclidean levels, making the end result more seamless, fast, and flexible.
And I wasn't saying that the method of making the model would be the same as the glass; I was only saying that the end result would be similar, just without the front glass faces.
Can you add a sniplet of if there is any way we can just copy-paste a bit from the last methood to the new one or whats changed or do I have to re-sort out how everything is done all over again to re-make my ladders XD
Everyone's saying that this helped. Are those people already experienced with JSON because I just see walls of text and numbers? And where exactly do you put that text if there's multiple sides or pictures in place?
Brilliant post, really helpful
I came trying to work out how to do rotation and you solved it
The only thing (I guess it is just a typo) "direction": {"uv":[ x1, y2, x2, y2], "textureFacing": "direction/texturehackdirection"},
should it be x1, y1? rather than x1, y2
Rollback Post to RevisionRollBack
I make stuff on youtube check me out there gentlegiantJGC
I need it to help make the illusion of shifting walls in a non-Euclidean level. Rather the make the outside walls of a corridor change, I can simply fill the changing area with these blocks, then as you move around, only the correct walls will show. If I'm able to get this basic goal to work, I should be able to change the way the cube inverts to make more complicated (although direction-specific) illusions.- snip! -
I got it to work! Here's the mesh I used along with a short video to illustrate the kind of thing I meant to use it for.
I can't think of really any other non-aesthetic uses for these, but I think it's always neat when there are extra applications to new features Mojang adds to the game. Previously something like this would not be nearly as clean, and would require tons of redstone clocks. Now all it needs is a simple clock to teleport the player away to a hollow room if they approach this one.I'm now working on a way to correct lighting issues that come with this mesh, although I think that a more direction-specific mesh would have less of these problems, along with much more practical uses for map makers.
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I'm not really sure I understand the concept of culling, I guess? Also, is there a way to turn off the culling by default on blocks when they're next to a block which used to be one that caused culling? I redid the workbench and the blocks around it have invisible faces now, so.
Can you add a sniplet of if there is any way we can just copy-paste a bit from the last methood to the new one or whats changed or do I have to re-sort out how everything is done all over again to re-make my ladders XD
I'd say just look at the newest files and change them to match. I think the last thing that was changed was changing the "uv" section to "faceData". (the very-very last thing that was that inheriting models doesn't work).
Everyone's saying that this helped. Are those people already experienced with JSON because I just see walls of text and numbers? And where exactly do you put that text if there's multiple sides or pictures in place?
Yeah, I even say in the OP that you need to know how JSON works. Knowing how to use JSON is a whole other topic in itself. The most important thing to know is that containers (square/curly brackets, parentheses, and quotes) and commas are important.
Brilliant post, really helpful
I came trying to work out how to do rotation and you solved it
The only thing (I guess it is just a typo) "direction": {"uv":[ x1, y2, x2, y2], "textureFacing": "direction/texturehackdirection"},
should it be x1, y1? rather than x1, y2
I'm not really sure I understand the concept of culling, I guess? Also, is there a way to turn off the culling by default on blocks when they're next to a block which used to be one that caused culling? I redid the workbench and the blocks around it have invisible faces now, so.
Sorry if I'm being stupid. xD
There's currently no way to to specify if a block makes other blocks cull faces, you can only specify if its own faces are culled by blocks that can cause culling. The only way to currently fix this is to turn off culling for all blocks, which (if you didn't guess) makes the game unplayable because it's rendering almost every face in the world.
I think the workbench is a solid block, and you shouldn't be modelling a solid block in a way that exposes faces like that. Things that are already transparent (flowers, torches, slabs, doors, and even glowstone though it looks solid) are the only things you should be modelling in a way that faces are exposed.
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
I think the workbench is a solid block, and you shouldn't be modelling a solid block in a way that exposes faces like that. Things that are already transparent (flowers, torches, slabs, doors, and even glowstone though it looks solid) are the only things you should be modelling in a way that faces are exposed.
Very true! It was just the bottom face that was the problem on my model, I ended up fixing it by laying a flat cube on the bottom with that texture:
I think it still kind of works in the ways that solid blocks are supposed to, personally! Just looks nicer. =)
Thanks for being so attentive to this topic, btw! You're a very kind person. <3
Very true! It was just the bottom face that was the problem on my model, I ended up fixing it by laying a flat cube on the bottom with that texture: I think it still kind of works in the ways that solid blocks are supposed to, personally! Just looks nicer. =) Thanks for being so attentive to this topic, btw! You're a very kind person. <3
I was going to suggest you do this anyways, but I was not sure if it was an issue with just the top, or the sides as well.
I just tested it again tho and now it seems to work? Maybe I had some silly typo in there somewhere. xD
Something to note here, the way you've currently done it (with a cube only using 2 of the faces) is probably the best way to do it. I think (I'm sorry, I don't remember where, I read both on Mojangsters' twitter and reddit pages) that one of the devs said that planes will be dropped entirely because you can just as easily make cubes with 1/2 faces (as Aarilight initially did).
EDIT: WOW. Bebop Vox finally did a video on 3D models, and showcased the compilation of all the reddit models (most of which was probably compiled without permission), yet no mention of my pack which has 12 original 3D models, or this thread which is a tutorial on how to MAKE 3D models.
Although, I suppose I shouldn't be surprised. I'm pretty good at dodging spotlights, and why should anyone go to a dedicated Minecraft community for Minecraft related things? Sarcasm aside, I guess I really shouldn't expect to be mentioned by big community members like that, as to not get my hopes up, like 100% of the time :/
"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
EDIT: WOW. Bebop Vox finally did a video on 3D models, and showcased the compilation of all the reddit models (most of which was probably compiled without permission), yet no mention of my pack which has 12 original 3D models, or this thread which is a tutorial on how to MAKE 3D models.
Although, I suppose I shouldn't be surprised. I'm pretty good at dodging spotlights, and why should anyone go to a dedicated Minecraft community for Minecraft related things? Sarcasm aside, I guess I really shouldn't expect to be mentioned by big community members like that, as to not get my hopes up, like 100% of the time :/
He seemed to only show the vanilla texture models from reddit it seems, I as also posted my models on reddit, and they were not showcased.
He also showed the newer, worse version of the ladders with the bad texture stretching.
I'm now working on a way to correct lighting issues that come with this mesh, although I think that a more direction-specific mesh would have less of these problems, along with much more practical uses for map makers.
All you need to do is add the "shade" argument to each face (the only vanilla example is the cactus)
Something to note here, the way you've currently done it (with a cube only using 2 of the faces) is probably the best way to do it. I think (I'm sorry, I don't remember where, I read both on Mojangsters' twitter and reddit pages) that one of the devs said that planes will be dropped entirely because you can just as easily make cubes with 1/2 faces (as Aarilight initially did).
Although cubes cannot be custom shaded; planes can.
I am now at a full loss as to how to do my ladders... how do we rotate this stuff? Do we have to re-sort out all the coords yet again for other directions?
@.x I am so hoping a tool comes out when this becomes more stable that lets us model these in 3d and then just convert it to a file... I am just not good at all with out any on the spot visual reference.
I am now at a full loss as to how to do my ladders... how do we rotate this stuff? Do we have to re-sort out all the coords yet again for other directions?
@.x I am so hoping a tool comes out when this becomes more stable that lets us model these in 3d and then just convert it to a file... I am just not good at all with out any on the spot visual reference.
To rotate a model, place ", "y": [degrees] " after the file where you select models. I would think it supports the same degree options as the rotation in the model files does (22.5, 45, 90, ect)
All you need to do is add the "shade" argument to each face (the only vanilla example is the cactus)
Although cubes cannot be custom shaded; planes can.
This used to be possible with cubes, but when they made faceData (to make faces removable, I presume) replaced the "uv" array, it disappeared, along with the ability to cull by direction (instead of boolean, depending on facing only). My guess is that these will be re-added before they remove planes (if they do).
I am now at a full loss as to how to do my ladders... how do we rotate this stuff? Do we have to re-sort out all the coords yet again for other directions?
@.x I am so hoping a tool comes out when this becomes more stable that lets us model these in 3d and then just convert it to a file... I am just not good at all with out any on the spot visual reference.
Well, if you had the same problem as me, and ladders are flipped, a simple thing you can do is make all of the model's to/from Z values 16-<original z> (and then flipped). For instance, 0 to 1 becomes 15 to 16, 1 to 6 becomes 10 to 15.
However, to answer your question, you can't do so with inherited files anymore. If you make a block differently than default (and its many default facing values, in every single direction), you can edit the rotation values in the block files. As described in the OP (recent changes), the block files specify the variants. You can manually edit the rotations, or you can shift the direction labels until they line up how you want.
Me, I prefer doing a run-and-gun and just making a model based on images, with X and Y as width and height, Z being depth. If it's different than how default does it, I can just edit the rotation in the block file as described above. Note that the inherit-dependant models in the OP have been updated to block-and-mesh files as needed for 14w11b. Also, the "run-and-gun" method is especially easy now that models refresh with the other resources, as you can do quick edits and see if it works, just like you can with textures.
"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 problem is that if you do that, adjacent blocks will show faces coming out of the back wall, with no face on the sides.
EDIT: Separating the cube into 6 faces and reversing the direction of the textures only makes different visual weirdness.
I want an effect similar to the glass in your resource pack, only without the front faces, however all my attempts at correcting the culling have failed.
EDIT: Basically, the north face needs to cull as the north face, but display as the south; the top needs to cull as the top, but display as the bottom; etc.
I'm still confused by this....
How about inverting the cube, and then turning cull to true (in faceData, remember cull is interblock culling not backface culling) so it's like what you have, but not the middle faces? Although I'm not sure if that'll work with sponge (unless you're just using that as a test).
"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
Sponge is just to test.
The goal would be for a 3x3, solid, cube of a block to look like this:
The shading in the corners wouldn't look like that, but it's the closest I can get to show what I want.
I think I did what you described, but it yields the same result.
EDIT: Swapping the "textureFacing" tags doesn't seem to make any difference.
This is your glass model. I want the same effect, just without the front faces so it works on solid blocks as well.
Ok, I'm sorry but if neither of those things work, I'm afraid what you're doing might not be possible yet (if it is, I don't know how).
If you could switch the cull directions, inverting the cube would likely work. That used to be possible I think, but was removed, but it might be re-added.
Also, why exactly are you trying to do this?
EDIT: The glass in my pack ISN'T related to what you want, all I had to do was remove backface culling (I turned every face into a twoSided plane)while you want to effectively make "frontface" culling.
"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 need it to help make the illusion of shifting walls in a non-Euclidean level. Rather the make the outside walls of a corridor change, I can simply fill the changing area with these blocks, then as you move around, only the correct walls will show. If I'm able to get this basic goal to work, I should be able to change the way the cube inverts to make more complicated (although direction-specific) illusions.
It's basically just to cut down on the number of required teleportation or setblock/fill/clone commands to make complex non-Euclidean levels, making the end result more seamless, fast, and flexible.
And I wasn't saying that the method of making the model would be the same as the glass; I was only saying that the end result would be similar, just without the front glass faces.
I came trying to work out how to do rotation and you solved it
The only thing (I guess it is just a typo)
"direction": {"uv":[ x1, y2, x2, y2], "textureFacing": "direction/texturehackdirection"},
should it be x1, y1? rather than x1, y2
I make stuff on youtube check me out there gentlegiantJGC
I got it to work! Here's the mesh I used along with a short video to illustrate the kind of thing I meant to use it for.
I can't think of really any other non-aesthetic uses for these, but I think it's always neat when there are extra applications to new features Mojang adds to the game. Previously something like this would not be nearly as clean, and would require tons of redstone clocks. Now all it needs is a simple clock to teleport the player away to a hollow room if they approach this one.I'm now working on a way to correct lighting issues that come with this mesh, although I think that a more direction-specific mesh would have less of these problems, along with much more practical uses for map makers.
Sorry if I'm being stupid. xD
I'd say just look at the newest files and change them to match. I think the last thing that was changed was changing the "uv" section to "faceData". (the very-very last thing that was that inheriting models doesn't work).
Yeah, I even say in the OP that you need to know how JSON works. Knowing how to use JSON is a whole other topic in itself. The most important thing to know is that containers (square/curly brackets, parentheses, and quotes) and commas are important.
Thanks, fixed.
Glad to see that you got it to work! I have no idea how you did get it to work, but nice to see that you did!
There's currently no way to to specify if a block makes other blocks cull faces, you can only specify if its own faces are culled by blocks that can cause culling. The only way to currently fix this is to turn off culling for all blocks, which (if you didn't guess) makes the game unplayable because it's rendering almost every face in the world.
I think the workbench is a solid block, and you shouldn't be modelling a solid block in a way that exposes faces like that. Things that are already transparent (flowers, torches, slabs, doors, and even glowstone though it looks solid) are the only things you should be modelling in a way that faces 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
Very true! It was just the bottom face that was the problem on my model, I ended up fixing it by laying a flat cube on the bottom with that texture:
I think it still kind of works in the ways that solid blocks are supposed to, personally! Just looks nicer. =)
Thanks for being so attentive to this topic, btw! You're a very kind person. <3
You could replace the flat cube with a two sided plain. No visual difference, but might be slightly faster
I tried that and couldn't get it to work, so I just did what I knew how to do. xD
My current code:
My plane attempt that didn't work:
I just tested it again tho and now it seems to work? Maybe I had some silly typo in there somewhere. xD
I was going to suggest you do this anyways, but I was not sure if it was an issue with just the top, or the sides as well.
Also, thanks, I try to help
Something to note here, the way you've currently done it (with a cube only using 2 of the faces) is probably the best way to do it. I think (I'm sorry, I don't remember where, I read both on Mojangsters' twitter and reddit pages) that one of the devs said that planes will be dropped entirely because you can just as easily make cubes with 1/2 faces (as Aarilight initially did).
EDIT: WOW. Bebop Vox finally did a video on 3D models, and showcased the compilation of all the reddit models (most of which was probably compiled without permission), yet no mention of my pack which has 12 original 3D models, or this thread which is a tutorial on how to MAKE 3D models.
Although, I suppose I shouldn't be surprised. I'm pretty good at dodging spotlights, and why should anyone go to a dedicated Minecraft community for Minecraft related things? Sarcasm aside, I guess I really shouldn't expect to be mentioned by big community members like that, as to not get my hopes up, like 100% of the time :/
"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
He seemed to only show the vanilla texture models from reddit it seems, I as also posted my models on reddit, and they were not showcased.
He also showed the newer, worse version of the ladders with the bad texture stretching.
All you need to do is add the "shade" argument to each face (the only vanilla example is the cactus)
Although cubes cannot be custom shaded; planes can.
Putting the CENDENT back in transcendent!
@.x I am so hoping a tool comes out when this becomes more stable that lets us model these in 3d and then just convert it to a file... I am just not good at all with out any on the spot visual reference.
To rotate a model, place ", "y": [degrees] " after the file where you select models. I would think it supports the same degree options as the rotation in the model files does (22.5, 45, 90, ect)
This used to be possible with cubes, but when they made faceData (to make faces removable, I presume) replaced the "uv" array, it disappeared, along with the ability to cull by direction (instead of boolean, depending on facing only). My guess is that these will be re-added before they remove planes (if they do).
Well, if you had the same problem as me, and ladders are flipped, a simple thing you can do is make all of the model's to/from Z values 16-<original z> (and then flipped). For instance, 0 to 1 becomes 15 to 16, 1 to 6 becomes 10 to 15.
However, to answer your question, you can't do so with inherited files anymore. If you make a block differently than default (and its many default facing values, in every single direction), you can edit the rotation values in the block files. As described in the OP (recent changes), the block files specify the variants. You can manually edit the rotations, or you can shift the direction labels until they line up how you want.
Me, I prefer doing a run-and-gun and just making a model based on images, with X and Y as width and height, Z being depth. If it's different than how default does it, I can just edit the rotation in the block file as described above. Note that the inherit-dependant models in the OP have been updated to block-and-mesh files as needed for 14w11b. Also, the "run-and-gun" method is especially easy now that models refresh with the other resources, as you can do quick edits and see if it works, just like you can with textures.
"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