See the huge difference between how your block coords are now and how they were? Flip your texture and then try and see how I got those coords. Un-flip it and then try to redo the UV coords. You can also use the UV coords (for the larges part of the mushroom) that I gave you to make sure you understand it.
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
Vertical. As I've said, UV coordinates from textures are upside down, so to grab coordinates for meshes (which are how they logically should be) it needs to be flipped.
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
WOO! Now only my stem is broken...I flipped the image, got the UV coordinates, unflipped it, reloaded textures and found my mushroom stem broken, along with the 2nd base starting from bottom, above the base of the mushroom
I flipped the image, got the UV coordinates, unflipped it, reloaded textures and found my mushroom stem broken, along with the 2nd base starting from bottom, above the base of the mushroom
I shall point out again, UV coordinates are taken from the texture as you see it, block coordinates are the ones you need to flip the texture upside-down to get them accurately. I mentioned that in my last post just to tell you to check the block coords I gave you to so you could check them, and see how I got them. Not sure if you mis-typed (specifically because your texture seems to be mostly working) but I just figured I'd make sure that is clear.
Also, you understand it enough by now, right? Be more pro-active. If there is a problem, double check your numbers and make sure things are right. If you're having a bigger problem, try and think why it would be happening.
I mean, I fixed your mesh coords, and then you said the texture was messed up. You knew this, and all I did was tell you "your UV coords are wrong too", and now you post with it mostly fixed. I didn't need to walk you through it.
We don't need status updates (just tell us when you get it 100% fixed). I think you're perfectly capable of fixing this issue if you try
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
So, I realised that I was wasting my time attempting to get the UV coordinates from the specific area in my image, before realising that the stem is one whole colour. So I re-used my UV coordinates from my bottom base for the stem. Works like a charm.Now that I learned how to make models, I can make even more stuff, like beds, and more mushroom and stuff! Just asking, do the closed/open doors and trapdoors use the same models? Or do you have to make entire new ones?
So, I realised that I was wasting my time attempting to get the UV coordinates from the specific area in my image, before realising that the stem is one whole colour. So I re-used my UV coordinates from my bottom base for the stem. Works like a charm.
-snip-
Now that I learned how to make models, I can make even more stuff, like beds, and more mushroom and stuff! Just asking, do the closed/open doors and trapdoors use the same models? Or do you have to make entire new ones?
Yeah, that's one way to fix it, hehe.
Well, you can make entirely separate models, but by default the separate states just use 1 model but rotate it. In fact, default only uses 1 model for the top/bottom half of the door, so you have to include the "block" file that specifies different halves. The "block" file is where you define which state uses which model, and how it should be rotated (so you don't need to make a new model).
If you want a firsthand example of this, my pack has custom wood and iron doors, as well as trapdoors.
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
thanks man, I'll look into that. After I made my 3D brown and red mushroom, I was wondering if this works with animated blocks, because I was thinking of making my torch look better, but it has 2 frames, and I'm not sure if its compatible with animation
The Meaning of Life, the Universe, and Everything.
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So I'm having an issue that I'm not quite sure how to fix. I decided to make a 3D mushroom. I did all the UV mapping and everything, following the instructions, and I thought it looked good. But when I looked in-game, it was just the 'missing texture' pink and black block. Did I miss anything, or mess anything up?
thanks man, I'll look into that. After I made my 3D brown and red mushroom, I was wondering if this works with animated blocks, because I was thinking of making my torch look better, but it has 2 frames, and I'm not sure if its compatible with animation
I've not tried it myself, but yes, it should. Models treat animations similarly to how the game does: as a single frame. What I mean by this is it works perfectly if you make the model then the animation, because the game only sees 1 frame at a time (so to speak).
So I'm having an issue that I'm not quite sure how to fix. I decided to make a 3D mushroom. I did all the UV mapping and everything, following the instructions, and I thought it looked good. But when I looked in-game, it was just the 'missing texture' pink and black block. Did I miss anything, or mess anything up?
-sniptoelsewhere-
You have a .JSON issue, specifically in your lists. In .JSON, commas are treated with importance, any item with another item after it in the list needs a comma, the only or last item in a list should NOT have a comma.
Bolded commas should not be there. I'm not sure if that's all of your issue, but it's your main one, and that's all that looks wrong so far, so I figured I'd help ASAP.
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
So, I have a problem that I face.
I don't know how to make my torch model work when it's angled, and since my torch texture is 32x32, I don't know to work the UV mapping for it...
So, I have a problem that I face.
I don't know how to make my torch model work when it's angled, and since my torch texture is 32x32, I don't know to work the UV mapping for it...
When your texture is 32x32, you just need to divide points by two. Basically the bottom right corner is 16, 16 and eleven pixels down and two to the right is 5.5, 1
I've not tried it myself, but yes, it should. Models treat animations similarly to how the game does: as a single frame. What I mean by this is it works perfectly if you make the model then the animation, because the game only sees 1 frame at a time (so to speak).
You have a .JSON issue, specifically in your lists. In .JSON, commas are treated with importance, any item with another item after it in the list needs a comma, the only or last item in a list should NOT have a comma.
Bolded commas should not be there. I'm not sure if that's all of your issue, but it's your main one, and that's all that looks wrong so far, so I figured I'd help ASAP.
... Darn it. Stupid programming background that insists on semicolons after every line ever... xD It was confusing enough to have to put commas.
AND that didn't work. I have a feeling I'm missing a texture for the top of the mushroom, but it was never explained where I would actually save any extra textures that I need.
... And reading over the first post again I think I realized where I messed up.
AND that didn't work. I have a feeling I'm missing a texture for the top of the mushroom, but it was never explained where I would actually save any extra textures that I need.
... And reading over the first post again I think I realized where I messed up.
Doesn't work as in missing texture file, or as in messed up model/texture? Note that if it is not working in entirety, turn on the developer console (in the profile settings in your launcher) and look at the dev log when loading a world or reloading textures. It should throw an error with the line causing the problem.
It never explained it because there isn't currently a(n intentional) way to add additional texture mappings past the ones hardcoded for that block to use (which mushrooms have the 1). So, I'm afraid your mushroom texture will have to have a big enough section for your top texture, you will have to use a smaller section of texture (which, will have a different pixel density), or you will have to use 1 pixel's data (which, will be flat, and depending on the texture style/size/placement may or may not matter).
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
Tried dividing by 2. Didn't work. At all. The torch handle thingy still only shows half of what its meant to. (as in, 1/4 from the left isn't there, and same for 1/4 from the right, starting from the outside edges for both)
EDIT: Fixed that...then started on the flame, but it didn't work how it should. My block model coordinates (which I attempted to make the best I could) wouldn't work like how I wanted, and the UV coordinates are even worse. They are strangely stretched, and it looks horrible.
I was wondering if this could be updated, due to the fact that not only has the format changed, but the ability to do this with items has also been added! a few things to note about things as well:
>> the max number for models is 32 in x, y, and z. it also seems to be a size thing, meaning you can only go from 0 to 32, and not -32 to 32.
>> rotation is a bit odd now. I cant figure out how to rotate an element on x, y, and z.
>> block in your inventory are items! you can make block models be blocks, but their items be completely different!
>> you can now chose image files to texture your models... not sure if you can add more images with different names, but it will be interesting to find out!
I was wondering if this could be updated, due to the fact that not only has the format changed, but the ability to do this with items has also been added! a few things to note about things as well:
>> the max number for models is 32 in x, y, and z. it also seems to be a size thing, meaning you can only go from 0 to 32, and not -32 to 32.
>> rotation is a bit odd now. I cant figure out how to rotate an element on x, y, and z.
>> block in your inventory are items! you can make block models be blocks, but their items be completely different!
>> you can now chose image files to texture your models... not sure if you can add more images with different names, but it will be interesting to find out!
I'm fully aware. I've just been busy with using the model format with my pack that I haven't had time to update this yet.
I've already updated my models, and have been porting over MCpatcher features, as well as this stuff:
Stuff in the inventory and 3D rocket. And yes, it is 3D when it flies!
Hopefully I'll get around to updating it in the next week. There's a lot I need to cover.
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
http://hypixel.net/threads/diax-resource-pack.199998/
Because your UV coords are wrong.
See the huge difference between how your block coords are now and how they were? Flip your texture and then try and see how I got those coords. Un-flip it and then try to redo the UV coords. You can also use the UV coords (for the larges part of the mushroom) that I gave you to make sure you understand it.
"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
http://hypixel.net/threads/diax-resource-pack.199998/
Vertical. As I've said, UV coordinates from textures are upside down, so to grab coordinates for meshes (which are how they logically should be) it needs to be flipped.
"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
http://hypixel.net/threads/diax-resource-pack.199998/
http://hypixel.net/threads/diax-resource-pack.199998/
I shall point out again, UV coordinates are taken from the texture as you see it, block coordinates are the ones you need to flip the texture upside-down to get them accurately. I mentioned that in my last post just to tell you to check the block coords I gave you to so you could check them, and see how I got them. Not sure if you mis-typed (specifically because your texture seems to be mostly working) but I just figured I'd make sure that is clear.
Also, you understand it enough by now, right? Be more pro-active. If there is a problem, double check your numbers and make sure things are right. If you're having a bigger problem, try and think why it would be happening.
I mean, I fixed your mesh coords, and then you said the texture was messed up. You knew this, and all I did was tell you "your UV coords are wrong too", and now you post with it mostly fixed. I didn't need to walk you through it.
We don't need status updates (just tell us when you get it 100% fixed). I think you're perfectly capable of fixing this issue if you try
"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
http://hypixel.net/threads/diax-resource-pack.199998/
Yeah, that's one way to fix it, hehe.
Well, you can make entirely separate models, but by default the separate states just use 1 model but rotate it. In fact, default only uses 1 model for the top/bottom half of the door, so you have to include the "block" file that specifies different halves. The "block" file is where you define which state uses which model, and how it should be rotated (so you don't need to make a new model).
If you want a firsthand example of this, my pack has custom wood and iron doors, as well as trapdoors.
"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
http://hypixel.net/threads/diax-resource-pack.199998/
Edit: I'm an idiot. I found what's probably causing my error. I really need to learn to look over code before saying it doesn't work. xD
Edit 2: Nope, nevermind, same issue.
I've not tried it myself, but yes, it should. Models treat animations similarly to how the game does: as a single frame. What I mean by this is it works perfectly if you make the model then the animation, because the game only sees 1 frame at a time (so to speak).
You have a .JSON issue, specifically in your lists. In .JSON, commas are treated with importance, any item with another item after it in the list needs a comma, the only or last item in a list should NOT have a comma.
See:
{
"useAmbientOcclusion": false,
"inventoryRender3D": true,
"elements":
[
{
"__comment": "mushroom head bottom",
"type": "cube",
"from": [5, 12, 5],
"to": [11, 15, 11],
"faceData":
{
"down": {"uv":[ 5, 5, 11, 11], "textureFacing": "down", "cull":false},
"up": {"uv":[ 5, 5, 11, 11], "textureFacing": "up", "cull":false},
"north": {"uv":[ 5, 12, 11, 15], "textureFacing": "north", "cull":false},
"south": {"uv":[ 5, 12, 11, 15], "textureFacing": "south", "cull":false},
"west": {"uv":[ 5, 12, 11, 15], "textureFacing": "west", "cull":false},
"east": {"uv":[ 5, 12, 11, 15], "textureFacing": "east", "cull":false},
}
},
{
"__comment": "mushroom head top",
"type": "cube",
"from": [6, 11, 6],
"to": [10, 12, 10],
"faceData":
{
"down": {"uv":[ 6, 6, 10, 10], "textureFacing": "down", "cull":true},
"up": {"uv":[ 6, 6, 10, 10], "textureFacing": "up", "cull":false},
"north": {"uv":[ 6, 11, 10, 12], "textureFacing": "north", "cull":false},
"south": {"uv":[ 6, 11, 10, 12], "textureFacing": "south", "cull":false},
"west": {"uv":[ 6, 11, 10, 12], "textureFacing": "west", "cull":false},
"east": {"uv":[ 6, 11, 10, 12], "textureFacing": "east", "cull":false},
}
},
{
"__comment": "mushroom stem",
"type": "cube",
"from": [7, 15 ,7],
"to": [9, 16 ,9],
"faceData":
{
"down": {"uv":[ 7, 7, 9, 9], "textureFacing": "down", "cull":true},
"up": {"uv":[ 7, 7, 9, 9], "textureFacing": "up", "cull":true},
"north": {"uv":[ 7, 15, 9, 16], "textureFacing": "north", "cull":false},
"south": {"uv":[ 7, 15, 9, 16], "textureFacing": "south", "cull":false},
"west": {"uv":[ 7, 15, 9, 16], "textureFacing": "west", "cull":false},
"east": {"uv":[ 7, 15, 9, 16], "textureFacing": "east", "cull":false},
}
},
]
},
Bolded commas should not be there. I'm not sure if that's all of your issue, but it's your main one, and that's all that looks wrong so far, so I figured I'd help ASAP.
"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 don't know how to make my torch model work when it's angled, and since my torch texture is 32x32, I don't know to work the UV mapping for it...
http://hypixel.net/threads/diax-resource-pack.199998/
When your texture is 32x32, you just need to divide points by two. Basically the bottom right corner is 16, 16 and eleven pixels down and two to the right is 5.5, 1
... Darn it. Stupid programming background that insists on semicolons after every line ever... xD It was confusing enough to have to put commas.
AND that didn't work. I have a feeling I'm missing a texture for the top of the mushroom, but it was never explained where I would actually save any extra textures that I need.
... And reading over the first post again I think I realized where I messed up.
Doesn't work as in missing texture file, or as in messed up model/texture? Note that if it is not working in entirety, turn on the developer console (in the profile settings in your launcher) and look at the dev log when loading a world or reloading textures. It should throw an error with the line causing the problem.
It never explained it because there isn't currently a(n intentional) way to add additional texture mappings past the ones hardcoded for that block to use (which mushrooms have the 1). So, I'm afraid your mushroom texture will have to have a big enough section for your top texture, you will have to use a smaller section of texture (which, will have a different pixel density), or you will have to use 1 pixel's data (which, will be flat, and depending on the texture style/size/placement may or may not matter).
"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: Fixed that...then started on the flame, but it didn't work how it should. My block model coordinates (which I attempted to make the best I could) wouldn't work like how I wanted, and the UV coordinates are even worse. They are strangely stretched, and it looks horrible.
http://hypixel.net/threads/diax-resource-pack.199998/
>> the max number for models is 32 in x, y, and z. it also seems to be a size thing, meaning you can only go from 0 to 32, and not -32 to 32.
>> rotation is a bit odd now. I cant figure out how to rotate an element on x, y, and z.
>> block in your inventory are items! you can make block models be blocks, but their items be completely different!
>> you can now chose image files to texture your models... not sure if you can add more images with different names, but it will be interesting to find out!
I'm fully aware. I've just been busy with using the model format with my pack that I haven't had time to update this yet.
I've already updated my models, and have been porting over MCpatcher features, as well as this stuff:
Stuff in the inventory and 3D rocket. And yes, it is 3D when it flies!
Hopefully I'll get around to updating it in the next week. There's a lot I need to cover.
"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