In the guide I recommend drawing the side/front/top reference images in GIMP and then using them to find the coordinates to give the elements. Many models are very simply represented this way (ladders, torches, etc.) so that work might already be partially there.
Modelling centered cubes is super easy because you only need 1 reference image.
Only thing to remember is that the Y axis in image editors are flipped, so you need to flip your reference image for the top view.
Your choice of text editor. Simpler the better. Notepad or Notepad++ should work. I'm on Linux so I use Gedit.
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
Okay, I'm using Notepad. How do I write the stuff inside the file? (and please don't say pushing buttons on the keyboard )
Ok.... TAKE YOUR FINGER..... oh...
Well no, first, you must acquire energy, a simple sandwich will suffice....
What sort of question is that?
It's JSON format, which is the biggest thing you need to know about models..... the structure you should be able to gather from the vanilla files, or possibly models in other packs. I have a simple example for a snowball model in the OP.
First, blockstate files are used for blocks to define what model file is used. Mostly, these aren't necessary to edit, that is if you aren't changing the name/location of the file or giving a certain state its own model. Item models don't have states, instead use a fixed model name.
Of some of the stuff that goes in the file:
Textures: the textures used. Optional if you use texture placeholders and fill them in with an inherited file.
Elements: the actual mesh itself.
Faces: this is inside the elements. It defines what faces are visible, and what textures they use.
Display: Optional arguments that control how the model looks in various places.
The absolute best way to learn exactly what model files involve is looking at the default files. The files are all in the vanilla .JAR, which is useful if only you need the names. If there's something specific you're getting stuck on after trying this, let me know.
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
Alright, so I wanted to make a little white box with blue glass with sound waves inside of it, which are visible through the blue glass.
I made the case. All good
I made the glass.
All good.
I add the sound wave animation. It doesn't render.
For some reason, anything that isn't visible, even the other side of the box, doesn't render.
I was wondering if there was a way to bypass this, so I can see the inside, and also see the sound waves.
The weirdest thing is that I have had this work perfectly fine with other models. My gold sword, for example, has electricity running through the model, and the voxel is translucent, and the electricity still renders, even if I shrink it down to the same size at the blade.
Alright, so I wanted to make a little white box with blue glass with sound waves inside of it, which are visible through the blue glass.
I made the case. All good
I made the glass.
All good.
I add the sound wave animation. It doesn't render.
For some reason, anything that isn't visible, even the other side of the box, doesn't render.
I was wondering if there was a way to bypass this, so I can see the inside, and also see the sound waves.
The weirdest thing is that I have had this work perfectly fine with other models. My gold sword, for example, has electricity running through the model, and the voxel is translucent, and the electricity still renders, even if I shrink it down to the same size at the blade.
This is so confusing
I'm confused, what are you trying to do, screenshot maybe?
What block/item is this model for?
Your blue glass, is it transparent? Your animation, is it also transparent? If both are transparent, it's highly likely the animation is not showing because the rendered still sucks with adding transparency. I was modelling potions (which, admittedly, also have the glow animation which is partially transparent) and if I used partially transparent glass, the potion itself would not render.
For some reason, anything that isn't visible, even the other side of the box, doesn't render.
This sounds like you're talking about the back side of the glass cube, right? That's backface culling, and cannot be disabled.... if you don't want it you have to duplicate that element and invert it, at which point it will Z-fight with itself in 3rd person, even though the texture is the same (it also z-fights with double-sided planes).
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
Alright, so thanks on the tips for the inverting cubes, it really helped.
And as for my animation and the glass, the glass uses the light blue stained glass texture, and the animation is done using solid colour, but it has transparency, as there is no background to the image, just the moving electricity
the glass uses the light blue stained glass texture, and the animation is done using solid colour, but it has transparency, as there is no background to the image, just the moving electricity
So it sounds like the problem I was having (right down to using stained glass). Obvious fix being:
A)Use outer texture with full transparency rather than partial transparency. You'll likely have to make a dedicated texture for this, especially for it to look good. (I had to do this for my potion bottle textures)
B)Make your animation have full transparency and no partial transparency (so, make the electric parts fully opaque). This'll probably look terrible, but at least it will easily let you know this is the problem.
If those fix your issue, it is likely the same as mine and has no (vanilla) fix, relying on the render settings of items, sorry
Although, maybe you could get Kahr to fix this in MCpatcher? If not, hope the render engine in Minecraft gets better and this sort of thing no longer is an issue.
Note: I'm making assumptions here. The transparency levels being thrown out could be a different cause altogether, or at least more complicated than I make it sound. I say this because I didn't have an issue with experience bottles, even though I layered 4 cubes on each other with low transparency. The difference there being the transparent cubes all took their textures from one animation, meaning the texture was just adding with itself. It could also be a per-item thing? Maybe certain items have different render settings?
HOWEVER, if the above things don't solve your problem, remember that there is a certain transparency threshold, meaning if a pixel's opacity is too low it is rendered at fully transparent. I believe this is at 10%, so if it is below/near that you might want to increase 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
I'm trying to make pressure plates use their own textures that are unique to their respective blocks, but the textures don't seem to be specified in the .json files in the model folder (as it just says "texture" instead of something like "stone.png"), and their aren't any files related to pressure plates in the blockstates folder. Help?
I'm trying to make pressure plates use their own textures that are unique to their respective blocks, but the textures don't seem to be specified in the .json files in the model folder (as it just says "texture" instead of something like "stone.png"), and their aren't any files related to pressure plates in the blockstates folder. Help?
They're there. Thier. Sorry.
It's the backwards name format likely fooling you.... instead of "pressure_plate_stone.json" for the blockstate file, it is "stone_pressure_plate.json", meaning hitting the P key to find the expected name doesn't work.
However, in case of either models or blockstate files, to find the files you need to search for "plate" and that should give you the results.
What you want for the model files are the specific models (rather than, for example, pressure_plate_up.json that you likely found) rather than the files they are inherited from.
So you're looking for:
stone_pressure_plate_up.json
stone_pressure_plate_down.json
wooden_pressure_plate_up.json
wooden_pressure_plate_down.json
light_pressure_plate_up.json
light_pressure_plate_down.json
heavy_pressure_plate_up.json
heavy_pressure_plate_down.json
There are also "inventory" versions..... although to reduce redundancy I recommend you add display information to your up models and then make the item model versions (in ~/models/item) inherit directly from the up version. If you do this, you might want to move it up by 8 in all display forms. Of course, if you want to keep the "thicker" inventory display that default has (as if it resides INSIDE the block you place it on) then you might want to ignore what I said and just retexture the "inventory" models as default does.
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
Alright, so I did the inverted cube, worked like a charm, I kinda gave up on making the electricity go through the middle.
Just a question, is there a way to resize items when they're dropped in the world? All of my items, especially the arrows, are awkwardly small....I know about gui and first person and third person, just not the world one....
Just a question, is there a way to resize items when they're dropped in the world? All of my items, especially the arrows, are awkwardly small....I know about gui and first person and third person, just not the world one....
Yes. See above (and previous page) as well as the OP (which has a section on display).
What you want is the newly added "ground" display setting. You'll probably want to specify the "fixed" setting as well since custom models are also typically too small in item frames as well.
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
In game, the model does appear with correct textures and stuff, but some faces disappear when the model is viewed from different angles. Is there a way to stop this?
(It's meant to look like one of those rocks that you can pick up in Link's Awakening)
The best solution is to add additional cubes as back faces. One easy way to do that is by having a cube with reversed "to" and "from" values, causing it to inverse.
The best solution is to add additional cubes as back faces. One easy way to do that is by having a cube with reversed "to" and "from" values, causing it to inverse.
Also I wanted to make a new section as an explanation like I gave you on basic basics but as you might see whenever I have any code boxes the editor screws them up.
I have it written and saved, just can't post it DX
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
Also I wanted to make a new section as an explanation like I gave you on basic basics but as you might see whenever I have any code boxes the editor screws them up.
I have it written and saved, just can't post it DX
You don't have to have them in the code boxes, do you? The boxes are only really useful if you keep BBcode inside them. Otherwise, they just look pretty.
You don't have to have them in the code boxes, do you? The boxes are only really useful if you keep BBcode inside them. Otherwise, they just look pretty.
Yes. I have code boxes in them and plus editing the OP seems to break some of my existing code boxes just from opening the editor.
And no, code boxes are useful for keeping linebreaks and other whitespace as-is preventing the editor from turning it to an unreadable mess. You might say that's "looks pretty" but IMO that's "looks readable" as it does more than put a pretty square around 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
Yes, but how do I actually write the model file?
Your choice of text editor. Simpler the better. Notepad or Notepad++ should work. I'm on Linux so I use Gedit.
"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'm using Notepad. How do I write the stuff inside the file? (and please don't say pushing buttons on the keyboard )
Ok.... TAKE YOUR FINGER..... oh...
Well no, first, you must acquire energy, a simple sandwich will suffice....
What sort of question is that?
It's JSON format, which is the biggest thing you need to know about models..... the structure you should be able to gather from the vanilla files, or possibly models in other packs. I have a simple example for a snowball model in the OP.
First, blockstate files are used for blocks to define what model file is used. Mostly, these aren't necessary to edit, that is if you aren't changing the name/location of the file or giving a certain state its own model. Item models don't have states, instead use a fixed model name.
Of some of the stuff that goes in the file:
Textures: the textures used. Optional if you use texture placeholders and fill them in with an inherited file.
Elements: the actual mesh itself.
Faces: this is inside the elements. It defines what faces are visible, and what textures they use.
Display: Optional arguments that control how the model looks in various places.
The absolute best way to learn exactly what model files involve is looking at the default files. The files are all in the vanilla .JAR, which is useful if only you need the names. If there's something specific you're getting stuck on after trying this, let me know.
"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, thanks, I'll try messing around with the default files.
Alright, so I wanted to make a little white box with blue glass with sound waves inside of it, which are visible through the blue glass.
I made the case. All good
I made the glass.
All good.
I add the sound wave animation. It doesn't render.
For some reason, anything that isn't visible, even the other side of the box, doesn't render.
I was wondering if there was a way to bypass this, so I can see the inside, and also see the sound waves.
The weirdest thing is that I have had this work perfectly fine with other models. My gold sword, for example, has electricity running through the model, and the voxel is translucent, and the electricity still renders, even if I shrink it down to the same size at the blade.
This is so confusing
http://hypixel.net/threads/diax-resource-pack.199998/
I'm confused, what are you trying to do, screenshot maybe?
What block/item is this model for?
Your blue glass, is it transparent? Your animation, is it also transparent? If both are transparent, it's highly likely the animation is not showing because the rendered still sucks with adding transparency. I was modelling potions (which, admittedly, also have the glow animation which is partially transparent) and if I used partially transparent glass, the potion itself would not render.
This sounds like you're talking about the back side of the glass cube, right? That's backface culling, and cannot be disabled.... if you don't want it you have to duplicate that element and invert it, at which point it will Z-fight with itself in 3rd person, even though the texture is the same (it also z-fights with double-sided planes).
"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
Alright, so thanks on the tips for the inverting cubes, it really helped.
And as for my animation and the glass, the glass uses the light blue stained glass texture, and the animation is done using solid colour, but it has transparency, as there is no background to the image, just the moving electricity
http://hypixel.net/threads/diax-resource-pack.199998/
So it sounds like the problem I was having (right down to using stained glass). Obvious fix being:
A)Use outer texture with full transparency rather than partial transparency. You'll likely have to make a dedicated texture for this, especially for it to look good. (I had to do this for my potion bottle textures)
B)Make your animation have full transparency and no partial transparency (so, make the electric parts fully opaque). This'll probably look terrible, but at least it will easily let you know this is the problem.
If those fix your issue, it is likely the same as mine and has no (vanilla) fix, relying on the render settings of items, sorry
Although, maybe you could get Kahr to fix this in MCpatcher? If not, hope the render engine in Minecraft gets better and this sort of thing no longer is an issue.
Note: I'm making assumptions here. The transparency levels being thrown out could be a different cause altogether, or at least more complicated than I make it sound. I say this because I didn't have an issue with experience bottles, even though I layered 4 cubes on each other with low transparency. The difference there being the transparent cubes all took their textures from one animation, meaning the texture was just adding with itself. It could also be a per-item thing? Maybe certain items have different render settings?
HOWEVER, if the above things don't solve your problem, remember that there is a certain transparency threshold, meaning if a pixel's opacity is too low it is rendered at fully transparent. I believe this is at 10%, so if it is below/near that you might want to increase 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
I'm trying to make pressure plates use their own textures that are unique to their respective blocks, but the textures don't seem to be specified in the .json files in the model folder (as it just says "texture" instead of something like "stone.png"), and their aren't any files related to pressure plates in the blockstates folder. Help?
They're there. Thier. Sorry.
It's the backwards name format likely fooling you.... instead of "pressure_plate_stone.json" for the blockstate file, it is "stone_pressure_plate.json", meaning hitting the P key to find the expected name doesn't work.
However, in case of either models or blockstate files, to find the files you need to search for "plate" and that should give you the results.
What you want for the model files are the specific models (rather than, for example, pressure_plate_up.json that you likely found) rather than the files they are inherited from.
So you're looking for:
stone_pressure_plate_up.json
stone_pressure_plate_down.json
wooden_pressure_plate_up.json
wooden_pressure_plate_down.json
light_pressure_plate_up.json
light_pressure_plate_down.json
heavy_pressure_plate_up.json
heavy_pressure_plate_down.json
There are also "inventory" versions..... although to reduce redundancy I recommend you add display information to your up models and then make the item model versions (in ~/models/item) inherit directly from the up version. If you do this, you might want to move it up by 8 in all display forms. Of course, if you want to keep the "thicker" inventory display that default has (as if it resides INSIDE the block you place it on) then you might want to ignore what I said and just retexture the "inventory" models as default does.
"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
Alright, so I did the inverted cube, worked like a charm, I kinda gave up on making the electricity go through the middle.
Just a question, is there a way to resize items when they're dropped in the world? All of my items, especially the arrows, are awkwardly small....I know about gui and first person and third person, just not the world one....
http://hypixel.net/threads/diax-resource-pack.199998/
Yes. See above (and previous page) as well as the OP (which has a section on display).
What you want is the newly added "ground" display setting. You'll probably want to specify the "fixed" setting as well since custom models are also typically too small in item frames as well.
"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'm getting the hang of this.
Here's a model for black glass:
In game, the model does appear with correct textures and stuff, but some faces disappear when the model is viewed from different angles. Is there a way to stop this?
(It's meant to look like one of those rocks that you can pick up in Link's Awakening)
The best solution is to add additional cubes as back faces. One easy way to do that is by having a cube with reversed "to" and "from" values, causing it to inverse.
You need to use a transparent block if the block is going to not fill the entire block
Like this?
Because that crashed my resource pack.
You got an extra comma there. At the end.
},
]
}
Shouldn't be there.
Also I wanted to make a new section as an explanation like I gave you on basic basics but as you might see whenever I have any code boxes the editor screws them up.
I have it written and saved, just can't post it DX
"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
Ah, yes, thanks.
You don't have to have them in the code boxes, do you? The boxes are only really useful if you keep BBcode inside them. Otherwise, they just look pretty.
Yes. I have code boxes in them and plus editing the OP seems to break some of my existing code boxes just from opening the editor.
And no, code boxes are useful for keeping linebreaks and other whitespace as-is preventing the editor from turning it to an unreadable mess. You might say that's "looks pretty" but IMO that's "looks readable" as it does more than put a pretty square around 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