OK, here's the issue: 1.9 changed the name of the 'tallgrass.json' file you used to be more accurate: 'tinted_cross.json'. Change it accordingly and all your issues should be fixed.
Grass seemed to work already for me... unless when you said "GRASS, TALLGRASS, AND SUGARCANE" you meant "tallgrass, double tallgrass, and sugarcane" in which case it is indeed fixed.
p.s.: You should probably make sure your UVs are flipped on the opposite side of 2D faces (compare the 'tinted_cross.json' file against your own) so it doesn't have a magical spinny effect when you walk around it (particularly bad with lopsided textures). The problem you have with vines is also probably because vines have switched over to multipart (makes it much easier!) and you're trying to use the 1.8 way.
p.p.s: you might want to try uBlock origin. It blocks about the same (if not better) and has lower resource requirements. That and Disconnect (causes some issues sometimes like with twitter stuff unless you turn that part off, but blocks tracking stuff and lowers data usage around 10%).
I debate the usefulness of them making this chnage, but whatever
More than once, I've had what I'm typing get cut-off mysteriously. Yes, tall grass, double tall grass, and sugarcane
Would you be able to update the tuts for 1.9?
These constant changes are the other half of why I so far have given-up on joining the modding scene. (first half is forge) Some adapt their tutorials around the updates, but they seldom start fresh. At least resource packs aren't as complicated and ever-changing as mods are, though.
I rarely use twitter, but that would break live chat features I use on a couple of sites, I'd imagine, so probably won't use Disconnect.
Thanks for the advice.
It's probably those 0,0,0 scales you have, that's invisible! Default scale is 1,1,1, AND you don't need to include settings you don't change. So with your display settings (unless making things invisible is intentional) you only need to include the GUI section and only the scale setting within that.
No idea what controls the minecart display, but it is likely shared with 3rd person or head considering it's going invisible on you.
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
Hey everyone, just trying really hard to redo the minecraft shield model, but whenever I change something in the shield.json, nothing updates in the actual game. I even tried reducing the shield model to a basic box, but nothing changes. I removed the parent for the shield.json, and in the shield_blocking I changed the parent from builtin/entity to the shield.
But nothing changes, at all!
I really want to change these hideous shields, and I really need help.
Also, thanks to Mojang's evilness and/or lack of interest in users, they have disabled the option to turn off ALTERNATE BLOCKS
If my pack had a bunch of crap dots on a file to represent grass and sand, it would be fine, but I have wavy dirt and sand, and it looks absolutely dreadful.
I heard a rumour that there is an option to turn off random blocks using the resource pack, but how do I do this????
So far, I'm hating the resource pack abilities in 1.9
Hey everyone, just trying really hard to redo the minecraft shield model, but whenever I change something in the shield.json, nothing updates in the actual game. I even tried reducing the shield model to a basic box, but nothing changes. I removed the parent for the shield.json, and in the shield_blocking I changed the parent from builtin/entity to the shield.
But nothing changes, at all!
I really want to change these hideous shields, and I really need help.
You and me both. The problem is that due to the whole patterns thing, shields are rendered as an entity and thus need an entity model. That's why it can't be changed. The same restriction also applies to the banner for much the same reason. All you can do is affect how they're held or their size... now actually how they look.
Someday we'll get an entity models system and will be able to re-make chests, shields, banners, and all of the other things we've always wanted. Someday...
Also, thanks to Mojang's evilness and/or lack of interest in users, they have disabled the option to turn off ALTERNATE BLOCKS
If my pack had a bunch of crap dots on a file to represent grass and sand, it would be fine, but I have wavy dirt and sand, and it looks absolutely dreadful.
I heard a rumour that there is an option to turn off random blocks using the resource pack, but how do I do this????
This is actually really simple. All of the random rotations are actually just block models. What you do is look into the block state for the block that you want to disable this on, and remove all of the variations beyond the first. So for example, if you want to remove this from sand, you blockstate file should look like this:
So far, I'm hating the resource pack abilities in 1.9
Relax. Take a deep breath. I'll admit that this is a tough update to update for. Don't worry, once you get through it once it doesn't seem so bad. Until then, try to look on the bright side: It's still easier than the transition from 1.5 to 1.6!
It means that Mojang changed something that could potentially break resource packs. In this case, the changes to how block models work definitely has broken some things (the clock and compass being notable examples in just about EVERY pack). They've made the gigantic warning sign so that people know that, yes, some things might be broken by the update. It's actually quite nice that they do this as it removes the need for backwards compatibility as well as notifying users that they may be using an out of date resource packs; hopefully prompting them do download an up-to-date version.
Hey everyone, just trying really hard to redo the minecraft shield model, but whenever I change something in the shield.json, nothing updates in the actual game. I even tried reducing the shield model to a basic box, but nothing changes. I removed the parent for the shield.json, and in the shield_blocking I changed the parent from builtin/entity to the shield.
But nothing changes, at all!
I really want to change these hideous shields, and I really need help.
Also, thanks to Mojang's evilness and/or lack of interest in users, they have disabled the option to turn off ALTERNATE BLOCKS
If my pack had a bunch of crap dots on a file to represent grass and sand, it would be fine, but I have wavy dirt and sand, and it looks absolutely dreadful.
I heard a rumour that there is an option to turn off random blocks using the resource pack, but how do I do this????
So far, I'm hating the resource pack abilities in 1.9
What does 'Incompatible' even mean
Aside from what Alvoria didn't cover (EDIT: Whoops, I made a new page... go back to see his post), there's this I searched for like 5 minutes to find, so have it:
From what I can tell, it is permanent, since fire now uses that to make its block model randomized, rather than relying on an additional four tags or so to do that.
In either case though, I would advise disabling the random models in your resource pack even if the option was still there. It seems nicer to not force a user to change their options to use a resource pack, plus it allows you to randomize other models. I did whipped up a resource pack awhile ago with does just that. Feel free to copy the files into your pack(s) if desired (no credit needed)
Unfortunately even if you got the shield model to work the banner support would be completely removed, and I don't think most people would be particularly happy about that.
As for the 1.9 model changes:
Somebody on Reddit has made a converter with Scala. Although the issue is it seems to not convert arbitrary (non-90 degree increments) very well, as well as not supporting folders/recursive file discovery (it actually freaks out if it encounters a folder, so any sorting you've done is major hindrance for this), as well as needing a bunch of other improvements (rounding, omitting unneeded stuff, GUI, options etc). If you can stand using it, it'll fix your scale/90 rotations really well.
The creator has told me they're basically done with it but says anyone can improve on it so long as they get credit and you abide by Creative Commons. Not sure if anyone here would be interested in improving it (seems like Scala is similar to Java)... I would love to, but I don't know anything about Scala :/
Also I did have an idea, Scala can run inside a JVM, maybe you could use it to run a script inside of Minecraft 1.8 that would measure models (using raycasting or pointclouds for 1st/3rd/head and screenshots for GUI), record the info, and then brute force a ton of combos in 1.9 until there was a close match?
Hey guys, don't want to take the painstaking task of converting 1.8 clock/compass animations to the ok-I-get-it-cool-for-models-though-I-could-do-that-with-the-animations-before-so-a-bit-too-complex-for-regular-items-1.9 format?
There IS a better way now, introducing this thing I've been making for the past few days, a python-fu script for GIMP:
Open desired 1.8 clock and/or compass animations (the RIGHT-most file seems to be the one that uses the filter)
Go to filters>Python-Fu>console
Paste the script's content
???
If everything runs smoothly, no red text will appear and comments will show up with info
(if you opened clock AND compass, close the one it just did, clear the console and hit enter, and then paste the script again.... if any issues occur, try doing each image individually and then closing GIMP before you run it again)
Tell me what you think! This is probably the most 'real' coding I've done, first time working with Python, it wasn't too bad (although I'd prefer semicolons to whitespace in most cases) so those of you with more coding experience should get some other converters finished, hehe...
Also, it was quite easy to do the clock.... but the compass? Gah. Instead of using it like the clock does, it's offset to start in the middle and then loop back.... BUT that's just the model order, the image numbers are used the same as clocks. That took me considerably longer than other parts.
As for the other changes: there's GUI changes (survival/creative inventory, brewing stand), bows need to be redone for predicates, boats have a different texture format, and rain is now rightside-up (before it was upside-down). Maybe more I'm forgetting, but expect even more stuff to break in 1.10.
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
Man I'm stupid and I don't like shutting up so here's another question :3
I'm pretty damn good with Autodesk Maya, I taught myself how to use it because I got bored.
I was wondering if there was a tool/way/export option to export models I make in Maya into Minecraft, complete with the UVs and stuff
Second question, how do i randomise block models?
This way, I can port most of my random blocks support from MCPatcher straight to default Minecraft, which would be beneficial to both me and my pack users
Man I'm stupid and I don't like shutting up so here's another question :3
I'm pretty damn good with Autodesk Maya, I taught myself how to use it because I got bored.
I was wondering if there was a tool/way/export option to export models I make in Maya into Minecraft, complete with the UVs and stuff
Second question, how do i randomise block models?
This way, I can port most of my random blocks support from MCPatcher straight to default Minecraft, which would be beneficial to both me and my pack users
Thanks all
Probably not. Although I'd imagine someone could probably make one with MEL (Maya Embedded Language) or some other way with plugins (been so long since I've used Maya, don't remember if there are non-MEL plugins or not). Converting models from 3D programs is pretty niche as it is, there was a blender one but it is outdated (Maya is even more niche than Blender because Blender is free AND lightweight). Plus, the rotation limitations (can't rotate on more than 1 axis) means that anything cool you make won't be replicable in Minecraft without some ugly tricks.
The randomization is the exact OPPOSITE of removing rotated models.
First you need to make different models that point to your random textures, and then you make the blockstate file point to them like this:
You can also add weight (I believe this'd just be right after your model and something like "weight":6) to make certain models appear more or less frequently.
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
Um, could you put that into simpler terms? I understand the blockstate part but I don't understand what I'm actually supposed to put into the
<block name>.json
file
Do I just have to re-do a complete cube and then try to randomise the UVs and whatnot?
Also, is it possible to change the texture depending on the 'state' of the block? For example, make an End Portal block have little lights start to glow when an Eye of Ender is placed on top
Um, could you put that into simpler terms? I understand the blockstate part but I don't understand what I'm actually supposed to put into the
<block name>.json
file
Do I just have to re-do a complete cube and then try to randomise the UVs and whatnot?
Also, is it possible to change the texture depending on the 'state' of the block? For example, make an End Portal block have little lights start to glow when an Eye of Ender is placed on top
The random models you use are like the normal models only with a different texture. To save on data you make the model an inherited one, then the model files you define in your blockstate file will use that as a parent and define the texture that they differ with (in other words, so you don't need 2 copies of the same model). In basic cube models that inherit from cube_all, it's basically no different than to define a new model with a different texture specified. There's a tutorial here specifically on random models.
As for states, it entirely depends on the block and whether or not vanilla retextures them or not. You can usually find this in the blockstate files themselves, if it's there you can change it. If it's not (like hoppers and their disabled state or jukeboxes and their has_record state) you can edit it... but ONLY in 1.9 using entirely multi-part, and Grum has said this capability might not be in 1.10 since some of the states will likely get removed.
End portal frames? You're in luck, YES that's not only possible but the models already exist since they're needed for the eyes to show up:
"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 just realized, as I was making different armor textures, that I haven't a clue on how to apply them to damage values.
If I change the .jsons, it'll only affect the items in my inventory, but not equipped armors.
How would I do this with, say diamond_layer1.png? If at all possible.
You would put a predicate in the diamond model to specify other models to use at different damage values (see some of the default model files like bows or fishing rods if you're not sure how it's used).
But you're absolutely right, this would not affect the worn model so that might not do you much good.
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
Yeah, I don't even know where the equipped armor models would be. I can find the inventory items just fine.
It was easy for weapons and tools, but armor is confusing.
Well, you wouldn't find them because you can't edit armor models yet, they're in that 'entity-like' zone that means Mojang seems to avoid giving it a model. I mean I feel like I have single handedly beat this into the ground already, haha. We were actually kinda lucky that item frames got their own model, though I suppose it was one of the few that was a bit block like and didn't require special things like joints (signs and minecarts didn't seem worth it, it seems).
If you were to find it, it'd probably have its own folder. We have block and item now, if armor got its own it'd probably be in a newly created 'entity' folder... possibly an 'armor' folder within that but I guess I can't guarantee Mojang will organize things here.
Did anyone see me talking about the converter at the top of the page? It doesn't work well enough to convert my models but for people with less models (and all in one place) it might be helpful... or maybe people with coding knowledge could help improve 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
If I delete the blockstate file, the pack loads, but without the random lily pads. If I add the blockstate file, the pack, for some STUPID reason, is unable to load. Am I doing something wrong?
If I delete the blockstate file, the pack loads, but without the random lily pads. If I add the blockstate file, the pack, for some STUPID reason, is unable to load. Am I doing something wrong?
If you have a text editor that highlights JSON syntax it should've caught 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
I tried doing what you said, and removed the comma. Now the pack loads, but I get the horrifying pink and black boxes. For simplicity, I changed waterlily1 to just waterlily, and waterlily2 became waterlily1, and the blockstate.json was changed accordingly, as were the individual model files
Rotated elements that stick out of the parent blocks are -most of the time- shaded to extreme blacks, and inconsistently so. Like the grass is fine unless blocks are placed next to it. Does it happen more to some faces (up)?
I'm also a little mad only grass is transparent and podzol/mycelium is not.
I find it a bit weird that it's still happening to you with cullface being set to up, I would've thought that would prevent it. You could try changing which face you start with (north/east/west) and redo the rotation (since you don't have free rotation even restricted to 22.5 increments, you can only adjust it so much) and keep cullface up and see if that changes it any.
This might just be something overlooked/ignored by Mojang, similar to other shading issues... like how shading is rotated with the models in some display modes (item frames and armor stands, MC-72866) and shading can't be disabled anywhere but on block models (MC-81834 WAI by grum with no explanation)...
If it still occurs after changing the faces' initial direction, you should probably comment this with the rotation on MC-92406, considering your (older?) flat grass extra face doesn't have the issue (as if the rotation is causing 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 don't know if this is still an active thread, but whenever i put in the display stuff i do it wrong, because ithe model turns pink and black, i don't know how to type it in?
I don't know if this is still an active thread, but whenever i put in the display stuff i do it wrong, because ithe model turns pink and black, i don't know how to type it in?
Here's an example of a model with display settings in it:
Also, when you run into errors the first place to look is in the launcher, specifically the 'game output':
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, it didn't glitch out, but what numbers change what directions. Like [ 0, 0, 0 ] what does the first 0 do and what does the second do and what does the 3rd do? Because right now, nothing seems to be moving when i change numbers.
I debate the usefulness of them making this chnage, but whatever
More than once, I've had what I'm typing get cut-off mysteriously. Yes, tall grass, double tall grass, and sugarcane
Would you be able to update the tuts for 1.9?
These constant changes are the other half of why I so far have given-up on joining the modding scene. (first half is forge) Some adapt their tutorials around the updates, but they seldom start fresh. At least resource packs aren't as complicated and ever-changing as mods are, though.
I rarely use twitter, but that would break live chat features I use on a couple of sites, I'd imagine, so probably won't use Disconnect.
Thanks for the advice.
that seems to have done the trick.
Thanks!
It's probably those 0,0,0 scales you have, that's invisible! Default scale is 1,1,1, AND you don't need to include settings you don't change. So with your display settings (unless making things invisible is intentional) you only need to include the GUI section and only the scale setting within that.
No idea what controls the minecart display, but it is likely shared with 3rd person or head considering it's going invisible on you.
"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, I think you meant to call-out Insomniac_lemon about this.
I'm by no means an expert on this topic.
Hey everyone, just trying really hard to redo the minecraft shield model, but whenever I change something in the shield.json, nothing updates in the actual game. I even tried reducing the shield model to a basic box, but nothing changes. I removed the parent for the shield.json, and in the shield_blocking I changed the parent from builtin/entity to the shield.
But nothing changes, at all!
I really want to change these hideous shields, and I really need help.
Also, thanks to Mojang's evilness and/or lack of interest in users, they have disabled the option to turn off ALTERNATE BLOCKS
If my pack had a bunch of crap dots on a file to represent grass and sand, it would be fine, but I have wavy dirt and sand, and it looks absolutely dreadful.
I heard a rumour that there is an option to turn off random blocks using the resource pack, but how do I do this????
So far, I'm hating the resource pack abilities in 1.9
What does 'Incompatible' even mean
http://hypixel.net/threads/diax-resource-pack.199998/
Take a deep breath. We'll get through this.
You and me both. The problem is that due to the whole patterns thing, shields are rendered as an entity and thus need an entity model. That's why it can't be changed. The same restriction also applies to the banner for much the same reason. All you can do is affect how they're held or their size... now actually how they look.
Someday we'll get an entity models system and will be able to re-make chests, shields, banners, and all of the other things we've always wanted. Someday...
This is actually really simple. All of the random rotations are actually just block models. What you do is look into the block state for the block that you want to disable this on, and remove all of the variations beyond the first. So for example, if you want to remove this from sand, you blockstate file should look like this:
It's really that simple.
Relax. Take a deep breath. I'll admit that this is a tough update to update for. Don't worry, once you get through it once it doesn't seem so bad. Until then, try to look on the bright side: It's still easier than the transition from 1.5 to 1.6!
It means that Mojang changed something that could potentially break resource packs. In this case, the changes to how block models work definitely has broken some things (the clock and compass being notable examples in just about EVERY pack). They've made the gigantic warning sign so that people know that, yes, some things might be broken by the update. It's actually quite nice that they do this as it removes the need for backwards compatibility as well as notifying users that they may be using an out of date resource packs; hopefully prompting them do download an up-to-date version.
I hope that helps you.
Aside from what Alvoria didn't cover (EDIT: Whoops, I made a new page... go back to see his post), there's this I searched for like 5 minutes to find, so have it:
Unfortunately even if you got the shield model to work the banner support would be completely removed, and I don't think most people would be particularly happy about that.
As for the 1.9 model changes:
Somebody on Reddit has made a converter with Scala. Although the issue is it seems to not convert arbitrary (non-90 degree increments) very well, as well as not supporting folders/recursive file discovery (it actually freaks out if it encounters a folder, so any sorting you've done is major hindrance for this), as well as needing a bunch of other improvements (rounding, omitting unneeded stuff, GUI, options etc). If you can stand using it, it'll fix your scale/90 rotations really well.
The creator has told me they're basically done with it but says anyone can improve on it so long as they get credit and you abide by Creative Commons. Not sure if anyone here would be interested in improving it (seems like Scala is similar to Java)... I would love to, but I don't know anything about Scala :/
Also I did have an idea, Scala can run inside a JVM, maybe you could use it to run a script inside of Minecraft 1.8 that would measure models (using raycasting or pointclouds for 1st/3rd/head and screenshots for GUI), record the info, and then brute force a ton of combos in 1.9 until there was a close match?
I made a converter for clocks/compasses:
As for the other changes: there's GUI changes (survival/creative inventory, brewing stand), bows need to be redone for predicates, boats have a different texture format, and rain is now rightside-up (before it was upside-down). Maybe more I'm forgetting, but expect even more stuff to break in 1.10.
"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
Man I'm stupid and I don't like shutting up so here's another question :3
I'm pretty damn good with Autodesk Maya, I taught myself how to use it because I got bored.
I was wondering if there was a tool/way/export option to export models I make in Maya into Minecraft, complete with the UVs and stuff
Second question, how do i randomise block models?
This way, I can port most of my random blocks support from MCPatcher straight to default Minecraft, which would be beneficial to both me and my pack users
Thanks all
http://hypixel.net/threads/diax-resource-pack.199998/
Probably not. Although I'd imagine someone could probably make one with MEL (Maya Embedded Language) or some other way with plugins (been so long since I've used Maya, don't remember if there are non-MEL plugins or not). Converting models from 3D programs is pretty niche as it is, there was a blender one but it is outdated (Maya is even more niche than Blender because Blender is free AND lightweight). Plus, the rotation limitations (can't rotate on more than 1 axis) means that anything cool you make won't be replicable in Minecraft without some ugly tricks.
The randomization is the exact OPPOSITE of removing rotated models.
First you need to make different models that point to your random textures, and then you make the blockstate file point to them like this:
{
"variants": {
"normal": [{ "model": "stonebrick_normal" }, { "model": "random/stonebrick_normal_1" }, { "model": "random/stonebrick_normal_2" }]
}
}
You can also add weight (I believe this'd just be right after your model and something like "weight":6) to make certain models appear more or less frequently.
"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
Um, could you put that into simpler terms? I understand the blockstate part but I don't understand what I'm actually supposed to put into the
file
Do I just have to re-do a complete cube and then try to randomise the UVs and whatnot?
Also, is it possible to change the texture depending on the 'state' of the block? For example, make an End Portal block have little lights start to glow when an Eye of Ender is placed on top
http://hypixel.net/threads/diax-resource-pack.199998/
The random models you use are like the normal models only with a different texture. To save on data you make the model an inherited one, then the model files you define in your blockstate file will use that as a parent and define the texture that they differ with (in other words, so you don't need 2 copies of the same model). In basic cube models that inherit from cube_all, it's basically no different than to define a new model with a different texture specified. There's a tutorial here specifically on random models.
As for states, it entirely depends on the block and whether or not vanilla retextures them or not. You can usually find this in the blockstate files themselves, if it's there you can change it. If it's not (like hoppers and their disabled state or jukeboxes and their has_record state) you can edit it... but ONLY in 1.9 using entirely multi-part, and Grum has said this capability might not be in 1.10 since some of the states will likely get removed.
End portal frames? You're in luck, YES that's not only possible but the models already exist since they're needed for the eyes to show up:
end_portal_frame_empty.json
end_portal_frame_filled.json
"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 would put a predicate in the diamond model to specify other models to use at different damage values (see some of the default model files like bows or fishing rods if you're not sure how it's used).
But you're absolutely right, this would not affect the worn model so that might not do you much good.
"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
Well, you wouldn't find them because you can't edit armor models yet, they're in that 'entity-like' zone that means Mojang seems to avoid giving it a model. I mean I feel like I have single handedly beat this into the ground already, haha. We were actually kinda lucky that item frames got their own model, though I suppose it was one of the few that was a bit block like and didn't require special things like joints (signs and minecarts didn't seem worth it, it seems).
If you were to find it, it'd probably have its own folder. We have block and item now, if armor got its own it'd probably be in a newly created 'entity' folder... possibly an 'armor' folder within that but I guess I can't guarantee Mojang will organize things here.
Did anyone see me talking about the converter at the top of the page? It doesn't work well enough to convert my models but for people with less models (and all in one place) it might be helpful... or maybe people with coding knowledge could help improve 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
Here's the json for the blockstate
"variants": {
"normal": [
{ "model": "waterlily1" },
{ "model": "waterlily2"},
]
}
} [/code]
If I delete the blockstate file, the pack loads, but without the random lily pads. If I add the blockstate file, the pack, for some STUPID reason, is unable to load. Am I doing something wrong?
http://hypixel.net/threads/diax-resource-pack.199998/
Improper comma:
{
"variants": {
"normal": [
{ "model": "waterlily1" },
{ "model": "waterlily2"},
]
}
}
Commas do not go on the last member of a group.
If you have a text editor that highlights JSON syntax it should've caught 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
I tried doing what you said, and removed the comma. Now the pack loads, but I get the horrifying pink and black boxes. For simplicity, I changed waterlily1 to just waterlily, and waterlily2 became waterlily1, and the blockstate.json was changed accordingly, as were the individual model files
But still no success. Any ideas?
http://hypixel.net/threads/diax-resource-pack.199998/
I find it a bit weird that it's still happening to you with cullface being set to up, I would've thought that would prevent it. You could try changing which face you start with (north/east/west) and redo the rotation (since you don't have free rotation even restricted to 22.5 increments, you can only adjust it so much) and keep cullface up and see if that changes it any.
This might just be something overlooked/ignored by Mojang, similar to other shading issues... like how shading is rotated with the models in some display modes (item frames and armor stands, MC-72866) and shading can't be disabled anywhere but on block models (MC-81834 WAI by grum with no explanation)...
If it still occurs after changing the faces' initial direction, you should probably comment this with the rotation on MC-92406, considering your (older?) flat grass extra face doesn't have the issue (as if the rotation is causing 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 don't know if this is still an active thread, but whenever i put in the display stuff i do it wrong, because ithe model turns pink and black, i don't know how to type it in?
Here's an example of a model with display settings in it:
You can also put it before the elements:
Also, when you run into errors the first place to look is in the launcher, specifically the 'game output':
"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, it didn't glitch out, but what numbers change what directions. Like [ 0, 0, 0 ] what does the first 0 do and what does the second do and what does the 3rd do? Because right now, nothing seems to be moving when i change numbers.